• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
when you miss a target in heavy cover there should be a really high chance of hitting the cover itself at least, instead of defense stat being just a dodge stat
I would have had a real good gauss rush, IF ONLY I WASN'T OFF BY ONE FRAGEMENT. :suicide:
I would really like to see that X-Com 2 will be somewhat akin to Apocalypse, the premise is absolutely engaging and a proper remake in the vein of Apocalypse would be amazing. Such an underrated and rough gem.
[QUOTE=junker154;47899125]I would really like to see that X-Com 2 will be somewhat akin to Apocalypse, the premise is absolutely engaging and a proper remake in the vein of Apocalypse would be amazing. Such an underrated and rough gem.[/QUOTE]I was hoping OpenXcom did something with Apocalypse, since it seems such an interesting game, but apparently not. Not particularly keen on the idea of messing about with getting it working.
[QUOTE=Sgt Doom;47899210]I was hoping OpenXcom did something with Apocalypse, since it seems such an interesting game, but apparently not. Not particularly keen on the idea of messing about with getting it working.[/QUOTE] There's that and also the fact that someone else is already working on an opensource X-COM: Apocalypse
Apocalypse has some good ideas but it's so fucking weird I can't get into it.
[QUOTE=Zezibesh;47899044]when you miss a target in heavy cover there should be a really high chance of hitting the cover itself at least, instead of defense stat being just a dodge stat[/QUOTE] It's even worse when the target does the dodge animation several seconds earlier then returns to his/her/its original position and have the projectiles clip through their body and still count as a miss.
I got pretty salty when in the mission to grab the EXALT agent, a Thin Man got a headshot on one of my rookies, my assault panicked, turned 180, executed the rookie behind her with a full assault rifle burst, and then my sniper panicked and ran off. I lost a whole turn out of that and everyone ended up dying that mission.
[QUOTE=TBot Alpha;47898195]Proactive XCOM is gonna make screw-ups hurt even more than before. Normally failures in missions feel like a fact of life. You can't just let the UFO/abduction/terror mission pass you by - you have to send some kind of team to keep a lid on things. So if a few rookies must be sent to their deaths, so be it. But now, if you can pick and choose where to strike, when to take risks, it will all be on your head. You didn't have to send your vets on that last disastrous mission - you could've sent some rookies to fill out the numbers. Or you could've not ordered the mission at all, and done something safer. But you didn't. You got cocky. You thought you could handle it. You were wrong. And now, there are 6 corpses on your head. 6 brave souls gone into the night, never to return. All because of you.[/QUOTE] And then you just reload the save.
I thought I would never see sectoids again, but I got an abduction mission with like 20 sectoids. They managed to miss the two guys without cover in front of them, yet they critted my sniper under full cover miles away. Same goes for the sniper that misses with 98% of hit, but the assault with the shotgun hits with less than 30% chance.
I hate how I'm always one engineer off of building something. Especially satellite uplinks.
[QUOTE=woot835;47899095]I would have had a real good gauss rush, IF ONLY I WASN'T OFF BY ONE FRAGEMENT. :suicide:[/QUOTE] Should've used less explosives. Just something to consider.
[QUOTE=Cows Rule;47899721]I hate how I'm always one engineer off of building something. Especially satellite uplinks.[/QUOTE] You know for a long time I've suspected that I secretly lose engineers and scientist to coffee breaks seemingly at random because whenever it feels like I'm ready to build/research something one of them have suddenly disappeared.
I hope that there's a way to aim at things other than cover (ie people), similar to grenades and rockets, if you have the proper weapons. It might open up a bit more strategy, like maybe having a plasma heavy destroy full cover in front of an enemy and have a sniper pick them off.
i disagree, it'd be too abusable xcom revolves around cover and RNG and all the tools you have that break those two conventions were extremely limited but powerful resources [editline]7th June 2015[/editline] eg a rookie with a grenade can wall breach to reveal an entire pod's flank
Has the gameplay changed that much from X-com to Xcom however? It seems to me that cover, flanking and all that are still core gameplay mechanics. What's been added that's so fundamentally different that being able to free-aim would break the game?
MECs can destroy small amounts of cover. I think it's Collateral Damage. I don't know the cool down and number of uses off hand though. I'm planning to use MECs more on this playthrough, I always ignored them in favor of gene mods, though hopefully I can afford to put a lab up anyway late game for my non MEC soldiers.
[QUOTE=Cows Rule;47900570]MECs can destroy small amounts of cover. I think it's Collateral Damage. I don't know the cool down and number of uses off hand though.[/QUOTE] Unlimited Uses, The only cooldown is reloading your weapon.
I like how my main sniper on my current playthrough barely misses, but when he does, its gotta be against a floater that flanked him and is at point blank range. Good thing my assault had run and gun and killed that floater instead
[QUOTE=Kommodore;47900530]i disagree, it'd be too abusable xcom revolves around cover and RNG and all the tools you have that break those two conventions were extremely limited but powerful resources [editline]7th June 2015[/editline] eg a rookie with a grenade can wall breach to reveal an entire pod's flank[/QUOTE] It should be an ability for LMGs to destroy a wall for a large ammo cost. That way you can open up more precise holes in walls but you're potentially handicapping yourself for whatever you may uncover by doing it. Basically Collateral Damage but not MEC exclusive.
yeah but again you can do that with a grenade, and imo if the ability isn't limited use it acts like a get-out-of-jail-free card [editline]7th June 2015[/editline] like, late game you have so many abilities that could synergize with that, like battle scanners & hit and run that it severely affects balance [editline]7th June 2015[/editline] also i just like to preserve the stories that RNG is capable of producing, like when a missed shot against your troops opens up an escape route/desperately needed cover to your rear, or when you miss but hit a car the enemy is piled on, if you can just do that every cooldown then things get too easy and less interesting
Hey cool I'm on that list. In other news. Those tiny drone-things have some hyper active reflexes. Unless they're right on top of you they'll dodge everything you throw at them. Long War is still a ton of fun though. I like how it forces you to use different soldiers and get recruits ready since soldiers have to rest after each mission.
Grenade Launcher and Proximity Mines was my lategame cheese strategy with MECs.
Kinda surprised I'm on the player list but then again I think I actually remember being around when the creator made it. Seems so long ago, where does the time go, whats in the box, etc etc. Has anybody actually gone ahead and done a play through with the FP name list while providing periodic (and reasonably brief) updates on their progress? It might be cute watching the rise and inevitable fall of FPCOM.
[QUOTE=Archimedes;47901200]Has anybody actually gone ahead and done a play through with the FP name list while providing periodic (and reasonably brief) updates on their progress? It might be cute watching the rise and inevitable fall of FPCOM.[/QUOTE] Long War Ironman + Hardest Difficulty FPCOM sounds like quite the trip. I'd watch it all. Customized X-Com Agents all around. Evident to see I'm not on the list. [sp2]lurkers don't count[/sp2]
[QUOTE=JCDentonUNATCO;47900990]Grenade Launcher and Proximity Mines was my lategame cheese strategy with MECs.[/QUOTE] That and a sniper with squadsight. Takes some of the challenge out of the game when you can have a sniper 2-shot the BBEG in the final mission without even entering the room :v:
So I encountered a very stupid glitch on a bomb disposal mission. One of my Tech Sgt.s died so I reloaded to the previous autosave, but I couldn't power down one of the nodes and none of my guys had enough movement to get to the next node while I had 1 turn left. I hate this stupid movement thing Long War has
[QUOTE=Archimedes;47901200]Kinda surprised I'm on the player list but then again I think I actually remember being around when the creator made it. Seems so long ago, where does the time go, whats in the box, etc etc. Has anybody actually gone ahead and done a play through with the FP name list while providing periodic (and reasonably brief) updates on their progress? It might be cute watching the rise and inevitable fall of FPCOM.[/QUOTE] I was actually planning on doing this for a while, except with UFO Defense. I'm pretty sure that I'd run out of names before I finished the game though.
[QUOTE=Archimedes;47901200]Kinda surprised I'm on the player list but then again I think I actually remember being around when the creator made it. Seems so long ago, where does the time go, whats in the box, etc etc. Has anybody actually gone ahead and done a play through with the FP name list while providing periodic (and reasonably brief) updates on their progress? It might be cute watching the rise and inevitable fall of FPCOM.[/QUOTE] CGNick was doing this for a long while but the thread was half dead until last week
Long war what are you doing, This is my second mission and my entire squad are rookies why are there 6 outsiders.
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