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X-Kalibur
post Sep 28 2012, 07:20 AM
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QUOTE (Bastard @ Sep 27 2012, 10:45 PM) *
Agreed.

I watched some view on GameSpot and it looks like you'll have quite a few more than six operators, but the max squad is six. Hopefully you will progress to being able to have multiple Skyrangers and field equal amount of teams.

The maps are not nearly as large as the original, so the smaller squad is reasonable. I will miss searching farmlands at night, using incinediary rounds to set wheat fields and barns on fire to smoke out aliens and provide lighting. Lol at electro flares.


Always, ALWAYS, have your front two soldiers with smoke grenades too.
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Bigity
post Sep 28 2012, 03:23 PM
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I don't need Smoke Grenades. I just need 4 rocket launchers and guys carrying extra ammo. Level everything in sight, then loot the alien bodies.
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Mäx
post Sep 28 2012, 03:35 PM
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QUOTE (Bigity @ Sep 28 2012, 05:35 AM) *
Nope, one squad, one base.


I doubt that will change, even in DLC/expansions/mods/whatever.

Any to to back that up or are you just guessing.
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Warlordtheft
post Sep 28 2012, 05:50 PM
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QUOTE (Bigity @ Sep 28 2012, 10:23 AM) *
I don't need Smoke Grenades. I just need 4 rocket launchers and guys carrying extra ammo. Level everything in sight, then loot the alien bodies.



Yeah...I loved the alien cruise missle. Especially after I got my psy guys going. Find first alien, mind control, move him, find another alien, mind control him. Find the the battleship, figure out how it is oriented, launch 2 missiles. 1 to Breach the hull, the next to take out the commanders (Pretty much most of the alien psy guys would be there so it was one of those take out half his forces in two shots. Granted you didn't recover as much....(IMG:style_emoticons/default/smile.gif)

Also, motion sensing grenades were another fun toy.
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X-Kalibur
post Sep 28 2012, 06:02 PM
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QUOTE (Warlordtheft @ Sep 28 2012, 09:50 AM) *
Yeah...I loved the alien cruise missle. Especially after I got my psy guys going. Find first alien, mind control, move him, find another alien, mind control him. Find the the battleship, figure out how it is oriented, launch 2 missiles. 1 to Breach the hull, the next to take out the commanders (Pretty much most of the alien psy guys would be there so it was one of those take out half his forces in two shots. Granted you didn't recover as much....(IMG:style_emoticons/default/smile.gif)

Also, motion sensing grenades were another fun toy.


I found those more amusing in Apocalypse.
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Grinder
post Sep 28 2012, 06:03 PM
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QUOTE (Bigity @ Sep 28 2012, 05:23 PM) *
I don't need Smoke Grenades. I just need 4 rocket launchers and guys carrying extra ammo. Level everything in sight, then loot the alien bodies.



QUOTE (Warlordtheft @ Sep 28 2012, 07:50 PM) *
Yeah...I loved the alien cruise missle. Especially after I got my psy guys going. Find first alien, mind control, move him, find another alien, mind control him. Find the the battleship, figure out how it is oriented, launch 2 missiles. 1 to Breach the hull, the next to take out the commanders (Pretty much most of the alien psy guys would be there so it was one of those take out half his forces in two shots. Granted you didn't recover as much....(IMG:style_emoticons/default/smile.gif)

Also, motion sensing grenades were another fun toy.


Awww, all the sweet memories. (IMG:style_emoticons/default/love.gif)
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Bigity
post Sep 28 2012, 06:07 PM
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Apparently, this video gives a better idea of the post-demo version of the game:

http://www.gametrailers.com/videos/ns2k61/...ufo-walkthrough


EDIT: They lose 2 out of 6, and talk about how that is good, so maybe the full game is alot more lethal than the demo (which only makes sense really).
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Bastard
post Sep 28 2012, 06:54 PM
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QUOTE (Bigity @ Sep 28 2012, 10:07 AM) *
Apparently, this video gives a better idea of the post-demo version of the game:

http://www.gametrailers.com/videos/ns2k61/...ufo-walkthrough


EDIT: They lose 2 out of 6, and talk about how that is good, so maybe the full game is alot more lethal than the demo (which only makes sense really).



Thanks for that link! I am ready to hunt down some alien bitches!
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Vilda
post Sep 28 2012, 07:23 PM
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QUOTE (Bigity @ Sep 28 2012, 05:23 PM) *
I don't need Smoke Grenades. I just need 4 rocket launchers and guys carrying extra ammo. Level everything in sight, then loot the alien bodies.

You will be looting nothing when using explosives exclusively.

Alien equip bursts to fragments upon their death. And death by explosion destroys even those fragments. So if you want their equip intact, you need to capture them.
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Makoto
post Sep 28 2012, 10:40 PM
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QUOTE (Vilda @ Sep 28 2012, 08:23 PM) *
You will be looting nothing when using explosives exclusively.

Alien equip bursts to fragments upon their death. And death by explosion destroys even those fragments. So if you want their equip intact, you need to capture them.


Make sure the alien equip don't regenerate themselves, the technology they have is advanced than ours and when the alien equip falls to human hands and we learn how to use them properly, the alien tech can be of great use in our favor.
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LurkerOutThere
post Sep 29 2012, 01:39 AM
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QUOTE (Vilda @ Sep 28 2012, 02:23 PM) *
You will be looting nothing when using explosives exclusively.

Alien equip bursts to fragments upon their death. And death by explosion destroys even those fragments. So if you want their equip intact, you need to capture them.


Yea I did see that, it will be an interesting mechanic. I'm also curious if you'll be able to get "accidental" captures like in the original x-com where you hurt an enemy enough to knock him unconcious but he doesn't die. That could be an important windfall sometimes. Hell one time i get a live navigator 9or was it engineer? Can't remember the one that unlocks hyperwave decoder) due to smoke inhalation, good times.
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Vilda
post Sep 29 2012, 12:13 PM
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QUOTE (LurkerOutThere @ Sep 29 2012, 03:39 AM) *
I'm also curious if you'll be able to get "accidental" captures like in the original x-com where you hurt an enemy enough to knock him unconcious but he doesn't die. That could be an important windfall sometimes.

Well, your soldiers can be "critically injured" and you have to stabilize them or win in few turns for them to survive. Maybe it can happen to stronger enemies too and then you would capture them this way...
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Sid Nitzerglobin
post Sep 29 2012, 11:45 PM
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QUOTE (CanRay @ Sep 8 2012, 01:02 PM) *
That was my previous job. Wireless networking, using USB Dongles.

LOL, wow. Sounds like the pinnacle of security and reliability.

Was it TJ Max perchance?
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lorechaser
post Sep 30 2012, 12:40 AM
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QUOTE (Bastard @ Sep 28 2012, 12:45 AM) *
Agreed.

I watched some view on GameSpot and it looks like you'll have quite a few more than six operators, but the max squad is six. Hopefully you will progress to being able to have multiple Skyrangers and field equal amount of teams.

The maps are not nearly as large as the original, so the smaller squad is reasonable. I will miss searching farmlands at night, using incinediary rounds to set wheat fields and barns on fire to smoke out aliens and provide lighting. Lol at electro flares.


I suggest everyone read every article linked here:

http://www.rockpapershotgun.com/tag/xcom-enemy-unknown/

Specifically the "Some Things You Need To Know About the XCom Demo" one and "Hands-On: Forty Hours with XCom".

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CanRay
post Sep 30 2012, 02:43 AM
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QUOTE (Sid Nitzerglobin @ Sep 29 2012, 06:45 PM) *
LOL, wow. Sounds like the pinnacle of security and reliability.

Was it TJ Max perchance?
No. Major ISP (amongst other things) in the states. The Install Techs handed out the USB Dongles like candy when they hooked up a combination modem/wireless router.

Needless to say, they often forgot to also hand out the Install CD with the drivers needed, and even when they did, WinME did not grok USB or Wireless well enough individually, forget combined.
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Seriously Mike
post Oct 1 2012, 08:28 AM
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http://www.rockpapershotgun.com/images/2012/09/xcom4.jpg
Are those Floaters?! If so, they made them pretty badass, as opposed to those caped floating goofballs of yore.

Also: "the Thin Men aliens (...) are in fact the original’s Snakemen, redesigned." Genius! That's a twofer: first, the urban legend of weird "Men in Black", second, it's still a callback to the original.
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CanRay
post Oct 1 2012, 05:58 PM
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Those are floaters, the first time I saw them I was: "Damn, they made them bad ass!"

And, in the demo, they're about the most dangerous thing you face. Or, would have been, if not for Overwatch.
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Sid Nitzerglobin
post Oct 1 2012, 08:41 PM
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Just ordered the SE last night. Looks like it should be pretty damn good.
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taeksosin
post Oct 2 2012, 08:02 PM
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So, in the interests of getting better acquainted with XCOM, I bought the pack off of steam over a few years ago and have yet to actually play them. Figure I'm going to get started with XCOM:UFO (at least, I think that's what they titled the first one). Holy balls did they just drop you into the deep end back in the day. Anyone have any pointers? Got my team wiped out on my first mission, ran out of cash, and discovered that the world hates a loser.

Base upgrading, things to research/develop, etc. would all be appreciated hints and tips.
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_Pax._
post Oct 2 2012, 10:13 PM
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QUOTE (taeksosin @ Oct 2 2012, 04:02 PM) *
So, in the interests of getting better acquainted with XCOM, I bought the pack off of steam over a few years ago and have yet to actually play them. Figure I'm going to get started with XCOM:UFO (at least, I think that's what they titled the first one). Holy balls did they just drop you into the deep end back in the day. Anyone have any pointers? Got my team wiped out on my first mission, ran out of cash, and discovered that the world hates a loser.

Right away, the instant you start the game ... PAUSE.

Go into your base; hire two more soldiers, then go to "equip craft", and pick your skyranger. Take EVERYTHING off of it, except: Rifles, Rifle Magazines, Grenades. Buy enough of those three items, so that you have 10 rifles, 30 magazines, and 20 grenades (each soldier will have a loaded rifle, two grenades, and two spare magazines). Load them on the skyranger as soon as they're delivered.

While you're buying stuff, buy three Avalanche missile launchers (you should already have one), and at least 12 Avalanche missiles, up to 24 if money and storage space permit. When they're delivered, you'll want to equip 2 Avalanche launchers on each of your interceptors.

Once all that is done, deliveries have been made, and missile launchers changed out? SELL OFF all those pistols, stingray missiles/launchers, Craft Cannon, etc.

While you're doing this, build a second Laboratory and another Living Space. Hire Scientists, lots of them. Set them to researchign Laser Weaponry - you want Laser Rifles ASAP; they're decently accurate, do reasonable damage, and have infinite free ammunition.

Next priority for research should be Plasma Cannons (for yoru interceptors). You'll need to research Plasma Pistol, Plasma Rifle, Heavy Plasma, and the magazines for each, before you can start on the Cannons. But, those cannons have most of the range of an Avalanche, and INFINITE FREE AMMUNITION.

Third priority, IMO, would be to get Personal Armor, which starts by researchign Alien Alloys.

...

After recovering artifacts etc from a crash site, NEVER SELL ELERIUM. Ever. No exceptions.

You can sell off all but 1 or 2 of each corpse type until you research them; once they're researched, sell them ALL. Same for most alien weapons, except Blaster Bombs - but you might want to keep 10 or 20 rifles, and 5 or 10 Blaster Launchers, in your armory.

Build an Alien Containment, and capture some aliens, as soon as is practical.

That should be enough to get you going. (IMG:style_emoticons/default/smile.gif)
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taeksosin
post Oct 2 2012, 10:42 PM
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Pax, you never cease to amaze. Thank you.
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X-Kalibur
post Oct 2 2012, 11:39 PM
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QUOTE (_Pax._ @ Oct 2 2012, 02:13 PM) *
Right away, the instant you start the game ... PAUSE.

Go into your base; hire two more soldiers, then go to "equip craft", and pick your skyranger. Take EVERYTHING off of it, except: Rifles, Rifle Magazines, Grenades. Buy enough of those three items, so that you have 10 rifles, 30 magazines, and 20 grenades (each soldier will have a loaded rifle, two grenades, and two spare magazines). Load them on the skyranger as soon as they're delivered.

While you're buying stuff, buy three Avalanche missile launchers (you should already have one), and at least 12 Avalanche missiles, up to 24 if money and storage space permit. When they're delivered, you'll want to equip 2 Avalanche launchers on each of your interceptors.

Once all that is done, deliveries have been made, and missile launchers changed out? SELL OFF all those pistols, stingray missiles/launchers, Craft Cannon, etc.

While you're doing this, build a second Laboratory and another Living Space. Hire Scientists, lots of them. Set them to researchign Laser Weaponry - you want Laser Rifles ASAP; they're decently accurate, do reasonable damage, and have infinite free ammunition.

Next priority for research should be Plasma Cannons (for yoru interceptors). You'll need to research Plasma Pistol, Plasma Rifle, Heavy Plasma, and the magazines for each, before you can start on the Cannons. But, those cannons have most of the range of an Avalanche, and INFINITE FREE AMMUNITION.

Third priority, IMO, would be to get Personal Armor, which starts by researchign Alien Alloys.

...

After recovering artifacts etc from a crash site, NEVER SELL ELERIUM. Ever. No exceptions.

You can sell off all but 1 or 2 of each corpse type until you research them; once they're researched, sell them ALL. Same for most alien weapons, except Blaster Bombs - but you might want to keep 10 or 20 rifles, and 5 or 10 Blaster Launchers, in your armory.

Build an Alien Containment, and capture some aliens, as soon as is practical.

That should be enough to get you going. (IMG:style_emoticons/default/smile.gif)


You forgot one important part - laser pistols are a great extra source of income until you're busy building stuff later. You make a profit on each one you make and sell.
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Bigity
post Oct 3 2012, 12:20 AM
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Ideally you should have a guy carry a rocket launcher too, in case you get bad luck with a map with many buildings - so you can just blow them all down instead of trying to clear them.
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_Pax._
post Oct 3 2012, 01:01 AM
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QUOTE (Bigity @ Oct 2 2012, 07:20 PM) *
Ideally you should have a guy carry a rocket launcher too, in case you get bad luck with a map with many buildings - so you can just blow them all down instead of trying to clear them.

Be patient. Clear them.

Explosions destroy corpses, and artifacts. Both of which are an important source of early-game funding.
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_Pax._
post Oct 3 2012, 01:22 AM
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QUOTE (taeksosin @ Oct 2 2012, 05:42 PM) *
Pax, you never cease to amaze. Thank you.

Pfff, it's just that I used to play Xcom1 ALL. THE. TIME.

...

Here's something more advanced for you: Base Design. You may want to find an editor that can change the initial base layout, too.

See, the key thing is: when your base isttacked, the Aliens will spawn in any Hangar and Elevator rooms you have. So, it is very VERY useful to mke sure the entirety of your base connects to those kinds of rooms in only one place ... so you can mass your defenses there.

In the below:

[X] = empty space, never ever to be filled;
[H] = Hangar
[E] = Elevator
[L] = Living Quarters
[W] = Workshop
[-] = empty, but can be used in the future;
[R] = Radar
[?] = Laboratory
[S] = Stores


Initial base, redesigned:

[H] [H] | [E] [R] | [+] [-]
[H] [H] | [+] [L] | [S] [-]
--- ---+--- ---+--- ---
[H] [H] | [+] [-] | [W] [-]
[H] [H] | [+] [-] | [?] [-]
--- ---+--- ---+--- ---
[H] [H] | [+] [-] | [-] [-]
[H] [H] | [+] [-] | [-] [-]

I personally don't consider it cheating if you wind up with exactly the same number and type of rooms as usual, just moved around into a more sensible (and defensible) layout. See, with this? The enemy HAS to come through that Radar room, and HAS to turn a corner intoyour prepared killing zone. Four soldiers abreast, set to Overwatch (meaning, left with plenty of TUs to reaction-fire with), coupled with a proximity grenade or two, makes for a LOT of dead aliens, and few if any dead or injured humans.

Some early additions I would make include:
[C] = Containment

[H] [H] | [E] [R] | [-] [-]
[H] [H] | [+] [L] | [S] [S]
--- ---+--- ---+--- ---
[H] [H] | [+] [L] | [W] [-]
[H] [H] | [+] [-] | [?] [C]
--- ---+--- ---+--- ---
[H] [H] | [+] [-] | [-] [-]
[H] [H] | [+] [-] | [-] [-]


Satellite bases - intended to house an Interceptor and a Radar array, to extend your air coverage

[H] [H] | [-] [H] | [H] [-]
[H] [H] | [E] [H] | [H] [-]
--- ---+--- ---+--- ---
[-] [-] | [R] [-] | [-] [-]
[-] [-] | [L] [S] | [-] [-]
--- ---+--- ---+--- ---
[-] [-] | [-] [S] | [-] [-]
[-] [-] | [-] [-] | [-] [-]

One of the two hangars is optional, as is the second Storage bay. The only personnel her are 6 to 10 Soldiers, plus some RC tanks. The forces in here should make HEAVY use of Proximity grenades, and be ready to fall back around corners multiple times. Even if you le the base, you'll have the satisfaction of knowing that the butchers' bill paid by the aliens was very high.

(IMG:style_emoticons/default/smile.gif)





QUOTE (X-Kalibur @ Oct 2 2012, 06:39 PM) *
You forgot one important part - laser pistols are a great extra source of income until you're busy building stuff later. You make a profit on each one you make and sell.

I wasn't trying to map out the entire strategy for him. Just a good starting point and "go thataway" general direction. (IMG:style_emoticons/default/smile.gif) Rifles can also be profitable, though less-so than pistols.

Later in the game, it can be handy to have 1 laser pistol for every soldier, JUST in case their primary gun runs out of ammunition.
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