I think she's an alien, because all other xcom operatives speak American English. :patriot:
Did anyone get what nationality Dr. Vahlen is supposed to be, by the way?
Someone said she's german, but honestly, whenever she talks german (I think once in the tutorial and one time later on during some cutscene), she has a terrible accent.
And her other accent when talking english doesn't exactly sound like a native german speaker to me, either.
Not mentioning that "Vahlen" isn't exactly a typical german name.
If she is, however, they could at least have put her in some dirndl, given her blonde hair and some mug of beer (maybe also a cutscene showing her eating Bratwurst mit Sauerkraut) to really drive it home that she's supposed to be german.
She has a terrible accent because she's dubbed by an American actor who tries too hard faking German accent. This is very obvious during the tutorial area when she tries to talk to the hand grenade dude. Horrible, just horrible.
Also Vahlen is one of those old ancient dinosaur German names that nobody uses today anymore.
That "here, have free end-game tech that most people never even get!" aspect of the DLC really rubbed me wrong, on top of the whole scripted set-pieces being boring as fuck. The one good thing XCOM really had going for itself was the decent challenge offered on Classic and above, and they had to go and make a DLC that hands you power? Oh, Solomon, I really want to trust you guys, but you keep doing all the wrong things while saying all the right words.
The challenge is also artificial if you ask me. I really do not think that Ironman is a challenge mode. It is simply punish yourself mode. The real challenge should come from hard to determine strategy, which in this case is actually shit easy once you realize that you should pump satellites and focus on Laser/ Plasma equipments. There is a good AI implementation where the enemy actually tries to flank you with surprisingly kamikaze maneuvers (I like that). But besides that (and even there) the AI is fail. The enemies do not communicate effectively with each other creating good formations and taking advantage of diverse abilities of different aliens, but rather act individually (in a fucking SQUAD based tactics game).
neither. the game wasn't challenging, complex, it was just hard and unforgiving because of factors out of your control.The one good thing XCOM really had going for itself was the decent challenge offered on Classic and above
neither. the game wasn't challenging, complex, it was just hard and unforgiving because of factors out of your control.The one good thing XCOM really had going for itself was the decent challenge offered on Classic and above
I agree. The flanking and grenade throwing is indeed good. But can be easily avoided with a slight experience. That is the problem isn't it? Very easy to beat AI.Well, to be fair, the AI still does use cover, flanks you, exploits some tactical mistakes of the player (like bunching units together, failing to take cover, etc.) and I have seen them using abilities/different attacks quite intelligently from time to time (like floaters throwing two grenades at me instead of shooting to ensure a kill). So I wouldn't call it braindead.
I think you can place a large part of the blame on the AI system being tied up in the "teleporting patrol paths of inactive enemies who only start searching for players and initiate combat once they're activated" system. Which to me seems like it was designed around the flaws of static, UE3 maps. If you ever DO activate two or more packs of enemies at once (which is horrible for the player, but still...) their abilities do overlap and cooperate in very interesting ways. Floaters can launch themselves behind enemy lines, while front-line units are taking up your attention in the front. The AI never really uses this well in single-player, but this is because the game encourages you to never activate a pack of floaters and a pack of something else at the same time. If you ever play multiplayer, the strategies players can come up with for the aliens with a big point-pool are really inspiring. In some ways, the aliens are more interesting than the human units.
I think the use of the word co-operation is giving the devs too much credit. The Aliens do not really co-operate, they just outnumber/ are a larger group than a single one. The entire launching behind your lines is typically fail. Or was fail when I played it because then I could move into the cover the alien just moved into and kill it by outflanking it.
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That's exactly my point, though. When it's a single group of floaters, Launch is the most useless ability ever. When you've got 3 mutons moving in to flank you, and a floater launches behind you, suddenly it's a much more serious proposition. Players are much better at this (i.e, you can launch ALL your floaters, and then they have to choose between taking out the floaters and letting your other units waltz up and rape them, or letting the floaters just get flank shots all day). Now I'm genuinely curious if the AI is moddable. My guess is no--seems like most of what people can mod is just simple variables like enemy stats. It would be hilarious to mod the AI to launch into full cover every time just beyond max dashing range and other stuff like that.
because the game is actually balanced to be played like that, it's balanced to be played knowing the rules in advance and exploiting them. it's not a matter of developing a better strategy, a team effort, an optimal build, it's all about "don't pull extra or you'll lose" which is nothing else but exploiting the system.The AI never really uses this well in single-player, but this is because the game encourages you to never activate a pack of floaters and a pack of something else at the same time.
The game is not fun? -> You played it wrong.because the game is actually balanced to be played like that, it's balanced to be played knowing the rules in advance and exploiting them. it's not a matter of developing a better strategy, a team effort, an optimal build, it's all about "don't pull extra or you'll lose" which is nothing else but exploiting the system.The AI never really uses this well in single-player, but this is because the game encourages you to never activate a pack of floaters and a pack of something else at the same time.
you're not learning the game, you're exploiting its holes. you're not outsmarting the rules, you're cheating.
that's why the game sucks.
http://www.polygon.com/features/2013/1/31/3928710/making-of-xcoms-jake-solomon-firaxis-sid-meier
Seems like there was a version which is just an old xcom with better visuals, but hey, we cannot let that kind of game loose in the world.
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Hmmm, crappy designer and crappy industry/company as a whole do not exclude each other. In this case I certainly lay the majority of the blame at the feet of the designer.
Every time somebody referenced something in the original game, the reply goes like "ohhh, we tried that, yo, we had a prototype just like that, but it was no good, what we have now is just too cool, see?"