Ive played alot of Xcom: Enemy Unknown, ive beaten the campaign on impossible even (after like 3 damn attempts).
Is this game more akin to the XCOM that i know or is it more like the older one?
[QUOTE=KennyAwsum;45210481]Ive played alot of Xcom: Enemy Unknown, ive beaten the campaign on impossible even (aft.er like 3 damn attempts).
Is this game more akin to the XCOM that i know or is it more like the older one? UFO Defence?[/QUOTE]
It's more akin to XCOM: UFO Defence, but don't let that stop you from buying it.
It's great and does a damn good job of modernizing the classic X-COM.
[QUOTE=KennyAwsum;45210481]Ive played alot of Xcom: Enemy Unknown, ive beaten the campaign on impossible even (after like 3 damn attempts).
Is this game more akin to the XCOM that i know or is it more like the older one?[/QUOTE]
From my 5 hour experience I can say that it's almost identical to Xcom. The gameplay is pretty much the same except with a cleaner aesthetics, interface and some really needed features that streamline the game a bit. They tuned down the micromanagement which is really a welcome addition to me. Combat works almost the same and it's also quite lethal. Haven't played on a higher difficulty yet though. It's basically a modernized version of the first Xcom with some nifty changes and a huge facelift.
Why does everyone have stormtrooper aim in this game? Even the aliens.
In the original XCom I could hit stuff sometimes at least.
i thought the combat was a bit harder than ufo defence bit that might just be because its been a while since i played it
[QUOTE=TheCombine;45210956]Why does everyone have stormtrooper aim in this game? Even the aliens.
In the original XCom I could hit stuff sometimes at least.[/QUOTE]
Sometimes it's pretty random. Sometimes my guy hit like pros even with low probability but on high and sure shots they suck ass.
[QUOTE=jonu67;45210447]Do you really think anything like that would matter if Earth was being attacked by aliens that could very well destroy us all?
It's one of the reasons the Xenonaut Organisation was created, to fight as a united Earth against the aliens.[/QUOTE]
Well the game starts with only small scouting incursions by the aliens so I doubt the world governments would immediately put aside their differences. Even when the invasion does go into full swing with terror attacks and whatnot, those rivalries don't just disappear after the invasion is defeated. Americans are still going to hate the Soviets and vice versa. It's probably in your interest that the opposing nation is a bit more fucked up by the aliens than you are, and a leader is probably willing to give some benefits to make that happen. The Xenonauts would, of course, have to balance this with not pissing off one side too much or you won't get the other side's equipment or they might stop funding you altogether. While this is not something important, this could be some additional light mechanics to make the game more connected with its theme.
[QUOTE=Smooth Jazz;45213512]Well the game starts with only small scouting incursions by the aliens so I doubt the world governments would immediately put aside their differences. Even when the invasion does go into full swing with terror attacks and whatnot, those rivalries don't just disappear after the invasion is defeated. Americans are still going to hate the Soviets and vice versa. It's probably in your interest that the opposing nation is a bit more fucked up by the aliens than you are, and a leader is probably willing to give some benefits to make that happen. The Xenonauts would, of course, have to balance this with not pissing off one side too much or you won't get the other side's equipment or they might stop funding you altogether. While this is not something important, this could be some additional light mechanics to make the game more connected with its theme.[/QUOTE]
Just read this.
The Xenonauts are a clandestine organisation founded jointly by NATO and the USSR in 1958 following the Iceland Incident. Their purpose: a global fighting force to protect the world from extraterrestrial invasion. Initially well funded and with powerful backers, the Xenonauts set about meticulously studying the events of the alien contact. Though no technology was recovered from the site and there were few survivors of the battle, some useful data was gained. Special forces soldiers were requisitioned and formed into strike teams, and brilliant minds from both sides of the Iron Curtain brought on board. Aircraft were refitted to use materials known to be resistant to alien weaponry, soldiers were drilled in combat doctrine, and radar data analysed to find a plausible way to track extraterrestrial craft. A network of underground installations was secretly established to provide coverage across the globe.
But without a looming threat against which to defend humanity, the organisation fell into decline. Powerful backers retired or lost their positions, replaced by people unaware of the events in Iceland. Geopolitical considerations clouded the judgement of the major alliances, each coming to distrust the organisation formed to unite them because of its close ties with the other. Funding was reduced to a trickle. By 1979, the Xenonauts were reduced to only a single installation, a dozen trained soldiers and a handful of loyal researchers and technicians. Shrewd political maneuvering ensured they retained access to the most advanced technology developed by both the West and the Soviets, but only in limited amounts.
On the 1st October 1979, an alien fleet abruptly arrived in orbit and began to destroy the planet’s satellite network. Within a few hours, unidentified craft were scouting the upper atmosphere, none responding to any communication methods. Several nations made intercept attempts as the UFOs entered their airspace, but none were successful and most resulted in heavy losses. Surviving pilots told of beam weapons disintegrating whole squadrons in moments, of disrupted flight systems and an inability to acquire missile lock with any form of air-to-air missile. The only victory of the day occured over the Baltic Sea, where multiple radar stations tracked a single interceptor flying under classified callsigns succesfully engaging and destroying a high-flying scout craft.
As the burning wreckage sank into the depths of the Baltic and the damaged aircraft limped back to base, governments across the world began to recieve telephone calls from an organisation that had spent the last thirty years hidden from view. The deal was simple – a monthly funding grant and authority to operate in a nation’s airspace and territory, in exchange for protection against extraterrestrial activity. Reluctantly, all the major powers agreed. The entire planet’s hour of need had come, its fate resting on the shoulders of the few dozen Xenonauts and their commander. You.
[QUOTE=Smooth Jazz;45213512]Well the game starts with only small scouting incursions by the aliens so I doubt the world governments would immediately put aside their differences. Even when the invasion does go into full swing with terror attacks and whatnot, those rivalries don't just disappear after the invasion is defeated. Americans are still going to hate the Soviets and vice versa. It's probably in your interest that the opposing nation is a bit more fucked up by the aliens than you are, and a leader is probably willing to give some benefits to make that happen. The Xenonauts would, of course, have to balance this with not pissing off one side too much or you won't get the other side's equipment or they might stop funding you altogether. While this is not something important, this could be some additional light mechanics to make the game more connected with its theme.[/QUOTE]
That's dumb.
Never use the rocket launchers, blew half of my squad up twice in one session. Furthermore the fire and smoke just kills your troopers.
[QUOTE=junker154;45228484]Never use the rocket launchers, blew half of my squad up twice in one session. Furthermore the fire and smoke just kills your troopers.[/QUOTE]
A better idea than rocket troopers is to have the rocket car. Better mobility and I think it can shoot over people. However you can't load it up with stun rockets.
Well, you don't really need stun rockets anyway. The stun batons are ideal when you breach into a ufo. The short distance makes it easy to stun aliens and they usually only take one or two hits.
[QUOTE=junker154;45228993]Well, you don't really need stun rockets anyway. The stun batons are ideal when you breach into a ufo. The short distance makes it easy to stun aliens and they usually only take one or two hits.[/QUOTE]
I like to take two shield guys with stun grenades on every UFO mission I go on. Then when the doors open I just chuck the two grenades and hopefully that's enough.
Breaching ufos can be quite tough but I found out that stun batons are the ultimate choice, paired with some flashbangs.
The first line has stun batons which charge the aliens after the row behind them shot the place up with burst shots and flash bangs. Most aliens will go down with one or two hits, Sebilians go even down with one due to the flashbang. Also both pictures happened in the same turn. Only relying on weapons can fuck you because your troops have such a shit aim when there's tons of cover around.
[IMG]http://i59.tinypic.com/rlz5uo.jpg[/IMG]
[IMG]http://i57.tinypic.com/2j1r71y.jpg[/IMG]
I'm not sure if it's just terror missions, but if you bring any stun baton aliens will go out of their way to throw nades at that person, they will expose themselves horribly if necessary to ensure their death.
[QUOTE=junker154;45236524]Breaching ufos can be quite tough but I found out that stun batons are the ultimate choice, paired with some flashbangs.
The first line has stun batons which charge the aliens after the row behind them shot the place up with burst shots and flash bangs. Most aliens will go down with one or two hits, Sebilians go even down with one due to the flashbang. Also both pictures happened in the same turn. Only relying on weapons can fuck you because your troops have such a shit aim when there's tons of cover around.
[/QUOTE]
What is this, Xenonauts or SWAT 2? That's a cool way to do it
Finally got to my first terror mission, was playing on Veteran and doing really well with two bases. Sadly the mission before got my captain killed in a bs way and two others injured. So a Terror mission with five LT ranks, 3 laser weapons and two reapers sighted from the dropship.
:suicide:
Precision laser rifles are the fucking bomb as well as Scatter lasers, they obliterate everything in their vicinity.
I was having a great time kicking alien butts and taking names, our squad was nearly geared up for a run on the first alien base, then the monthly funding cut in, every single nation halved their funding.
Complete horseshit, I shot down nearly every UFO I saw from 2 bases radar and I didn't lose a single mission (xcom casualties were pretty high but no failures)
I really wish they told you why your funding was lowered because honestly I don't see any reason for that to happen. We ended up -1,000,000 bucks
[QUOTE=Empty_Shadow;45255009]I was having a great time kicking alien butts and taking names, our squad was nearly geared up for a run on the first alien base, then the monthly funding cut in, every single nation halved their funding.
Complete horseshit, I shot down nearly every UFO I saw from 2 bases radar and I didn't lose a single mission (xcom casualties were pretty high but no failures)
I really wish they told you why your funding was lowered because honestly I don't see any reason for that to happen. We ended up -1,000,000 bucks[/QUOTE]
I agree with you, the funding aspect isn't really that transparent and you don't really know why you get less funding.
Although you get a feeling for it once you fuck up a few missions and keep letting ufos fly around. It's also vital to establish another base on another continent in order to secure the funding. Shooting down ufos always helps. But honestly there are so many ufos at some point, I feel really overwhelmed.
At most towards the midgame you can take out 50% of the ufos because there's so fucking many of them and you only have 2-4 fighters.
I really struggled to get my second base operational because it cost so freaking much.
I usually build the second base at the end of the first month. Trying to get a mix of Condors and Foxtrots, which are decent fighters for quite a long period of time. Securing air superiority during the early game is vital in order to get more funding.
But I usually fail at the point where aliens are actively trying to shoot my planes down and my transporter, which is absolutely devastating. At that point it's a full scale invasion and my f-16s and Migs struggle with them.
Basically every little news snippet that pops up on the map reduces your funding by a bit. And due to how many of those news things happen, they stack up really fast.
Terror missions are incredibly hard, especially if you have Sebilians killer squads that are fully armed with reapers on their leash.
Likely hood of getting owned on the first Terror mission is very high, so that's why I keep trying to shoot down anything medium flying about. Got lucky and denied a terror mission :D
[QUOTE=junker154;45255141]I usually build the second base at the end of the first month. Trying to get a mix of Condors and Foxtrots, which are decent fighters for quite a long period of time. Securing air superiority during the early game is vital in order to get more funding.
But I usually fail at the point where aliens are actively trying to shoot my planes down and my transporter, which is absolutely devastating. At that point it's a full scale invasion and my f-16s and Migs struggle with them.[/QUOTE]
So I basically brute forced my game in the sense of superiority over the aliens, hell, I haven't even dissected my first Caesian or researched the scout car yet I upgraded my workshop/lab with alien tech and have advanced aircraft.
Now I have one corsair and two F-17s at my first base, should I upgrade my F-17s to Foxtrots or keep that configuration? They don't seem to be too able to take down some alien craft and I was wondering if there is a fighter type I need to research to reclaim my complete aerial hegemony versus the xeno scum.
[QUOTE=Bob_Namg;45277857]So I basically brute forced my game in the sense of superiority over the aliens, hell, I haven't even dissected my first Caesian or researched the scout car yet I upgraded my workshop/lab with alien tech and have advanced aircraft.
Now I have one corsair and two F-17s at my first base, should I upgrade my F-17s to Foxtrots or keep that configuration? They don't seem to be too able to take down some alien craft and I was wondering if there is a fighter type I need to research to reclaim my complete aerial hegemony versus the xeno scum.[/QUOTE]
Well, if you research stuff like Alenium explosives, your crafts are automatically updated with the newest hardware. But I sugges that you keep a mix between long distance rocket jets and some fighters like the F16.
F16 usually for close distance and maneouvers, the Foxtrots only have a few rockets and then are basically useless in a fight. But those rockets will take down most ufos. You only need to escort it with a condor.
From my experience I usually send a condor and a foxtrot to intercept stuff. Later on I exchange the the f16 for a corsair, both of them have the same function but the corsair is only more optimized for bigger ufos.
[QUOTE=Bob_Namg;45277857]I was wondering if there is a fighter type I need to research to reclaim my complete aerial hegemony versus the xeno scum.[/QUOTE]
Just do a few more alien bases and shoot down landing craft to be able to tech to the Marauder.
So there's this mod for Xenonauts that replaces the boring looking armor with some really nice looking ones, called Jsleezy's Real Armors. I took his Jackal's armor and then turned it into a Mobile Infantryman from Starship Troopers
[img]http://i.imgur.com/ReSLUC2.jpg[/img]
I think I might just go all in and make a small Mobile Infantry visual mod for the game. Replace the M16A1 with a Morita Mk I, the ground combat sprites for Jackal Armor with this color suit instead of blue. I mean it sort of goes with the theme of the game, after all. 1970's Boiler suits to Near Future Jackal Armor to the Futuristic stuff already in-game.
I'd have to get his permission to use this, first, though
Movie still for reference
[img]http://media.liveauctiongroup.net/i/16176/17008114_4.jpg?v=8D0627802AC16F0[/img]
And so it begins.
[IMG]http://i.imgur.com/CHobKQW.jpg[/IMG]
[img]http://i.imgur.com/RDIpXlc.jpg[/img]
Unfortunately, the little sprites consist of almost 4,000 .png files, which means even though it's a small change, it's 320MB total uncompressed
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