Awor Szurkrarz
Arcane

- Joined
- Dec 11, 2009
- Messages
- 21,899
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This thread is full of disgusting race traitors.
This thread is full of disgusting race traitors.
I think the story is good because it teaches you how to play the game. As an "extended tutorial" it is actually very effective because it gives you new concepts and suggests research paths to you in a well-paced manner, without completely holding your hand.I absolutely hate hate hate hate hate hat HATE that everything seems to be driven by a story. Would it have killed them to add a freeplay mode where you get plopped into the game and then be left to your own devices? I know that the story only follows a few missions, but I don't want the cinematic story at all. It takes away a lot of the atmosphere that I loved in the first game.
I'm not averse to having a tutorial for those who want it, but what I loved about the original game was you got plopped down then had to figure out what you were supposed to do yourself. There were no cinematic story bits or DRAMA! involved. Just you, your base, limited resources and an increasingly overwhelming alien threat.
Now I understand some people might like the story (mostly the console popamoles who can't play anything without looking at shiny cinematics), which is why I'm suggesting an optional freeplay mode not tied to any campaign or story. Luckily the modding scene seems pretty active, so I guess there's always the hope that someone might make a mod for this.
Here the hard data about HP bloat:You lied about endgame HP bloat on Impossible. There is none worth mentioning (I ran through an Impossible Ironman playthrough). 4 HP sectoids is the worst of it, mainly because you 3 dmg of standard rifles.
BalanceMods_Hard=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Civilian, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=-1,iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Tank, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0,iCritHit=10, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Floater, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Muton, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=25)
BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0,iCritHit=10, iAim=10,iDefense=10,iHP=0,iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=25)
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=2,iCritHit=10, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Zombie, iDamage=2,iCritHit=10, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=1,iCritHit=10, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Drone, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0,iCritHit=10, iAim=10,iDefense=10,iHP=2,iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0,iCritHit=10, iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Hard=(eType=eChar_BattleScanner, iDamage=0,iCritHit=0, iAim=0, iDefense=0, iHP=0,iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Civilian, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Soldier, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=-2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Tank, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Sectoid, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=1, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Floater, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Thinman, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Muton, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Cyberdisc, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_SectoidCommander, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=35)
BalanceMods_Classic=(eType=eChar_FloaterHeavy, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_MutonElite, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=4,iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Ethereal, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=5, iMobility=0,iWill=35)
BalanceMods_Classic=(eType=eChar_Chryssalid, iDamage=2,iCritHit=10,iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Zombie, iDamage=4,iCritHit=10,iAim=0, iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_MutonBerserker, iDamage=3,iCritHit=10,iAim=0, iDefense=0,iHP=5, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Sectopod, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Drone, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Outsider, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=2,iMobility=5,iWill=0)
BalanceMods_Classic=(eType=eChar_EtherealUber, iDamage=0,iCritHit=20,iAim=10,iDefense=10,iHP=5,iMobility=0,iWill=10)
BalanceMods_Classic=(eType=eChar_BattleScanner, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
The problem is that the original X-COM games were not really "gamey" in the same way. Rather I would liken them more to a simulation, with rules that weren't really structured around playing the game "right", but instead around offering options. The crazy/hilarious/weird/fun stuff that could happen as a result of those "open" rules is what made the original X-COM fun for me. It was less balanced and fine-tuned for sure, but it wasn't so much about doing what you're "supposed" to to win, and more to do with playing with the system the game took place in. That's also what made it far more replayable while the new game gets routine after you've done a game or two. It's a bit awkward a distinction to describe precisely, I'll have to think on it some more.
They won't give mod tools when they can sell armor recolor DLC for 5 jewgolds.
You lied about endgame HP bloat on Impossible. There is none worth mentioning (I ran through an Impossible Ironman playthrough). 4 HP sectoids is the worst of it, mainly because you 3 dmg of standard rifles.
Keeping countries onboard is also not hard at all since you dont need more than 8. And yours 8 provide 1k of dough.
Even without Zomg's 3-sats-on-first-month build's, I launched only 1 sat in first month. Unexpectedly lost a Counsil mission... Irregularly lost Germany to a shot down sat the next month and lost Mehico to a "failed" terror mission cause I didnt save a single civilian cause I didnt know...
Ended up solving Panic with a doom rating of seven and the alien base in the reserve.
You suck.
Did you play Of Orcs and Men on Easy?
Of Orcs and Men playing on Hard, didnt spend a single attribute point. And approx 5 skill points on each character... Out of 20...
Holy shit, the corridors...
I agree with the first (currently only) comment:
I'm surprised you didn't catch on to the fact that the Aliens play by entirely different rules than the players: they get a "free turn" when you first see or "aggro" them to move into cover. They also don't engage players or make tactical movements until "aggroed". Because they don't engage until you find them, the gamist strategy involves moving troops at an excruciatingly slow pace, only exposing new territory within your first unit's first movement, lest you aggro monsters you can't attack.
I think that pacing issue, far more than the class or specialization issue you described, hurt the game the most for me.
Also, it seems the game basically 'cheats' when you get closer to end-game content. At the start any aim percentage over 70% meant I was almost guaranteed a hit, whereas closer to the end unless it was over 90 there was a 50/50 chance I was going to miss. The aliens, on the other hand, rarely missed close to the end. Even when a shot seemed nearly impossible (all the way through two walls and while my unit was in full cover) to miss for the aliens. A really cheap way of increasing the difficulty, if you ask me; giving the aliens a better 'luck' rating while reducing the player's 'luck.
To be fair, it's impossible to prove that is cheating. Random seeds gonna seed, gambler's fallacy, etc.Also, it seems the game basically 'cheats' when you get closer to end-game content. At the start any aim percentage over 70% meant I was almost guaranteed a hit, whereas closer to the end unless it was over 90 there was a 50/50 chance I was going to miss. The aliens, on the other hand, rarely missed close to the end. Even when a shot seemed nearly impossible (all the way through two walls and while my unit was in full cover) to miss for the aliens. A really cheap way of increasing the difficulty, if you ask me; giving the aliens a better 'luck' rating while reducing the player's 'luck.'