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Everything posted by alanschu
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Research is very similar in that you typically get your ideas from alien artifacts, as well as some that chain without needing new artifacts. You can only have one project on the go You don't recruit scientists, but are given them for completing missions, as well as monthly for having satellite coverage over nations. Some research improves your research/production of particular fields (i.e. beam weapons). Your research rate is determined by your total scientists, modified by the amount of laboratories you have. Adjacent labs give additional bonus. Research consumes resources (i.e. alien artifacts, corpses, etc.) Engineering is the same for recruitment. Though building a workshop will increase your total engineer count by 5 as well. Though you need a minimum number of engineers which scales up as you build workshops. Workshops get a bonus if you put them adjacent. You have no limits on how many things you can build (many things are immediately built - only bigger projects take time), though you must have a minimum number of engineers in order to attempt most projects (same with building base improvements) Engineering also has a "research" component once the foundry is built, that lets you improve upon existing technology. Engineering is heavily limited by resources: Money, Alloys, Elerium, etc. So you can't just be all "more more mroe mroe more" Types of missions include usual base assault, terror missions, ufo landings/shoot downs. There are new "abduction" missions which are basically "alien activity reported, go investigate" which usually requires the player to make a choice between a variety of places. Base defense is out, unfortunately. Jake Solomon said it was cut because ultimately they just weren't a fun experience (not sure the details why) with the way the game was currently set up. Alien variety seems to be about the same as the original. Some old classics are in, with some of the lamer ones (snakemen) replaced with newer types.
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Too busy playing XCOM
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Now that I know the game a bit, I find Normal still tense (I am super cautious too), but in this Normal Ironman game I only just lost my first solider (A Heavy Captain) and it was a calculated risk to protect a Colonel that was flanked. I lost horribly while doing Ironman (I only play ironman) Classic my first playthrough though haha. Stupid lack of engineers.
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Another day, another 4 AM bedtime because XCOM sucks me in.... I don't need sleep. It's so worth it!
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Seems like standard early patch type stuff.
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Yeah was curious about what's included in that too.
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Still pretty useful to blow out their cover and put them down to 1 HP (meaning that pistol shot instead of the long range shotgun blast is still useful). Or to put them at 90% for stun!
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I barely killed the last Muton on a level because my Major missed him at 97% XD. Fortunately my 69% last chance shot did hit him.
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I haven't gotten much use out of grenades, but I think SCOPE was really helpful for all those 45% shots the rookies were taking. I still keep them on my snipers to help them out that little bit extra when they are shooting clear across the map. An extra 10% accuracy is always awesome. But grenades are great for guarantee kills, as well as blowing away cover. I have used them to just perfectly miss aliens, and it turns my 45% shot into a 60%+ shot with bonus chance to crit as well.
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As is the conspriacy theory that the game's random number generator is broken!
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When discussing versimiiitude, lets not forget that one of the default tactics for the original was opening up doors to UFOs and then firing off the stun launcher to stun him so he wouldn't get killed since it was impossible to back out. Or how distance doesn't affect accuracy for any character. I think what some of people loved about XCOM was that it made them feel "clever" in that they were able to come up with solutions to overcome some of the rather gamey aspects of some of its game mechanics as well. I mean, once psionics exist you get the lowest psi resistance guy in the game and bring him onto your ship with completely no equipment as his entire life existence is simply to be panicked and mind controlled. (LOS wasn't required for the aliens either) The original XCOM is a fantastic game, but there's a lot of gaming mechanics that breakdown verisimilitude in that regard as well. As for the accessibility, I suppose it depends on how well we want to take Solomon's word on his motivations for some of the design choices. I doubt it's less "accessibility" but more to the idea that he wanted gamers to have to make difficult choices in the game. It's a bit like Doom's flashlight, which pissed people off, but the idea behind it was to have to choose between having visibility or the firepower to effectively deal with the hostiles. If the idea was to just make it easy/accessible, the underlay would just be a blanket +2 health to everyone (because why WOULDN'T you use it?). What Jake has done is try to create a strategic decision with two different benefits and an opportunity cost, that feeds into the tactical component of the game. I consider stuff like this to be contrary to accessibility (i.e. I feel it intrinsically makes the game more complicated when players have to make these types of choices).
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Also, for some LOS tips | | | | |------- XY If you're at position X, you'll always be "peeking" down that corner and things will still be able to see you as well (assuming this is full cover) and shoot at a -40% penalty. If you're at Y, you're completely out of sight, and I use this to my advantage where sometimes I move to Y instead of X so that I can go to X on the next turn and sometimes lure aliens into a trap (since they may think they can go around that corner safely, something they won't think if you're at X).
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It's a balance thing, but not at all an accessibility thing (since it's entirely arbitrary). Well, some stuff like the SCOPE and nano-fiber vest doesn't even have an analogue to the original game. The moving I think you just need to get used to and learn. Though this was similar to the original game as well (although everyone functionally had "Squad sight" in the original). As for flanking, there are subtle arcs that I haven't figured out yet, but I basically look at it as though I need to be looking completely down his side with no obstruction. So like this: .A| | | | ---- Y ----- X While shooting at A, if you're at Y you aren't literally looking down the exact same square that is parallel to the target's cover, and while I think there has been the very rare occurrence where I have gotten flanking in a situation like that (at a very long distance), if you put yourself at position X you will receive the flanking bonus. Use this to help cover your flanks as well with back units compared to forward units.
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Then you can up it to Classic I suppose (difficulty isn't static). EDIT: What other LOS issues are you having? I do find that there are issues with knowing how far a guy can see in the distance (this exists in most games of this nature I find). Fire off some pics maybe and describe where you're having issues? Most of my LOS issues came from not entirely understanding cover, but I seem to have figured that out now.
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Hmmmmm. I have.... done this a lot but can't remember off the top of my head :S I thought it seemed "obvious." Sadly I'm "working" right now and can't explicitly tell you
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I don't mind failing and will probably always play ironman, but I was feeling "the cheese" on Classic XD. I'm on Normal at home, but work is still classic. As for the workshop, I think you need to earn an engineer (in any way I assume). I notice that Lab unlocks when I earn scientists from missions, workshop when I earn engineers (which NEVER happened my first game...), and Officer quarters when I earn a squadmate (you start with one on normal though... LOL). So sometimes you have to choose that low panic country just to unlock the workshop (which needs 6 engineers to build anyways ). Good luck though. Having a blast still! Fortunately I went to bed at the more reasonable time of.... 4 AM <.<
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This threw me for a loop at first, but once I realized how the game mechanics were working, it became less of a bother. Note that half cover does not impose any sort of LOS penalty on opposition, so keep that in mind. If you're beside "full cover" you will always be able to see around corners (likewise you will always be seen). There's some quirks with how the system works, but I do find them predictable and have figured out most of the quirks for LOS and cover to ensure I'm not dying.
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I used it from time to time. Grenades and SCOPE is so useful though hahahaha.
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Nope! Getting the XCOM classic: 3 guys at 75% all miss. There's a 1.5% chance that that happens. that target then crit hits my guy in full cover for 10 points of damage! Pew pew pew.
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The irony is more along the lines of him getting very upset at the game for having the cinematics present at all during the demo. Oh, I officially lost BTW.
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I am swearing a lot at the computer. I must be playing an XCOM game!
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Okay. The scamper is pretty stupid. I just spotted some guys and they went and scampered into perfect flanking position and I had used all my moves, and saw half my squad get wiped due to bull****. I'm also officially dropping the difficulty because this **** is hard LOL. When you've already spoken out against the game being less XCOM than the shooter game, you just come off as looking for vindication of your opinion. If you are not interested in the game, I suggest moving on and not contaminating the thread of people actively discussing the game and having fun with it.
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Game definitely has me swear a lot!!! 3 straight misses at 75% chance to hit. There's a 1.5% chance of that happening XD