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XCOM: Enemy Unknown Free Second Wave DLC

Steam News announces the release of patch 3 for XCOM: Enemy Unknown, updating the new installment in the turn-based strategy series with some bug fixes as well as new free DLC called Second Wave. Here's word:

The XCOM: Enemy Unknown Second Wave content offers a series of advanced gameplay options that unlock a new level of depth, challenge and replayability. The Second Wave content includes:

  • Damage Roulette: Weapons have a wider range of damage.
  • New Economy: Randomized council member funding.
  • Not Created Equally: Rookies will have random starting stats.
  • Hidden Potential: As a soldier is promoted, stats increase randomly.
  • Red Fog: Combat wounds will degrade the soldier’s mission stats.
  • Absolutely Critical: A flanking shot guarantees a critical hit.
  • The Greater Good: Psionics can only be learned from interrogating a psionic alien.
  • Marathon: The game takes considerably longer to complete.
  • Results Driven: A country offers less funding as its panic level increases.
  • High Stakes: Random rewards for stopping alien abductions.
  • Diminishing Returns: Increased cost of satellite construction.
  • More Than Human: The psionic gift is extremely rare.

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20. Re: XCOM: Enemy Unknown Free Second Wave DLC Jan 8, 2013, 15:43 AngelicPenguin
 
Tanto Edge wrote on Jan 8, 2013, 12:20:
Yippedee fuckin' doo.

How about unfucking the point values and letting people take more during the fights, instead of less.
Goofy goddamned bullshit.
"Hey this is a fun game."
"You're right. Let's fix that."

Just for the record, I don't have a problem with this patch bringing the Second Wave to life. It's nice to see them giving enough of a shit that they released a third patch.

My problem is and will always be their point value rape, where suddenly my build isn't just not allowed, but all the gear is now ridiculously expensive, while everything else is unimproved and dirt cheap.

In multiplayer matches, about half the aliens are avoided, and the other half are shits and giggles (griefing support).
Yet instead of increasing the usefulness of those critters, they nerf the useful and interesting gear.

Nobody takes Mutons, but it's only 3800 points for an Elite Muton!
Critters don't take gear (no mindshield) but they come with a 1500 point grenade!

Allowing aliens to equip gear, to level up and down, at the cost of points would mean a massive variety of gameplay options, and strategies.
A balancing nightmare? Fuck so be it, at least there's some fucking options.
At least I'm not going to be another squad of plasma toting fucktards, going against a squad of plasma toting fucktards.

Unbalanced isn't instantly a bad thing. Games aren't always balanced. Sometimes you win and sometimes you lose on the roll of the dice.

For those unfamiliar with the multiplayer in this game, mind elaborating? Are you saying all multiplayer games use the same alien setups?
 
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