FALSE!I like it too. Since they made squads so small, there is a lot more attachment to individual soldiers, no more of that rookie bullet sponge that we do on the old UFO/TFtD, so the more customization there is, the better.
Ye, in OG you got attached just because you did, maybe they did something crazy, maybe they brought down that cyberdisc when you needed to kill it.Right. The small amount of soldiers means a loss = far more damaging. It's one of the reasons why the import of the "panic" feature made no sense. In X-Com, a panicking soldier shoots randomly and if someone dies, they die. But in XCOM, where you can't target terrain with all weapons, they would pinpoint a fellow soldier and then if they died it was a 25% loss in squad efficiency + additional panics more often than not. The problem is you can't really implement wanton destruction, aggressive strategies, panic-features, etc. while at the same time limiting the player's squad size. Watch five different Let's Players of XCOM on the harder difficulties. What do you notice? That they all play the same way. Casualties are nearly unacceptable. It pushes you down an A-Team path while simultaneously being super-punishing for even suffering one loss. What does that lead to? Devolved gameplay where players inch about the map, too afraid to take risks.
Long War alleviated a lot of this, not just through expanding squad-count but by implementing the injury/rest features which forced you to cycle through your roster.
However, what Long War made me realize is that the gameplay is always going to be mediocre so long as they have that enemy-popping feature. I mean, that's really the crux of pretty much all of XCOM's faults, IMO.
The dumbest thing I've read on the Dex today.you tried to not have fun
Although these arguments do have some points, I get the feeling you guys didn't play a lot of nuXCOM or were too biased to start with. I never had that feeling of "I must not lose this guy or I'm fucked" to the point you say. And I played a lot. And yes, there were awesome moments you would remember some soldier for, like surviving alone a mission that almost went bad or killing a couple of cyberdisks or surviving against odds out of cover etc.
Generally I get the feeling you tried to not have fun with this game more than you should have..
Actually, TftD buffed armour and nerfed alien weapons, making ion armour slightly more cost efficient than cannon fodder, in my experience.
Right. The small amount of soldiers means a loss = far more damaging. It's one of the reasons why the import of the "panic" feature made no sense. In X-Com, a panicking soldier shoots randomly and if someone dies, they die. But in XCOM, where you can't target terrain with all weapons, they would pinpoint a fellow soldier and then if they died it was a 25% loss in squad efficiency + additional panics more often than not. The problem is you can't really implement wanton destruction, aggressive strategies, panic-features, etc. while at the same time limiting the player's squad size. Watch five different Let's Players of XCOM on the harder difficulties. What do you notice? That they all play the same way. Casualties are nearly unacceptable. It pushes you down an A-Team path while simultaneously being super-punishing for even suffering one loss. What does that lead to? Devolved gameplay where players inch about the map, too afraid to take risks.
Long War alleviated a lot of this, not just through expanding squad-count but by implementing the injury/rest features which forced you to cycle through your roster.
However, what Long War made me realize is that the gameplay is always going to be mediocre so long as they have that enemy-popping feature. I mean, that's really the crux of pretty much all of XCOM's faults, IMO.
You can get requests which reward Rank 3 people in Long War. It's pretty good, but after September, you can barely tell the difference in performance between a corporal and a rookie.Long War's greater group sizes and fatigue doesn't really fundamentally change any of this. The same concept of a 75% Win 25% 1 loss rate that leads to never getting ahead and eventually falling behind on the experience rat-race still exists (having larger groups probably shifts the breaking point to a 66%/33% split). The fatigue system doesn't really alter this besides preventing you from putting all of your eggs in one basket, you still are destined to lose if you are losing soldiers with any regularity. What Long War does do is give a number of opportunities to purchase high-leveled characters, which is what allows you to sustain losses and still field good teams. It's still a bit screwy in that the things you need to get soldiers to run tactical missions is usually items/corpses/captures that you find on tactical missions, and the number of soldiers you can get tend to be limited in number, but it provides a better cushion than anything else in nuXcom. Ideally it would allow you to trade strategic resources for soldiers rather than tactical, and do it in greater quantity more often.
That's why you rotate your soldiers, instead of taking the same team over and over again.
The biggest mistake I made on my first run was to take the same guys on a mission instead of spreading promotions around evenly. One squad wipe, and I found myself with rookies fighting a terror mission.
It didn't go well.
Doesn't Long War have a mechanic that forces you to do this?
You can get requests which reward Rank 3 people in Long War. It's pretty good, but after September, you can barely tell the difference in performance between a corporal and a rookie.
But Long war does force you to have a way more reliable roster. Losing one max level soldier is going to sting, but when you have 20 soldiers hovering around the last 3 ranks, it's not that bad. You have a point when it comes to percentages though, it takes a lot longer to level them, so they need to survive more missions.
Still, in vanilla, if you lose your maxrank sniper/assault, it's pretty much GG. Not at all like that in LW.
You can get requests which reward Rank 3 people in Long War. It's pretty good, but after September, you can barely tell the difference in performance between a corporal and a rookie.
But Long war does force you to have a way more reliable roster. Losing one max level soldier is going to sting, but when you have 20 soldiers hovering around the last 3 ranks, it's not that bad. You have a point when it comes to percentages though, it takes a lot longer to level them, so they need to survive more missions.
Still, in vanilla, if you lose your maxrank sniper/assault, it's pretty much GG. Not at all like that in LW.
Zeriel
https://www.youtube.com/watch?v=yWkfFE7GiTQ
Looks like we will not be able to see that lets play.
game sucks. stop being lamePeople continuously saying that if you lose high level soldiers in nuXCOM "its gg" simply didnt play enough or didnt play well. I tried to say that before but was bashed for my wording.
Its simply a false statement.
XCOM 2 NOW COMING TO PC WORLDWIDE ON FEBRUARY 5, 2016
Hello XCOM fans,
We want to give you an update on the release date for XCOM 2. We’ve set a high bar for the sequel and the entire team has been working hard to make sure we deliver a great follow-up to Enemy Unknown. We just need a little more time to make it the best possible game.
With XCOM 2, we want to have more depth, more replayability, and more investment in your soldiers and this extension will give us the time we need to deliver on our promise to you.
We appreciate your patience and continued support as we move towards February. Good luck, Commander!
-The XCOM 2 Dev Team