X-Com: UFO Defense / UFO: Enemy Unknown

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby CorruptUser » Thu Nov 14, 2013 5:19 am UTC

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby setzer777 » Thu Nov 14, 2013 2:20 pm UTC

Yeah, sniper with flush is awesome.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Thu Nov 21, 2013 5:42 pm UTC

Mimetic skin is probably the best gene upgrade out there

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Zohar » Thu Nov 21, 2013 6:51 pm UTC

Should I invest in the giant mecha or gene manipulation thingies?
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby liveboy21 » Fri Nov 22, 2013 12:33 am UTC

I was doing the first alien base assault on normal difficulty (my game has no expansion packs) and the game decided to spawn every enemy except for the final one in the first room. It's pretty crazy to see 7 chrysslids, 4 drones, 2 mutons and 4 thin men coming at you at the same time with the fear that there will be more enemies in the dark spaces just behind them.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby setzer777 » Fri Nov 22, 2013 1:13 am UTC

Zohar wrote:Should I invest in the giant mecha or gene manipulation thingies?


Both labs are really cheap, so I would go with both. Once you get enough meld you'll want to gene mod every non-mech soldier, because there's no downside except for cost (as opposed to mech soldiers who lose all of their original class skills).
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby clockworkmonk » Fri Nov 22, 2013 2:22 pm UTC

do you want invisible super-solders who can jump on buildings who can be Psychic too? Or big-ass fuck-off robots with particle cannons and flamethrowers and more health than you can shake a stick at?
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Yoshisummons » Fri Nov 22, 2013 3:49 pm UTC

After one play-through on Impossible Ironman everything except Mimetic skin in the gene lab just did not wow me at all compared to the utility of a mech sponge(seriously just strap a support in a mech and just watch it tank everything you can't kill in that turn) in the early game. My game went extremely long(was 8 months I think) and I barely had enough meld to strap together two tier three mechs let alone play around with the genes much.

Though for the early game gotta give love to that kinetic fist, giving you a unit just as fast as a chrysalid if not faster to race to the meld and have a single unit just having a consistent 100% of killing an incoming chrysalid to let the other 5 soldiers handle anything else is downright amazing for the first terror mission.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Fri Nov 22, 2013 4:19 pm UTC

Zohar wrote:Should I invest in the giant mecha or gene manipulation thingies?


I did both. I had 2 MECs - 1 defensive, 1 offensive - and 4 gene-modified soldiers, one of each class

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Menacing Spike » Fri Nov 22, 2013 5:12 pm UTC

Zohar wrote:Should I invest in the giant mecha or gene manipulation thingies?


Start with mecs. They have amazing utility, especially with kinetic fist, and they are really tanky for a low cost.

Late game you want genes, because then you will have the research, the meld, and the material (colonels) to work on.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Fri Nov 22, 2013 7:47 pm UTC

Menacing Spike wrote:
Zohar wrote:Should I invest in the giant mecha or gene manipulation thingies?


Start with mecs. They have amazing utility, especially with kinetic fist, and they are really tanky for a low cost.

Late game you want genes, because then you will have the research, the meld, and the material (colonels) to work on.

Why would you need to wait with colonels? I'd even say other way around would make more sense. An aim bonus after a missed shot is more valuable if your soldiers aren't maxed out on their aim yet. +2 health per round (disregarding armor) is more valuable when armor doesn't add 8 health, which gets taken away first. Jumping two stories negates the mid-game grappling hook technology.

Now MECs have their own skill tree, so it might actually be wise to convert a few captains-or-higher, so you have immediate access to jetboots, vital point targeting and overwatch bonusses. And maxing out MECs will cost you 210 meld per MEC, 10 for surgery and 40/60/100 for improving suits themselves; gene-modding a single soldier with 5 mods will cost 100 meld at most.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby gnutrino » Fri Nov 22, 2013 10:49 pm UTC

Yoshisummons wrote:After one play-through on Impossible Ironman everything except Mimetic skin in the gene lab just did not wow me at all compared to the utility of a mech sponge(seriously just strap a support in a mech and just watch it tank everything you can't kill in that turn) in the early game. My game went extremely long(was 8 months I think) and I barely had enough meld to strap together two tier three mechs let alone play around with the genes much.


I actually really like the Muscle Fiber Density gene mod (the super jumpy one), it's amazing just how much extra mobility you get from being able to jump over things rather than having to go around them (same reason the MEC jump boots rock). Combine that with the silly cheap eye mod that gives +aim and crit chance for height advantage and you can bounce around the urban maps criting the pants off aliens. Secondary heart makes a soldier effectively immortal so long as you have enough medkits to stabilize (which you should with tactical rigging) and don't totally squad wipe.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Menacing Spike » Sat Nov 23, 2013 7:16 pm UTC

ArgonV wrote:Why would you need to wait with colonels?

I don't want to piss away meld and money on troups that are half-disposable. You can reuse the mec suit, you can't reuse a gene mod on a dead soldier.

Converting MECs late does kinda make sense if you want to have high aim. I found early-conversion resulted in piss-poor aim later on, and the particle canon damage is so glorious you really don't want to miss.

Also I just lost the last mission on Ironman (fucking sectopods, fucking rng) and it offered to have me replay it. Doesn't that kind of defeat the point of Ironman?

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Sat Nov 23, 2013 8:22 pm UTC

Menacing Spike wrote:
ArgonV wrote:Why would you need to wait with colonels?

I don't want to piss away meld and money on troups that are half-disposable. You can reuse the mec suit, you can't reuse a gene mod on a dead soldier.


Converting a soldier to a MEC trooper costs $10 and 10 meld. The MEC itself is much more expensive

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Menacing Spike » Sat Nov 23, 2013 8:43 pm UTC

ArgonV wrote:Converting a soldier to a MEC trooper costs $10 and 10 meld. The MEC itself is much more expensive


Yep, but if the soldier dies you can slap it on someone else. You can also use it to "salvage" a high ranked soldier that had piss-poor randomized skills and no psy ability.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Yoshisummons » Mon Nov 25, 2013 2:00 pm UTC

Oh and also there is also the fact that mech soldier's require more kills(exp) to be promoted. Also I can't seem to find the actual cost of meld(since that's the limiting resource) to repair the mec suits on any of the wiki's.
i
Even on Ironman you can restart the initial mission/final mission and also the alien base maybe? It does kinda defeat the intent of going iron-man but I still get teleport bugs so I equate the in-game iron man system as slamming your dick in the door repeatedly so I go by the honor system.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Mon Nov 25, 2013 2:37 pm UTC

Yeah, I'd try an Ironman run if there weren't potential game breaking bugs.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Menacing Spike » Mon Nov 25, 2013 7:05 pm UTC

Yoshisummons wrote:...


I kinda like the excitement, it makes the game much tenser when you know the door can slam at any time.

(however, I don't like impossible ironman, because the door is now fitted with the Rapidfire Dick Crusher 3000™)

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Yoshisummons » Tue Nov 26, 2013 1:40 am UTC

Oh I remember after not playing xcom for 3 months firing it up to play enemy within on impossible and on the third turn of the first mission a sectoid teleported behind three of my guys and crit shot one, causing 2 panics and the second sectoid rounding the corner to flank and killed my remaining non-quivering trooper(didn't think the position was flank-able, now I know). The whole time I was laughing nearly falling out of my seat muttering "welcome back to x-com."
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby spidernova » Wed Feb 12, 2014 3:30 pm UTC

I've found that I tend to get the most enjoyment out of the game on classic with a good chunk of the second wave options enabled.. Impossible is just a liiitle too much. Perhaps some "hardcore" mode between impossible and classic would be a good idea, with a slight boost to the ai stats, and the ai behavior not limited.

I also have trouble deciding if I hate mutons or thinmen more. At least thinmen die to a single rocket. Mutons are just brutal if you didn't rush carapace or lasers.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Wed Feb 12, 2014 6:24 pm UTC

spidernova wrote:I've found that I tend to get the most enjoyment out of the game on classic with a good chunk of the second wave options enabled.. Impossible is just a liiitle too much. Perhaps some "hardcore" mode between impossible and classic would be a good idea, with a slight boost to the ai stats, and the ai behavior not limited.

I also have trouble deciding if I hate mutons or thinmen more. At least thinmen die to a single rocket. Mutons are just brutal if you didn't rush carapace or lasers.


Thin Men dropping in on are easy prey to snipers. I hate Mutons more, they pack more of a punch and have alien grenades.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Xeio » Sun Feb 23, 2014 2:21 am UTC

Well, uh, my first playthrough was going really well.

Then I put two squadmates next to a car. They got grenaded, and both died.

No survivors on that one...

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby spidernova » Sun Feb 23, 2014 11:41 pm UTC

Late game I almost feel sorry for the aliens, and feel sorry for EXALT for sure. Top tier x-com troops are really scary

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Zohar » Mon Feb 24, 2014 3:43 pm UTC

spidernova wrote:Late game I almost feel sorry for the aliens, and feel sorry for EXALT for sure. Top tier x-com troops are really scary

Snipers particularly. And definitely the mechanized troops.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Mon Feb 24, 2014 11:55 pm UTC

Zohar wrote:
spidernova wrote:Late game I almost feel sorry for the aliens, and feel sorry for EXALT for sure. Top tier x-com troops are really scary

Snipers particularly. And definitely the mechanized troops.


How about an Assault Trooper in Ghost Armor that's cloaked, suddenly appears in front you and pumps you full of re-purposed alien shrapnel?

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Xeio » Sun Mar 02, 2014 2:54 am UTC

I'm going to call this smoothish:
Spoiler:
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Boom Boom really saved it there. If all those silly enemies hadn't lined up right into rocket range... he took out 7 at once.

Had to revive him right after too, he was standing out in the open to launch it, but soooo worth it.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Kulantan » Sun Mar 02, 2014 8:42 am UTC

Yoshisummons wrote:Oh and also there is also the fact that mech soldier's require more kills(exp) to be promoted.


That is one good reason not to convert rookies to MECs, but not the most important one. The MEC Trooper retains their previous stats when converted. Since MEC Troopers have poor stat progression this means there is a absolutely huge difference between a MEC coverted as a rookie and one converted from a Sniper Colonel.

In my latest game I have one Sniper Colonel converted to a MEC who simply wrecks everything in her path. The biggest problem is that she is soaking up huge amounts of exp; she has about twice as many kills and my next most deadly soldier.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Mon Mar 03, 2014 12:52 am UTC

Kulantan wrote:
Yoshisummons wrote:Oh and also there is also the fact that mech soldier's require more kills(exp) to be promoted.


That is one good reason not to convert rookies to MECs, but not the most important one. The MEC Trooper retains their previous stats when converted. Since MEC Troopers have poor stat progression this means there is a absolutely huge difference between a MEC coverted as a rookie and one converted from a Sniper Colonel.

In my latest game I have one Sniper Colonel converted to a MEC who simply wrecks everything in her path. The biggest problem is that she is soaking up huge amounts of exp; she has about twice as many kills and my next most deadly soldier.

You can't convert rookies into MEC Troopers

Anyhow, I usually wait until I have at least a few colonels to convert into MEC Troopers, also because they consume a rather large amount of Meld to convert/upgrade. Although I usually play with Hidden Potential and Not Created Equally, just to keep things interesting. But still, my snipers usually appear to be the most deadly of all, they often seem to end up with 100+ aim.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby wam » Fri Apr 04, 2014 2:15 pm UTC

Just got this and on my first playthrough near the end.

Haven't actually got any mech troopers but I agree on the snipers being scary, I have two colonel snipers! Good snipers that get 100% aim and double tap will kill 90% of things!

I have 5 colonels and 1 seargant due to an earlier accident.

The one question that I have is grenades, Is there an option to upgrade them somehow that I have missed? As it seems silly that I have troopers with Plasma weapons that are still carrying frag grenades.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby rmsgrey » Fri Apr 04, 2014 2:39 pm UTC

wam wrote:Just got this and on my first playthrough near the end.

Haven't actually got any mech troopers but I agree on the snipers being scary, I have two colonel snipers! Good snipers that get 100% aim and double tap will kill 90% of things!

I have 5 colonels and 1 seargant due to an earlier accident.

The one question that I have is grenades, Is there an option to upgrade them somehow that I have missed? As it seems silly that I have troopers with Plasma weapons that are still carrying frag grenades.


It's been a while (since before Enemy Within released) but I dimly recall that there were alien grenades which could be researched at some point...

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby ArgonV » Fri Apr 04, 2014 5:58 pm UTC

wam wrote:Just got this and on my first playthrough near the end.

Haven't actually got any mech troopers but I agree on the snipers being scary, I have two colonel snipers! Good snipers that get 100% aim and double tap will kill 90% of things!

I have 5 colonels and 1 seargant due to an earlier accident.

The one question that I have is grenades, Is there an option to upgrade them somehow that I have missed? As it seems silly that I have troopers with Plasma weapons that are still carrying frag grenades.

You need an alien grenade in order to begin producing them. Since the alien grenades explode when the alien carrying them dies, you need to stun the alien in order to obtain the grenade (as opposed to fragments). Aliens carrying grenades are Sectoid Commanders, Mutons, Muton Elites and Heavy Floaters. After that, there's a Foundry project that, when completed, gives unlimited alien grenades

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby wam » Sun Apr 06, 2014 4:11 pm UTC

Ah that explains the issue as I only captured one alien and I think it was a sectoid ... I know I should have been capturing them more but shooting them seemed so much easier...

Edit

Ok so having palyed it through on normal it seemed alright so I went for a classic game with Ironman enabled and it's not ending well.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Woopate » Wed Apr 30, 2014 8:52 am UTC

As of April 23, it's been available for my phone (Nexus 4). 3.6 gigs though. But still. Delicious.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby CorruptUser » Sun Jul 12, 2015 3:19 am UTC

So... XCOM 2

Basically, you lost the first game. The aliens took over. You are the last of the secret organization, leading La Resistance. Good luck.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby rmsgrey » Sun Jul 12, 2015 4:07 pm UTC

CorruptUser wrote:So... XCOM 2

Basically, you lost the first game. The aliens took over. You are the last of the secret organization, leading La Resistance. Good luck.


And your secret base is a helicarrier...

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Zohar » Mon Jul 13, 2015 12:38 pm UTC

Honestly if I just get more content that's just a slightly-modified system of original, I'll be very happy.
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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby CorruptUser » Wed Jul 15, 2015 12:00 am UTC

If they remade XCOM Apoc, but did it right I'd be happy.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby Woopate » Tue Feb 09, 2016 3:54 pm UTC

So I'm addicted to XCOM 2. Everything is just... tighter. Fixed a lot of the problems and added more of the good stuff. I made a plaid sweater-wearing balding sniper with glasses and a death metal ranger. Because I could. I like how they made Advent the cannon fodder and made all the alien species intimidating as hell, even the Sectoids. I can tell when people trigger overwatch with movement! I can tell when they are going to set themselves on fire or poison! It also feels a lot less bullshit-y. I think maybe that's because the enemies don't start with insta-gib weapons? Dunno.

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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby KnightExemplar » Tue Feb 09, 2016 7:32 pm UTC

spidernova wrote:Late game I almost feel sorry for the aliens, and feel sorry for EXALT for sure. Top tier x-com troops are really scary


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Re: X-Com: UFO Defense / UFO: Enemy Unknown

Postby FearoftheDomo-Kun » Tue Feb 09, 2016 7:52 pm UTC

Started playing XCOM 2 this morning. Still havn't stopped. Jesus christ, this game. This is worse than Civ 5 for me when it comes to "one more turn"-syndrome.
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