Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,838
I was thinking "when will I get alloy snipers, heavies etc. after that shotgun?" up until the last mission. Was pretty disapointed there was no such thing.
Ye, I was severely hooked, played the shit out of it, completed it two times, and then done. Replayability is too low, the saddest fact about this game.
Really? I haven't seen any numbers, but the console versions are sold out around here. Perhaps Wellington is just wierd.I do have high hopes for a PC-only sequel though, since it seems the game sold like shit on consoles.
Unfortunately, that's what happens when you take a fully functional inventory and dick about to streamline :-/There's a serious lack of emergent gameplay. For example, sometimes I stun a new alien but the mission is going to hell. Why can't I tell my rookie to stick the thing over his shoulder, pull a retreat and fuck off to the Skyranger, like we could in the originals?
I don't really get why they ditched that one too. For one, it would expand the research probabilities (they'd have to ditch the South America bonus though), which are pretty much lacking atm.Also, no ranked aliens is bullshit. Granted, it makes capture easier, because you don't need the mind probe to find out who's who's anymore, but ranked soldiers would go very well with the Research Credit concept.
How do smoke grenades break everything?Or smoke grenades, which break everything.
That's why shit like 27m visual range should be gone.that obfuscate the core stupidity of shit like squadsight shooting anymore.
Thanks for funding the decline. Meanwhile, I suffered 5 horrible defeats today, including 4 terror sites and one alien base and just managed to win a terror site against chrysalids and snakemen which saved me from getting shut down. Still, I got funding horribly cutdown and I'm surviving on manufacturing and selling laser tanks.
How do smoke grenades break everything?
Ye, I was severely hooked, played the shit out of it, completed it two times, and then done. Replayability is too low, the saddest fact about this game.
That's what happens with formulaic gameplay. You discover everything during the first couple of playthroughs and then it's pretty much over. They went overboard with the streamlining and cut out the soul of the game. I do have high hopes for a PC-only sequel though, since it seems the game sold like shit on consoles.
Yeah, but it's risk-free. Capturing downed big UFOs isn't.Highest return on investment without ultra-lategame shit is laser cannons, nets about 95 bucks per engineer-hour IIRC (does not include initial capital or engineer wages/related upkeep). However the interface for manufacturing shit for sale is terrible and the capital investment to get it going is pretty big. I think it takes like a month or a month and a half to make back the money you invest in living quarters, workshops and on hiring engineers, and that's putting aside the opportunity cost that you could have bought a bunch of researchers or new radar bases with that capital instead and beaten the game. Looting supply ships for like 5 million bucks a pop is a lot less boring and the score you get from them easily counterbalances the penalty for leaving bases out.
I see. Well, generally, I have the opposite. I was using exploits and SFLing through missions when I was a teen. Now, I'm playing iron man and I'm playing "realistically" - avoiding the "sniper-spotter" LoS abuse and stuff like that.They can reduce LOS distance, meaning you can compress the 20-square sight distance and all the broken shit it does to even less. So for example even if you do something like leave a scout way out on a limb with 0 TUs and 3 aliens looking right at him you can drop a smoke on him and the aliens will not be aware of his existence anymore on their turn. Or you can use spotter-sniper tactics in a small hallway in a UFO where normally there would be no room to hide anything.
It's not 99% safe and it's a legitimate tactic which I have learned from the game manual (or hintbook).And they make by far the most dangerous part of a mission (getting out of the skyranger) 99% safe.
I mean that it's exactly what the smoke grenades are for. For preventing the enemy observation.I don't know what it means for a tactic to be legitimate in a game but it certainly is effective and is another incidence of sight range fucking being in the elementary structure of the game.
Open \XCom-Enemy-Unknown\XComGame\Config\DefaultGame.ini
Add these three lines in the end of the file.
[XComStrategyGame.XGCustomizeUI]
bArmorDecoAvailable=true
bArmorTintAvailable=true
I'm sure someone's already mentioned this, but they're making xcom easier...
Yep, that's right. It's being made easier!
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Pretty much. I lost two campaigns on classic ironman, then played and won a normal ironman campaign and normal ironman was so easy it was a slog to get myself to finish it. Haven't started a new game since finishing that, which is a damn shame because I actually really enjoyed my two attempts at classic.Normal difficulty is well and truly easy enough as is. Don't know why they'd bother making easy difficulty even easier.. Hope they rename it to "toddler difficulty".