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one thing that I don't get so far is the researching tech feels completely pointless and its such a downer its hard to want to continue. Every faction has the same exact equipment.. an Assault gun, a hand gun, a sniper rifle, some armor for each class etc and they differ from each other in only the most minor ways. Like one faction might have 2 more range on the Assault gun, but 1 less damage, but an extra shred damage, but 2 less ammo capacity. And each item is like that. they all have identical tech that is barley different from each other; its one step away from having identical sprites but just coloring them, blue, red, green and yellow like in some 80's arcade game.
Does this change as you get later into the research tree or something or is it always like this? Because at the moment I see no reason to research anyone else's tech, they are simply tiny trade offs that completely balance and cancel each other out giving no net difference except perhaps in very specific encounters (maybe)-- so why bother spending a bunch of time and money researching? Yeah it might do a tiny bit more shred damage but it has less range, hardly seems worth the effort. Do you get some sort of other breakthroughs later on or something?
To me It just does not matter how good the game play is in that game, I can't play it with those graphics, there is just no way. I wish I could, I am being serious, but it just too much to overcome. If there was some mod or something maybe, but I just can't do it. Even terrible shitty 30 year old graphics would be better for me.
One question ArchAngel: Does mission where you'll have to keep civilians alive count as any sort of success if you evacuate them from the map.
I had this mission where I had to keep some scientists alive against quite tough opponents, I was considering a retreat, but managed to whittle them down.
Partially because 3 enemies ran into fire to heal their wounded buddy; that took good portion of their armour and made a nice cluster to throw more grenades & focus fire in. *sigh*
Funniest fights that I've had in this so far have been against Pure and Forsaken.
I think both are DLC-factions.
Starting to like the musics, I slipped into proper geoscape mood while listening one track and thinking "Korea is pretty much fucked".
One other thing.
This game would get insane amounts of attention if it had WH40k license.
Turn Pandorans into 'Nids/Genestealer cult and PP into Ordo Xenos task force, change some visuals etc.
There's also Forsaken Berserkers
Perhaps this will happen when/if modders get into it.
One question ArchAngel: Does mission where you'll have to keep civilians alive count as any sort of success if you evacuate them from the map.
I had this mission where I had to keep some scientists alive against quite tough opponents, I was considering a retreat, but managed to whittle them down.
Partially because 3 enemies ran into fire to heal their wounded buddy; that took good portion of their armour and made a nice cluster to throw more grenades & focus fire in. *sigh*
Funniest fights that I've had in this so far have been against Pure and Forsaken.
I think both are DLC-factions.
Starting to like the musics, I slipped into proper geoscape mood while listening one track and thinking "Korea is pretty much fucked".
In Haven defense where you need to keep civilians alive your main task it to kill all enemies. That stops whole haven from being destroyed. Keeping any of the civilians alive keeps that sector of the haven from being destroyed and also gives you more XP for the mission. If you retreat Pandorans still blow up the Haven. But if you retreat Haven does not get destroyed immediately, its battle vs haven defenders continues and you can go into another defense mission.
one thing that I don't get so far is the researching tech feels completely pointless and its such a downer its hard to want to continue. Every faction has the same exact equipment.. an Assault gun, a hand gun, a sniper rifle, some armor for each class etc and they differ from each other in only the most minor ways. Like one faction might have 2 more range on the Assault gun, but 1 less damage, but an extra shred damage, but 2 less ammo capacity. And each item is like that. they all have identical tech that is barley different from each other; its one step away from having identical sprites but just coloring them, blue, red, green and yellow like in some 80's arcade game.
Does this change as you get later into the research tree or something or is it always like this? Because at the moment I see no reason to research anyone else's tech, they are simply tiny trade offs that completely balance and cancel each other out giving no net difference except perhaps in very specific encounters (maybe)-- so why bother spending a bunch of time and money researching? Yeah it might do a tiny bit more shred damage but it has less range, hardly seems worth the effort. Do you get some sort of other breakthroughs later on or something?
In UFO and nuXcom weapons were damage, damage type and in nuXcom also crit chance, crit damage, accuracy. In PP each weapons has these stats: Damage, damage type, range/accuracy, shred, pierce, rate of fire (single shot or multi projectile), AP cost (and there is a lot of variation here), weapon HP, weapon base bash damage. PP also has lot of special effects that different weapon can apply: Shock/daze, poison, paralyze, fire, acid, blast (blast damage effects multiple limbs but only does damage to total HP once)
In all 3 games there is also AoE or not.
While I do agree that many weapons/armor are similar in stats, these stats matter. At least on higher difficulties. Also there are clearly better weapons later. But don't expect RPG like weapons and armor, this is a Xcom like, it was always about small changes in stats. In nuXcom new weapons give +2 damage and new armors give +3 life. In UFO you could still get one shot by a heavy plasma while wearing Power Armor.
In PP you build your characters for roles you want them to perform and you give them items with exact stats you want them to have.
Although some of the DLC2 weapons will give you what you want and DLC 1 armors also give a bunch of special abilities as well as many mutations.
In Haven defense where you need to keep civilians alive your main task it to kill all enemies. That stops whole haven from being destroyed. Keeping any of the civilians alive keeps that sector of the haven from being destroyed and also gives you more XP for the mission. If you retreat Pandorans still blow up the Haven. But if you retreat Haven does not get destroyed immediately, its battle vs haven defenders continues and you can go into another defense mission.
I thought as much about haven defense, but this was slightly different case.
Time limited mission where I had to save at least 1 out of 5 scientists from Forsaken attack.
Mission had 2 victory conditions listed:
-Secure area (meaning kill all enemies
-At least 1 scientist have to survive.
I was thinking if maybe evacuating some scientists from the map without killing all enemies counted as partial success and would maybe give reduced reward.
In Haven defense where you need to keep civilians alive your main task it to kill all enemies. That stops whole haven from being destroyed. Keeping any of the civilians alive keeps that sector of the haven from being destroyed and also gives you more XP for the mission. If you retreat Pandorans still blow up the Haven. But if you retreat Haven does not get destroyed immediately, its battle vs haven defenders continues and you can go into another defense mission.
I thought as much about haven defense, but this was slightly different case.
Time limited mission where I had to save at least 1 out of 5 scientists from Forsaken attack.
Mission had 2 victory conditions listed:
-Secure area (meaning kill all enemies
-At least 1 scientist have to survive.
I was thinking if maybe evacuating some scientists from the map without killing all enemies counted as partial success and would maybe give reduced reward.
No, evacuating works same as keeping them alive in some corner. You want to evacuate as many on any missions where you got some to protect (unless you want to use them for scouting purposes :D)
Im rally sad how this turned out ... I tried the One Year edition after a really long break and I dunno... the whole game just feels, mediocre. I loved the original xcom, was and probably still is my most favourite game ever. I even enjoyed the new xcom.
This just isnt interesting or engaging or scary enough. Graphics look mediocre and even mobile game like except for some decent textures, sounds are mediocre, UI was supposed to get some overhaul but it still looks like a mobile game, back in beta I actually liked this game, the UI was clunky but didnt look so bad, I really liked the HP Shevrons/dots rather than this health bar with weird colour and budget game looks. And dont get me started on items, enemy design. Someone really likes worms and crabs.
Just lost my game on Hero. I didn't lose anyone in the tactical aspect of the game, but got outplayed on the strategic level. I think I played the game wrong and unlocked too many bases. I couldn't afford neither new men or more ships, all resources went to bases. I thought you had to unlock bases to travel, but apparently it's better to work up your relation with all factions so you can jump from faction base to faction base to reach those out of reach missions.
Time for attempt number 2, but I think I will go down to veteran/medium. Hopefully the alien evolution don't go into overdrive like it did on Hero.
Not even close.
Just captured my 1st live alien and I'm building second plane with B-team so I can go explore those plot and diplomacy mission locations.
Playing for a few hours and to be honest i'm not impressed. The game just feels okay nothing about it really stands out. Except for the art style which is really poor. Looks like a free to play cellphone game.
Playing for a few hours and to be honest i'm not impressed. The game just feels okay nothing about it really stands out. Except for the art style which is really poor. Looks like a free to play cellphone game.
Both we're my galaxy brained mistakes.
I shouldn't have left my shotgunner exposed or try to finish heavily armed enemy point-blanc with a pistol when said enemy has ability to return fire with HMG,
Besides keeping troopers alive isn't always easy, I've use lots of medikits.
Early game worms and close combat crabs are joke, but later enemy variety expands rapidly and they get some serious armor, firepower, psychic abilities and fucking snipers.
There's something about enemy progression that really reminds me of X-Com: Apocalypse.
Then there's Strategic geoscape side with economy and diplomacy which I haven't cracked yet.
I'm somewhat certain that I'm losing my campaign on 2nd highest difficulty.
On Legendary difficulty as first time player going in blind you are going to be losing men a bunch no matter how good you think you are. Lots of enemies got Gotcha abilities that if you don't know how they work and how to battle vs them, they will kill your soldiers. Kind of like how original UFO worked where you bunched up all your guys to cover reaction fire in all directions and then on alien turn here comes an alien grenade over something where you could not see and everyone is dead :D
Or your rocket guy gets mind controlled by a sectoid commander that is on other side of the map and he blows up everyone inside the Skyranger
PP is not as bad as that but I have seen new players screeming unfair for 1 year now as they meet some of the enemies and what they can do.