155 Replies. 8 pages. Viewing page 7.
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| 35. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 13:49 |
Slashman |
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| What really pisses me off is that I have to wait a whole 2 extra days to play just because I'm not in the US. Why in the hell do I have to wait when I pre-ordered and paid the same money as everyone else??? |
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| 34. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 12:47 |
Bucky |
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I strongly recommend starting on Normal Ironman, just for the sake of sanity. There's a lot of game mechanics that need learning, and I know I've made a bunch of rookie mistakes. Ironman just helps reinforce the lessons.
My third mission, I obliterate a Thin Man at point blank range. I figured there's no way I'd miss, and I didn't. Problem is, he then exploded, poisoning my poor rookie. That rookie panics and dies a couple of turns later because no one had the foresight to take a medkit along. His squadmate (another rookie) sees this, panics also, and shoots my Heavy, a Sargent at the time. Thankfully I'd given him some extra armor, so he shrugged it off. The last squadmate got flanked and had no chance since his support was all busy panicking.
I finished that VIP mission with two soliders, and I refused to put my Heavy in front of the rookie who shot him.
I also have the bad habit of not checking to see if the enemy is in Overwatch, and then moving right across their field of fire.
Edit: I just lost my highest ranked support, because I didn't realize that the other support solider I had could stabilize even after his medkit was used. Well, I did realize it, just one turn after poor 'Whiskey' Wouters bled out. I'm gonna miss her, even if she did shoot my Heavy on her first mission.
This comment was edited on Oct 9, 2012, 13:21. |
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| 33. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 12:40 |
dj LiTh |
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So, been going pretty hard at Classic / Ironman. Really loving the gameplay. There are a few things here and there that i notice different from the original but no deal breakers at all. Something i do notice is that the matches go a lot faster. This is pretty much because of the no time units and the 2 move/ability system. I actually prefer this as it makes you focus much more on the strategy aspect rather than the technical T/U management aspect.
Ok thats enough time wasted outside the game, must go back to my underground base. |
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| 32. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 12:30 |
Acleacius |
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Two possible GOTY contenders released on the same day?
Surprised Dishonored doesn't have a release article. |
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| Should any political party attempt to abolish social security, unemployment insurance, and eliminate labor laws and farm programs, you would not hear of that party again in our political history.....and they are stupid. Dwight D. Eisenhower |
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| 31. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 12:22 |
RollinThundr |
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SpectralMeat wrote on Oct 9, 2012, 11:54: Ok guys you can stop with all the positive comments now, you are making it harder to wait for the end of the day! Just keep complaining or something It needs to be 4:30 now, the world needs saving, those sectoids aren't going to kill themselves doncha know. |
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| 30. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 12:13 |
Mingus |
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I have only played 1.5 hours of the tutorial missions thus far. I can say I have had a lot of fun in that short time.
I don't have any serious complaints about the game mechanics, as to me they have made turn based combat feel somewhat 'fluid.' Others have used the term 'streamlined.' Either way, while not the original game mechanic, it still feels right for X-Com (IMHO).
The only concern I have, is that the missions feel to me to be a lot more scripted, as opposed to entirely random, as the original X-Com. Again, I am playing the tutorial so 'duh' of course the missions are scripted. I hope that once I am playing a full campaign, that the random nature of the missions, etc becomes more apparent then they appear to be at first blush. |
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| 29. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:57 |
Beamer |
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avianflu wrote on Oct 9, 2012, 11:42: The only somewhat negative I heard so far is the in the fog of war the aliens dont start moving until you actually spot them. If that's true, that's a bit unexpected in a turn-based game of any sort. I wonder if they did that to keep the enemy turns shorter.
imho, the tactical combat part of the game looks great in the gameplay vids. Smaller teams and no action points arent deal-breakers.
Yeah, that's shocking to me, and hugely disappointing, but at the same time I'm not entirely convinced I'd notice it on my own. At least not for a while. |
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| 28. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:54 |
SpectralMeat |
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Ok guys you can stop with all the positive comments now, you are making it harder to wait for the end of the day! Just keep complaining or something |
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| 27. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:52 |
PropheT |
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| So far I'm really happy with it. It's definitely X-Com, which is more than you can say for any game like this that's come out since the originals. It's not perfect but it's tense and it's fun. |
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| 26. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:50 |
RollinThundr |
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Leper wrote on Oct 9, 2012, 11:47: It was fun and challenging for the hour I played last night. I'm sure it has flaws, but I hope it sells well and we get more games like it. Totally agree, I played for about an hour or so myself, and it was challenging right off the bat even on normal difficulty, planning to play on classic after I get the hang of things. Research and base building is pretty interesting as well, lot of options for how to go about things. |
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| 25. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:47 |
Leper |
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| It was fun and challenging for the hour I played last night. I'm sure it has flaws, but I hope it sells well and we get more games like it. |
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| 24. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:42 |
avianflu |
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The only somewhat negative I heard so far is the in the fog of war the aliens dont start moving until you actually spot them. If that's true, that's a bit unexpected in a turn-based game of any sort. I wonder if they did that to keep the enemy turns shorter.
imho, the tactical combat part of the game looks great in the gameplay vids. Smaller teams and no action points arent deal-breakers.
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| 23. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:42 |
RollinThundr |
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Trevellian wrote on Oct 9, 2012, 11:39: I loved the original X-Coms and played them for years. That being said, this game is still great and as far as I am concerned loves up to what I expected out of a modern X-com game. Some of you are really stretching to find reasons to dislike this. This, I don't miss time units, and while different elevations navigation wise can be hit or miss, I'm loving the reimaging of a classic so far. Don't even mind the smaller limit on squad size, makes the game a bit tougher actually. |
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| 22. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:39 |
Trevellian |
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| I loved the original X-Coms and played them for years. That being said, this game is still great and as far as I am concerned lives up to what I expected out of a modern X-com game. Some of you are really stretching to find reasons to dislike this. |
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For the Republic -TrevellianC22 Planetside 2 |
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| 21. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:39 |
Beamer |
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| X-COM didn't have prone... |
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| 20. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:32 |
Creston |
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Raven wrote on Oct 9, 2012, 11:19: Character stance! It's more than just for show. If you have time to couch down and aim, you can shoot more accurately. How is that overly complex? It is for the console players, apparently...
Creston |
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| 19. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:26 |
Cutter |
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Verno wrote on Oct 9, 2012, 10:21: In the demo moving elevations really sucks, did they change that for the full game? No, and I've lost several advanced squad members becauswe of forgetting to change elevation, grr! Untill I get a better grasp of how research and stuff plays out I'm going back to normal, classic ironman is simply too frustrating to start with as I've been getting shitkicked on it the last several hours.
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| "Are you crazy? Is that your problem?" - Jack Burton |
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| 18. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:24 |
Dr. D. Schreber |
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Hey guys let's complain because the game isn't just an unchanged re-release of the original.
Actually let's play the game because playing videogames is more fun than joining the Choir Pedantic.
Or is that just me? |
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NOT THE BEES! NOT THE BEES THEY'RE IN MY EYES AARRGRHGHGGAFHGHFGHFG!
(170 Hit Combo) |
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| 17. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:21 |
Keilun |
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FalconerHG wrote on Oct 9, 2012, 11:02: Right, so you feel that these majorly important gameplay characteristics are simply remade:
> Encountering aliens, they scuttle away to safety, after which trench warfare resolves the conflict. (in the old game, an encounter could result in aliens shooting at you right away, or you shooting them - that was far more nailbiting than it is now)
> Maps are no longer random. There's only about 100, pre-made maps.
> Games universally last less than a day. (the old games were epic in length)
> No more Action Points
There are more, but these three are such enormously different that it is difficult to label the new game with the term 'remake'.
A remake is taking the original concepts and mechanics and putting it into a new engine.
Don't get me wrong, the new Xcom is great, but it's not a remake. (this is why developers have invented the term 're-imagining'). Nitpicking over the usage of the terms remake and reimagining is a bit anal don't you think?
I do miss map randomization though, even if some of the old XCOM maps were terrible. I've yet to see really if the random spawn points of the preset maps make enough of a difference. I'm going to guess no. |
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| 16. |
Re: Ships Ahoy - XCOM: Enemy Unknown |
Oct 9, 2012, 11:19 |
Raven |
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InBlack wrote on Oct 9, 2012, 10:57: Let me name an example of bad complexity from said original game, time action points, overly complex and a bummer to use...
I don't see the action point system as overly complex and bummer to use. Fine, take a way the action point system, but give me a system that simulate the character quickness, weapon rate-of-fire... A nimble gun fighter catches a couple aliens from the back out in the open with a pistol in his hand and can only shoot once at one alien and have to wait for them to turn around and shoot him back. What kind of logic is that?
Character stance! It's more than just for show. If you have time to couch down and aim, you can shoot more accurately. How is that overly complex? |
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155 Replies. 8 pages. Viewing page 7.
< Newer [ 1 2 3 4 5 6 7 8 ] Older >
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