UFO: Enemy Unknown, remake by Firaxis

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I'm really enjoying this so far. On my 3rd game of Classic / Ironman atm and it's going pretty decent. Just got first terror mission which I managed 6-0 15/18 and got achievement for getting 3xexcellent on it :king:

My first game was basically just learning some ropes. My second game got hosed by this awful bug http://forums.2kgames.com/showthrea...ptor-Jets-in-air-resolving-at-different-times

Even after being pretty pissed off about that bug I started new game about 30 mins later and now it's 1am and I have to get up for work at 6am :crazyeye: Haven't enjoyed a singleplayer game this much in several years.

Only bugs I've noticed so far are minor - SHIVs that are unselectable for missions, and a temporary screen freeze when it switches to 'Alien Activity' sometimes (which may be a performance issue as it's only happened so far in later, larger missions).
 
The original is still probably my all-time favourite game, but XCOM is extremely good; I've never really got the "either-or" mentality that liking a computer game precludes liking a different one...

My general (and somewhat lengthy) impressions so far now I've played for a couple of days.

Campaign: Evidently the part of the game that has changed most substantially. This has both good and bad points, and one's take on the latter is likely to determine whether you'll enjoy the game as much as the first one. The campaign isn't any more scripted than in the first game - as in UFO there are fixed techs you need to progress to the next story point, and you can only achieve them by completing certain objectives mostly involving capturing a live alien of type X. However, it is a lot more linear and structured; there's no freeform 'roleplaying' element to the campaign as there was in the first game. And if you choose not to (or are unable) to take on specific missions, you will often be heavily punished - while you get to choose which of several abduction sites, say, you focus on, the 'none of the above' option is essentially fatal. Similarly a terror mission must be undertaken or you will lose a country and likely a continent from the Council; it's very unforgiving if you lose a mission, and you can't, as I often did in the first game, ignore certain terror missions in the late game in favour of taking on more UFO missions for resources I needed. By the standards of any modern computer game I can think of, the campaign is long and presents rather flexible options, but if that's what the key appeal of the original game was to you, this won't meet your expectations. It's quite likely there is an optimal strategy that will always work, as is typically the case with these kinds of linear games - you aren't going to make fast progress by lucking out on a landed UFO early on or getting an early psionic alien capture (psionics enter the campaign at a scripted point in the game) that will affect your future strategy, or indeed be hampered by bad luck in the same way.

On the positive side, there are new mission types, a very nicely-designed psionic system that beats the old "You have psionic power, go knock yourself out mind-controlling everyone", and an interesting approach to the tech tree. This latter is actually rather large when considering techs, equipment, foundry upgrades and (the most poorly-developed) officer school. The new missions sadly don't integrate well with the story - you don't get any new story credit or even background info for escorting a VIP with vital information back to the Skyranger, for instance, and there should have been some randomisation of agent names or at least more than one of each type just to have some variety, rather than rescuing Anna Singh in China in one game and the UK the next.

Resources are in tighter demand than in previous X-COM games - elerium is needed for most later tech and units, most missions will be alien abductions rather than UFO attacks (expanding satellite coverage doesn't seem to do a lot to increase the number of UFO encounters) which don't provide it, and you aren't going to be getting it in quantities of 100+ anymore. Nor can you manufacture alien alloys, weapon fragments or corpses of various species, all of which are required for certain advances or production. Probably for this reason you no longer lose valuable manufactured equipment when your squad members die - this I'm less happy about, and I think there should be a game option to enable "lose kit when you lose a mission" for old-timers who want to play it that way (or anyone wanting more of a challenge, although this game is not 'easy mode'). Adding grades and related voiceovers to the Council briefings is a nice touch, but unfortunately doesn't seem to make any actual difference to the game - you don't lose funding for getting a bad rating or increase it for getting a good one, and while you're more likely to lose countries if you're not doing well, you aren't going to lose any you wouldn't lose anyway because the Council gives you an F.

Combat: This is where the new game really shines (as indeed you might hope). I've been playing on Normal, which is purportedly a level X-COM veterans should find a little easier than they're used to. In my experience, however, it starts out easier but rapidly becomes tougher - and I say this not from nostalgia but from playing UFO concurrently (on the only difficulty level originally available in that game, as my copy is unpatched). More importantly than straight difficulty, to get the results I get in UFO, I need to play in a far more sophisticated way in the new game. Not all missions will start with "pop smoke, leave Skyranger, methodically stroll down the map killing all the aliens". The new game's been criticised for limited numbers of maps, but differences in your spawning points, aliens' spawning points, number and unit mixes of aliens and mission damage to cover objects that's going to differ in each playthrough add a huge amount of replayability (though it remains unfortunate that, except with area weapons, you can't target cover objects - although you can target aliens in the knowledge that the shot will likely destroy cover whether it hits or misses, and that can be a reason for firing with a low chance of hitting).

Few of my missions (aside from the Council missions, which have a small selection of maps, spawn you in much the same place each time and are invariably populated solely by Thin Men even in the late game) play at all alike, a difference much more pronounced than in the original. One mission I'll drop straight into a firefight with half a dozen Mutons and Berserkers where I pop smoke and suppress enemies to take the flak off, in another I'll be luring Muton Elite out of their UFO to pick off one by one, making judicious use of retreats, flanking, overwatch, hunkering down and unit abilities; in yet another I'll be flanked by Heavy Floaters popping out of nowhere, destroy them in a firefight and advance, only to be forced to withdraw under cover of overwatching heavy plasma gunners as Chryssalids pour from the UFO before finishing (and in this case losing) the mission in a firefight inside the saucer itself.

The two-action system and the class system prompt some very careful planning - I'm now a real fan of the latter, although there are apparent balance issues at some levels (Squadsight is always the best option for a Sniper Corporal, and I try to promote Assault units heavily especially to get the 'free reaction shot within 4 tiles' promotion), and undoubtedly there will be 'best' build orders. I still think it's unfortunate that the stats of new recruits are identical.

The deliberately small squad size (and inability to pick up dead soldiers' weapons) makes it imperative to choose the right unit mix, and I should probably vary it by mission more than I do. Classes also work well with the new psionic system in determining who to train up - I'm undecided whether snipers should be trained preferentially so that they can use a psionic ability if forced to move, for instance, or assault units so that they have a long-range attack.

Flavourwise, for some reason I'm not finding my characters as memorable as names or getting as attached to them as I did in the original game (although I like the greater selection of random names, as well as the fact that - as a Starcraft veteran - I placed a soldier called Kerrigan in psi-training and she was the only one in that batch to be psionically gifted). I do like the new nickname system (especially when my heavy becomes Boom Boom - nicknames appear to be chosen from class-specific lists), probably because I'm focusing more on the abilities I've lost. And the ranking system does seem to mean you're unlikely to get the same types of heroic rookie stories as in the original game - your best-promoted guys are going to be the ones doing the killing. If you lose them you're often going to lose the mission; so far I've had only one 'desperate last stand' where I'd lost four members of the squad, one other was bleeding to death, and my plucky support squaddie killed the final aliens.

AI: I found the AI lacking on first encounter, however even on nominally Normal difficulty perhaps it gives you an easier time in the tutorial game, even after the tutorial stage? It's seemed pretty capable in my recent games - floaters now drop in cover and do a good job of flanking, grenades are thrown at appropriate junctures, and if you drop smoke against Mutons, chances are they'll respond by suppressing the unit in the cloud. Aliens can still be too stationary when in position regardless of context (so that they always won't move to escape being flanked), they tend not to move much from their spawning site until spotted (so, if you're up against a UFO's door in a firefight with Heavy Floaters outside, no one inside the ship will come to help or even to see what all the fuss is about), and melee units are easy to lure into traps - run away when you spot the Chrysalid, and it will always pursue. Which makes them much less frightening once you have weapons that kill them in one shot, since you can just set up overwatch. If you have a SHIV, if you retreat your people behind it, the Chrysalid will attack the vehicle it can't convert.

Just wanted to say I appreciate a detailed review of the game. thank you.

Part of me wants to play today, but I'll still probably hold off. I think some changes will really irritate me. I will be less irritated if I didn't pay full price for the game. :) The reason I want to play now is it seems really tough. I want to play before they nerf the game. And I have a feeling they will nerf the game seeing as the game is as difficult as it seems.
 
So it seems like the farther you get into the game the glitchier it gets; I'm almost a year in and I'm having UI problems and glitchy alien spawn placement etc on a regular basis.
 
Just wanted to say I appreciate a detailed review of the game. thank you.

Part of me wants to play today, but I'll still probably hold off. I think some changes will really irritate me. I will be less irritated if I didn't pay full price for the game. :) The reason I want to play now is it seems really tough. I want to play before they nerf the game. And I have a feeling they will nerf the game seeing as the game is as difficult as it seems.

There's a difficulty level below Normal - it's more challenging than most modern games, but then that's a deliberate feature. An X-COM game relies on the challenge for its atmosphere, and this is a successor to a game that was famous for being difficult even when a bug meant only its easiest difficulty level was playable. Also, it's fairly easy on Normal as long as you have an experienced squad - when I'm in the late game with difficulty keeping anyone above Corporal rank alive, it's difficult to get key promotions like the assault promotion I mentioned, or the Heavy bonus against robotic units, and that's when it becomes difficult.

There are still serious problems with the interface and presentation. Camera controls are poor, as is the implementation of elevation and interior spaces (battles inside multilevel UFOs can take a while just getting the movement box to behave), there's no 'reset camera' option, no 'centre on selected unit' option, and the game doesn't automatically centre on a newly-selected unit. There's no minimap or UFO-style Tactical Map, which I found a particular problem in one recent UFO mission - I'd fought my way into the UFO and (with losses) destroyed the Sectopod, as well as a whole bunch of Mutons of various flavours and a Cyberdisc. My three survivors were jumped by Chrysalids and two of them zombified. Kerrigan took off for the exit - largely because for flavour I wanted her alive, but more seriously having a more experienced psychic operative would prove useful. Since there was no way at all she was beating 5 Chrysalids and the Sectoid Commanders I knew still to be about, there wasn't any point getting her killed. But I had to scroll around the whole map to locate the Skyranger drop point and get her back there.

In the campaign view, the Mission Control (Geoscape) button is for some reason placed away from the other tabs, and you can't access it directly from the research, engineering etc. screens, which means clumsy menu navigation to access the main game screen. The order of screens really should be reversed, with 'Mission Control' as the default and the base layout as a tabbed option. There's no UFOPaedia, and research archives don't give you data on the stats of the weapons and kit you research - you literally have to build one of everything and look at its status in the Barracks or Hanger to find out exactly what it does. I doubt having to accommodate consoles is an excuse for most of this, and indeed for the camera problems.

Going to try a restart on Classic just to see how it differs - I'm not quitting my current campaign just yet, I just know from the hyperwave decoder that the next mission includes a Sectopod, and they scare me...

EDIT: Well, had it been Iron Man that would have been very short indeed. First game went very much like my first game on Normal, except that there were two more Sectoids. But the AI is much more ruthless on Classic - on the second mission the Sectoids flanked my soldiers before firing at them (causing critical hits on nearly every occasion); my sniper died when I had only two units left to kill, with everyone else already dead.

So it seems like the farther you get into the game the glitchier it gets; I'm almost a year in and I'm having UI problems and glitchy alien spawn placement etc on a regular basis.

Not sure the UI/camera stuff is glitchy as in bugged, it's just badly designed. Alien spawning seems to work fine for me, although it would help replay value if aliens didn't always spawn in sets of three, with each trio having a fixed composition (usually all the same, but sometimes two Mutons + Berserker, and for robotic units 1 robot + 2 drones).

On an unrelated note, it looks as though there is some method to class assignment based on game performance - so it may be tailorable to some extent rather than being random. In my Classic try-out:

Mabuza: First game, killed a Sectoid at range with a critical hit on 25% chance to hit. Assigned category: Sniper
Brown: First game, threw a grenade that killed three Sectoids. Assigned category: Heavy
Soldier whose name I can't remember: Advanced round the side of the building, attempted fire at close range (though missed) before grenading the final Sectoid at a range of about two tiles. Assigned category: Assault

Probably the trigger is something simple like "kill multiple enemies with one area weapon = Heavy", "score a critical hit = Sniper", but it's something I was hoping to see implemented and it looks as though it may be.
 
Well my game has now turned sour. I was right in worrying about that alien base, as it proved my undoing:

Spoiler :
I had a wonderful time in my defeat though . I took the crème de la crème of my soldiers, as felt I would need them. Crucially though, I could only afford to have them all kitted out with the light plasma rifle, with my assault having the laser shotgun and the heavy the heavy laser. The mutons I find are quite formidable, especially with their grenades. All my troops bar my sniper were eventually killed, with all the aliens bar one dead, which was the sectoid commander (the psionic guy). My sniper walked around the corner, got mind controlled, and I died . I still have some troops back at base but I think victory will be a hard won thing now. I think I got a bit carried away with building/researching everything. Going blind in this game is tough, as you cant see the bigger picture. Hopefully next time round I will manage my resources better.


Those who say the game has been dumbed down clearly don’t know what they are talking about. Especially later in the game, there are significant tactical challenges posed by the computer. It is not often in games that a tactical retreat is actually a good thing (usually that’s a sign of weakness, but now I think tactical retreats are actually the sign of good play). In the preceding mission I had a torrid time with a large UFO which had landed (not been shot down). I met 3 Mutons outside with no cover in between, which were a pain to kill (and damn their grenades). But the real challenge came inside, where I was faced with 6 mutons and 4 floaters! :o! Even if you have a full compliment of troops (at this point I had 4, having had 1 killed), its still brown trousers time. Anyway, held on by the skin of my teeth and managed to keep my soldiers alive (only just). But there is so much you have to consider. Its true that you don’t have things like crouching, but you have unique abilities (both yours and the aliens) to consider, flanking (which was never in the original), elevation etc.

Like Phil, I think that the VIP missions etc could be better integrated in to the game. I would like to see missions where the aliens try and blow up powerstations. What would be cool is if this happened in some sort of staged process, so you would get points depending upon how much of the base would be saved (and that way, you would get to see some destruction, which is always a good thing).

But over all I think the game is superb, especially on iron man. Because that defeat which is just around the corner is not by any means terminal. Even with a defeat, there is still a chance that you can turn it around.
There are a few problems here and there with the interface, and multi layered UFO’s are a pain to navigate. Kitting out your troops is a pain too. It would be easier if you picked your squad from scratch for every mission. Because clearly it is best practice to keep a large squad. There are also some perks that you simply cannot do without, like the snipers squad sight (a sniper is not very good until they get this). I also think the sectoids mind merge is crap in its current form. I think their hitpoints should double, rather than increase by 1. In its current state it seems tactically inept of the aliens to employ that tactic.
 
Well my game has now turned sour. I was right in worrying about that alien base, as it proved my undoing:

Spoiler :
I had a wonderful time in my defeat though . I took the crème de la crème of my soldiers, as felt I would need them. Crucially though, I could only afford to have them all kitted out with the light plasma rifle, with my assault having the laser shotgun and the heavy the heavy laser. The mutons I find are quite formidable, especially with their grenades. All my troops bar my sniper were eventually killed, with all the aliens bar one dead, which was the sectoid commander (the psionic guy). My sniper walked around the corner, got mind controlled, and I died . I still have some troops back at base but I think victory will be a hard won thing now. I think I got a bit carried away with building/researching everything. Going blind in this game is tough, as you cant see the bigger picture. Hopefully next time round I will manage my resources better.


If I can, I try to have two heavies and/or a SHIV on later missions, since they deal enough damage to one-shot Mutons. I'm still undecided whether to take snipers on UFO/alien base missions because they obviously don't perform well in closed spaces. The base does have good vantage points for them, though.

Those who say the game has been dumbed down clearly don’t know what they are talking about. Especially later in the game, there are significant tactical challenges posed by the computer. It is not often in games that a tactical retreat is actually a good thing (usually that’s a sign of weakness, but now I think tactical retreats are actually the sign of good play).

Yes, this has been my experience as well. I'm a good enough gamer that I can beat UFO, and I've never needed to be as on my toes to win missions in that game as in this one. I just advanced around the map and blew aliens up. And in the new one you really have to make maximum use of squad members' abilities to succeed with the fewest losses. My first mission against Muton Elites was one I really had to think to win, making maximum use of tactical withdrawals and pretty much every ability my surviving troops had.

In the preceding mission I had a torrid time with a large UFO which had landed (not been shot down). I met 3 Mutons outside with no cover in between, which were a pain to kill (and damn their grenades). But the real challenge came inside, where I was faced with 6 mutons and 4 floaters! :o! Even if you have a full compliment of troops (at this point I had 4, having had 1 killed), i

If you haven't unlocked the sixth squad slot, you probably don't want to take on the alien base.

ts still brown trousers time. Anyway, held on by the skin of my teeth and managed to keep my soldiers alive (only just). But there is so much you have to consider. Its true that you don’t have things like crouching,

Actually, you do - Hunkering Down is the new equivalent, but you can only do it when in cover. As missions get harder I have to consider using it more (very often with an assault unit advancing, especially if I'm trying to keep them alive to use their arc thrower).

EDIT: On the other side of the coin, flanking isn't really new - it just means that a unit is treated as being exposed if its cover is not between it and the firer, which was always the case in UFO. It's far more important because of the structure of the maps and the fact that cover offers greater protection in this game than it seemed to be in the original, but it's not strictly speaking a new tactical ability.

One oddity I've noticed: panicked troops very often shoot at their tormentor, and often seem very accurate when doing so. This needs to be in the game; in the original there were often cases when panicking was the best thing a soldier could do for this reason. However, it does make me wonder about using Psi-Panic - in one mission, psi operative Kerrigan panicked a Muton - who promptly shot her, leaving her on 3 HP for the rest of the mission. It also makes Muton Berserkers manageable - often they'll intimidate someone who promptly responds by killing them...

But over all I think the game is superb, especially on iron man. Because that defeat which is just around the corner is not by any means terminal. Even with a defeat, there is still a chance that you can turn it around.
There are a few problems here and there with the interface, and multi layered UFO’s are a pain to navigate. Kitting out your troops is a pain too. It would be easier if you picked your squad from scratch for every mission

I found that irritating with the original... At least the fact that you needed to reassign their equipment once in the field, pick up the blaster launcher and electroflares and so forth.

Because clearly it is best practice to keep a large squad. There are also some perks that you simply cannot do without, like the snipers squad sight (a sniper is not very good until they get this).

To be honest I think this should be the squaddie ability - partly because it makes them so useful, but also because it causes a balance problem. You're never going to want to take the 'move and fire' ability over Squadsight - but you might have a genuine decision if choosing between it and Headshot.

Alternatively, there's no reason the class trees need to be formatted identically - if Squadsight is deemed a 'corporal-level ability', why not offer a squaddie the choice between Headshot and the move/fire one whose name I don't remember, but make Squadsight the only option for Corporals?

I also think the sectoids mind merge is crap in its current form. I think their hitpoints should double, rather than increase by 1. In its current state it seems tactically inept of the aliens to employ that tactic.

It's caught me out - I think this is one of a number of abilities (including, incidentally, Headshot) which becomes more critical at higher levels - on Classic I find I don't always one-shot Sectoids, and that extra hitpoint makes that Sectoid able to survive grenades. Perhaps just tweak the AI to use mind merge more tactically, rather than always selecting a pair to mind-merge which will do so every turn.

Also, Mind Merge heals damaged Sectoids by 1 HP each use - in my try-out Classic missions I lost the game to that, since a Sectoid I'd previously damaged took advantage of my retreat to heal fully and couldn't be killed by my sniper's grenade. I think it may also add to their other stats, but I'm not sure.
 
I found that irritating with the original... At least the fact that you needed to reassign their equipment once in the field, pick up the blaster launcher and electroflares and so forth.

I think it was irritating in the original because you had substantially more troops to worry about and substantially more in the way of ammo/kit. Now, at least to begin with, you only have 4 soldiers, some of which are only able to use 1 type of weapon (not including side arms). The only other thing which is variable is the bonus item, be it grenade or be it arc thrower. Seeming as resources are finite, you cannot kit each of your troops with the gear that you want (15 plasma rifles = some serious spend). You also need to keep rotating your troops in order to deal with injuries and also get the over all experience of your soldiers up. So selecting a team from scratch before a mission is by no means a bad thing (or a difficult one). It will take next to no time compared with the original. I just find that before every mission I have to remove at least 2 soldiers from the group, unequip their laser rifles + gear and re equip it on another soldier. There must be a better way than that.

To be honest I think this should be the squaddie ability - partly because it makes them so useful, but also because it causes a balance problem. You're never going to want to take the 'move and fire' ability over Squadsight - but you might have a genuine decision if choosing between it and Headshot.

Alternatively, there's no reason the class trees need to be formatted identically - if Squadsight is deemed a 'corporal-level ability', why not offer a squaddie the choice between Headshot and the move/fire one whose name I don't remember, but make Squadsight the only option for Corporals?

I don’t know, because being able to fire your sniper rifle and move is a pretty powerful ability (and critical shot isn’t really all that great, only later on in the game does it become useful. Early on its rubbish as a sniper shot is a guaranteed kill whatever). I think maybe have squadsight first, and the final perk at the other end of the tree could be the one where you can move and shoot.
 
I think it was irritating in the original because you had substantially more troops to worry about and substantially more in the way of ammo/kit. Now, at least to begin with, you only have 4 soldiers, some of which are only able to use 1 type of weapon (not including side arms). The only other thing which is variable is the bonus item, be it grenade or be it arc thrower.

Potentially fine at the start, but before long you have a new armour type, and I should probably research superior pistols earlier than I do. And eventually you're going to get to a stage where you want none of the default items on your soldiers (except the rocket launcher on your heavy). So you're going to end up having to reassign 22-24 squad slots before every mission.

Seeming as resources are finite, you cannot kit each of your troops with the gear that you want (15 plasma rifles = some serious spend).

Only armour and weapons tend to cost resources other than cash; I've yet to find I actually want any of the special backpack items, and Alien Grenade is a one-time foundry upgrade. You also never need more than 6 of anything; if a soldier is wounded and so unavailable for a mission, their kit is available in the locker. The only times you'll find you can't equip a soldier without manually unequipping another one are (a) if for some reason you want to switch one soldier out for another who's on active duty (which will normally be a character in a different class anyway), or (b) if a character is in psi-training (with a maximum of 3 at a time).

You also need to keep rotating your troops in order to deal with injuries and also get the over all experience of your soldiers up. So selecting a team from scratch before a mission is by no means a bad thing (or a difficult one).

I think the system shouldn't automatically fill empty slots - as with the original, if you have wounded/dead characters their slots should be empty so you can assign them as you please rather than having to 'Clear Unit' first. I haven't usually been rotating to maximise experience with a large number of soldiers - so far I've preferred to maximise the experience for my one squad (which does admittedly make it harder to recover from a squad loss).

It will take next to no time compared with the original. I just find that before every mission I have to remove at least 2 soldiers from the group, unequip their laser rifles + gear and re equip it on another soldier. There must be a better way than that.

I think removing the restriction that you don't have locker access to gear from troops on active duty would resolve that - just make all gear you have freely available in the locker. Why would my sniper be taking his laser sniper rifle with him to psi training anyway?

I don’t know, because being able to fire your sniper rifle and move is a pretty powerful ability (and critical shot isn’t really all that great, only later on in the game does it become useful. Early on its rubbish as a sniper shot is a guaranteed kill whatever).

That's my experience on Normal, but it doesn't seem to be the case on Classic, where you won't typically be dealing maximum normal damage with every shot and need to rely much more on critical hits. A mind-melded Sectoid, an Outsider or a Floater can all potentially survive sniper hits. Move and fire would be a powerful ability if squadsight wasn't so much more powerful. Using them together might be strong, but that could be circumvented if Squadsight had the same restriction as abilities like Fire Rocket - i.e. only use if the character didn't move that turn.

I think the difficulty is that, unlike levels/classes that offer choices between fundamentally different options - such as the Assault class having an offensive and a defensive side of the skill tree, or support medical vs. combat support, squadsight and move/fire do basically the same thing - improve your chances of being able to fire at an enemy - but squadsight does it much, much better. You'll normally want to set up the sniper in a good vantage point to cover the rest of your team anyway, so you shouldn't often need to reposition to fire (and if you do, you only lose a turn by dashing to a new location, which has the added benefit that you have more options for selecting the best vantage point). All that really leaves in the other ability's favour is the fact that you can run away and shoot to keep the sniper alive, but often I'd prefer to dash or move and hunker down in that situation anyway. So that ability has something of a niche application.

On a related note, the lack of a 'forfeit action' interface option makes the sniper awkward to use - if you need to move but don't dash, you have to either (a) hunker down, (b) switch to pistol and set overwatch, (c) make sure you use the sniper last and then hit 'End Turn', or (d) use a psi power if available. Which is mostly more cumbersome than the actions you'd take with other characters to end their turns.
 
I picked this up for the ps3 late last week. I never played the old versions, unfortunately. Where is an easy place to acquire that game and what is it called exactly?

I like the game a lot. I like how it is a turn-based and not a live action. I love how it gets intense and challenging during the missions. A lot are easy and typical, but every now and then you walk into a brutal one and stand to lose your best troops and do all you can to keep them alive. I was waltzing through the early parts... then I had a terror mission. Chyssalids were new as were FLoaters. The Zombie thing and the gestation thing were surprises and it turned into a hopeless situation that ended with most of my best troops getting systematically zombified/killed and the last one cowering on the 3rd floor of a building awaiting death. (luckily 2 of my experienced troops were convalescing)

Then the base attack was even more intense trying to deal with these things in a lengthy battle with various elements.

I like the troop system and like how it is from random countries. I do wish that troops had different bonuses and/or weaknesses based on their country of origin. I name each troop depending on their country (friends, tv/movie characters, European/Canadian hockey players, etc...). It would also be cool if they ended up in class depending on their Rookie field actions (someone a few posts ago claims that is the case).
Also like the "Memorial"

The home base invasion idea sounds like a really cool element, but it would cause a domino effect in the structure of the game. Unless it would just mean your game was over if you lost.

Cons:
I dont like how things are re-usable, even if troops die, such as MedPacks. Once you develop one, its basically an infinite resource.

Interceptor system is awful. I still have no idea what is going on. There are 2 commands there. When do I use them/not use them? The technological upgrades arent well defined. Took me too long to connect A (satellites) with B (Interceptors).

Wonky walls/floors integration

When an alien shoots a vehicle I am using for cover, it starts on fire. OK, great. Ill just retreat to an object with less gasoline in it. Before the Aliens are finished with all their moves, the vehicle(s) blow up as if I took too much time. On a turn-based strategy, the Car should either just blow up, or give me a chance to fall back for a turn then blow up. It gives a false sense of hope.

It would be cool if you can build up the resources/troops to respond to multiple abduction sites simultaneously. I understand the cost/benefit of choosing, but 1/3 each and every time seems too robotic. It would be nice to develop better capabilities in order to expand our effectiveness.
 
I picked this up for the ps3 late last week. I never played the old versions, unfortunately. Where is an easy place to acquire that game and what is it called exactly?

Good Old Games and Steam both have it; I think it's cheaper on Steam.

I like the game a lot. I like how it is a turn-based and not a live action. I love how it gets intense and challenging during the missions. A lot are easy and typical, but every now and then you walk into a brutal one and stand to lose your best troops and do all you can to keep them alive. I was waltzing through the early parts... then I had a terror mission. Chyssalids were new

That must have been a treat. I hadn't considered quite how scary these would be to all-new players...

Incidentally, I thought the 'Code Name' for the Chrysalid autopsy was a misspelling when I saw it was Ridley rather than Ripley. Then I remembered who directed the film...

as were FLoaters. The Zombie thing and the gestation thing were surprises and it turned into a hopeless situation that ended with most of my best troops getting systematically zombified/killed and the last one cowering on the 3rd floor of a building awaiting death. (luckily 2 of my experienced troops were convalescing)

A good thing to consider is that you can abort missions by retreating to the Skyranger entry point (the blue box). I saved one of my favourite operatives from a mission gone bad (due to Chrysalids) that way.

I like the troop system and like how it is from random countries. I do wish that troops had different bonuses and/or weaknesses based on their country of origin. I name each troop depending on their country (friends, tv/movie characters, European/Canadian hockey players, etc...).

I always keep the randomly-generated names, and they are at least approximate for countries. And there are many more than in the original X-COM (where most characters had English, French and sometimes German name with the odd Japanese addition for variety). I really wouldn't like bonuses per country - in the real world people don't have bonuses based on their nationalities; institutions and societies develop specialisms and stereotyped characteristics, but it doesn't follow that, say, every soldier from a country with a reputation for using high-quality artillery will be a master Heavy or whatever. Not to mention that there are so many nationalities represented.

As it is even the continent bonuses are one of the weaker parts of the game, and at least on first glance very badly-balanced. I can see very little benefit to a North American base (at the start of the game you save $20 maintenance a month compared with gaining about four times that in extra income in Africa, and the relative difference only further benefits Africa as time goes on), one of the stronger bonuses (South America) can be obtained with two satellites while the mediocre bonus from Europe requires four, and so forth. If there's anyone past the tutorial game (when that option is locked) who doesn't base in Africa and stick satellites in Brazil and Argentina at the first opportunity, I'd like to know their reasoning. Not to mention that giving the extra cash bonus to Africa of all continents is just bizarre, and because XCOM's host country will never withdraw from the Council, you keep the bonus even if you lose Egypt and South Africa (as happened in my ongoing game).

It would also be cool if they ended up in class depending on their Rookie field actions (someone a few posts ago claims that is the case).

It seemed that way from that mission. I suspect, as I mentioned, that there are certain triggers that you have to meet to get assigned a class this way, and if a character doesn't trigger one of the conditions it's probably assigned a random class. There's a later-game element that works similarly - psionics. The game explicitly states that you only gain psionic levels by using psionics in battle (and it seems to level up a bit too quickly, particularly given that there are only three levels of psionic power - two missions using psionics a couple of times a mission, and psi-operative Kerrigan already has mind control. Any Zerg about should watch out...).

EDIT: Tried another Classic restart and, sure enough, the soldier who grenaded multiple Sectoids became a Heavy. I got a Sniper as well - I think the trigger may be getting a kill on overwatch.

Just had the most frustrating mission possible in my main game. I'd had some close firefights - in one UFO corridor a Sectopod and its drones showed up. Then in the alien turn three Muton Elites came to join the party. Suffered two losses and a critically wounded Sniper fighting that off, but then the road was clear to the UFO's centre. Where I found three rather than the two expected Sectoid Commanders. Two of my team were mind-controlled; the third managed to kill one of the controllers, and another Commander (not the other controller) was then on one hitpoint. I should just have fired with my newly-freed assault trooper, but I thought she had two moves rather than one once freed, so I moved in for a closer shot only to find I couldn't fire. Next turn she died and the remaining Heavy was mind-controlled, when one different move (using Run and Gun) would likely have killed one Sectoid and left the other unable to fend off both the assault soldier and the heavy.

Also like the "Memorial"

Yes, this is a nice addition that wasn't in the earlier games. But as a minor point it would be nice if the order of losses could be selected by column.

The home base invasion idea sounds like a really cool element, but it would cause a domino effect in the structure of the game. Unless it would just mean your game was over if you lost.

I'd be fine with that, actually - I'm a little surprised that they didn't add it as a story mission, as like the alien base attack a mission type that could occur any number of times in the original could be turned into a one-off story element in XCOM's more structured campaign. Or the story could accommodate a reason for the aliens to attack XCOM without destroying it (to recover their hyperwave relay, for instance).

Cons:
I dont like how things are re-usable, even if troops die, such as MedPacks. Once you develop one, its basically an infinite resource.

With more resource-intensive items that are hard to replace, this could be too limiting, however as I noted I'd like it included as a game option (XCOM is lacking in options to tailor game elements which are common in most other modern games; you get Ironman, difficulty level, and that's basically it). It was the way the older game worked, if you lost a mission or fallen items were destroyed by explosives (if troops die but you win a mission, it makes sense for your guys to recover fallen equipment that's still intact, however). I'm fine with the way it is now, but I'd prefer the option to play the 'old-fashioned' way on replays.

Interceptor system is awful. I still have no idea what is going on. There are 2 commands there. When do I use them/not use them? The technological upgrades arent well defined. Took me too long to connect A (satellites) with B (Interceptors).

There is a bizarre presentation issue - if you play a second runthrough (without the tutorial missions), it will tell you when you launch your first satellite how interceptors relate to them. The only place this isn't mentioned is in the tutorial...

The tech upgrades are poorly-described generally, with much more emphasis on flavour than game effect. I actually like the approach, but there needs to be a resource that also tells you exactly what each technology/upgrade does. As to when to use them, I haven't found the tracking upgrade useful, but the dodge and aim ones can help a technologically weak interceptor take down larger UFOs than it otherwise would. There's no trick to using them - you enter the combat screen and click them.

The lack of any in-game encyclopaedia is also problematic, since the manual is cursory to say the least. For instance you have to work out that the sound wave graphic works like the old game's motion sensor, or the pink circle that appears around wounded soldiers represents battle injuries - both, admittedly, somewhat intuitive, but nonetheless not clearly presented.

Wonky walls/floors integration

Does this happen on consoles as well?

When an alien shoots a vehicle I am using for cover, it starts on fire. OK, great. Ill just retreat to an object with less gasoline in it. Before the Aliens are finished with all their moves, the vehicle(s) blow up as if I took too much time. On a turn-based strategy, the Car should either just blow up, or give me a chance to fall back for a turn then blow up. It gives a false sense of hope.

Your soldiers should tell you "It's about to blow" the turn before it goes up - it won't always go up the turn after it's shot; the size of the fire is also usually a warning sign to get out of there. It should always explode at least one turn after it's set on fire, so you have a turn to retreat. I have encountered cars exploding at random that don't seem to be on fire, or in missions when I haven't even encountered aliens with guns. I think this may be an implementation bug rather than a deliberate feature. As you say, the tactical element in this approach (unlike the original game, where if you shot a gas pump, it exploded immediately) is that it gives you the choice between risking damage and being exposed to press an attack, or finding alternative cover.

There's a gas station map where battles are dictated by the way you're forced to corral your troops into the ever-decreasing availability of cover as all the cars and gas pumps explode...

It would be cool if you can build up the resources/troops to respond to multiple abduction sites simultaneously. I understand the cost/benefit of choosing, but 1/3 each and every time seems too robotic. It would be nice to develop better capabilities in order to expand our effectiveness.

I think having three options, in the early game always on three continents, and usually with one each of money, scientists or engineers as a reward, is too pre-determined and should be varied more. But I'm not sure having multiple squads to respond would be as desirable as it seems - one would usually be weaker than the other, and you increase the prospects of failure as well as success. While you can fail UFO missions without repercussions other than lost material and soldiers, losing abductions is very serious. Losing two in succession would probably cost you the game.
 
Not sure the UI/camera stuff is glitchy as in bugged, it's just badly designed.

No it's definitely bugs I'm talking about; stuff like having a different soldier's set of available actions than the one I have selected, telling me that everywhere I move requires dashing etc. Aliens have spawned once or twice inside of a wall, most notably the first sectopod I faced.
 
No it's definitely bugs I'm talking about; stuff like having a different soldier's set of available actions than the one I have selected, telling me that everywhere I move requires dashing etc. Aliens have spawned once or twice inside of a wall, most notably the first sectopod I faced.

Is this on a PC or console? I haven't encountered any of these bugs.

I am concerned that according to Steam an update was released that prevented the game crashing when a SHIV took damage. Bugs that cause game crashes in not-uncommon situations are serious problems that needed to be ironed out before release; if that wasn't fixed in advance and required an emergency patch, I can imagine that any number of minor bugs slipped through the net.
 
If there's anyone past the tutorial game (when that option is locked) who doesn't base in Africa and stick satellites in Brazil and Argentina at the first opportunity, I'd like to know their reasoning.

Because even without the bonus from Africa, the US gives stupid amounts of money. Base in NA, first satellite in Russia, finances sorted.
 
Because even without the bonus from Africa, the US gives stupid amounts of money. Base in NA, first satellite in Russia, finances sorted.

Isn't the US bonus $150 a month? The difference between that and Nigeria is not far off equal to the 30% bonus you get at the start, I'd guess, and the African bonus accumulates while the American one doesn't. Moreover, as Africa with a satellite in the US, you get 30% more on those stupid amounts of money.

Money isn't in any case a particularly limiting factor early in the game in my experience, so it's the bonuses you get down the line that matter more and America doesn't really stack up. I've found no need to have more than a couple of interceptors per continent with satellite, and the Firestorm's a pretty late-game project. While from my African base I'm strongly limited by available resources, but have more money than I can usefully use.
 
The original is still probably my all-time favourite game, but XCOM is extremely good; I've never really got the "either-or" mentality that liking a computer game precludes liking a different one...

Clarification:
... 1) This is not 'either-or' for me,
... ... I tried to like this:
... ... ... easy w/tutorial
... ... ... normal w/tutorial
... ... ... classic ironman w/o tutorial
... 2) I don't like it,
... ... because it is boring as hell.
... 3) I've deleted local content,
... ... so this is likely my last post on the topic of XCOM:EU
... 4) For me,
... ... it was not worth the money.
 
Is this on a PC or console? I haven't encountered any of these bugs.

I am concerned that according to Steam an update was released that prevented the game crashing when a SHIV took damage. Bugs that cause game crashes in not-uncommon situations are serious problems that needed to be ironed out before release; if that wasn't fixed in advance and required an emergency patch, I can imagine that any number of minor bugs slipped through the net.

PC; these bugs don't happen often, and most can be fixed by just left-clicking soldiers until it remembers which soldier is which, still annoying though. I guess I just ran into a batch of glitches all at once, because I haven't been getting any since then.
 
If I can, I try to have two heavies and/or a SHIV on later missions, since they deal enough damage to one-shot Mutons. I'm still undecided whether to take snipers on UFO/alien base missions because they obviously don't perform well in closed spaces. The base does have good vantage points for them, though.

One oddity I've noticed: panicked troops very often shoot at their tormentor, and often seem very accurate when doing so. This needs to be in the game; in the original there were often cases when panicking was the best thing a soldier could do for this reason. However, it does make me wonder about using Psi-Panic - in one mission, psi operative Kerrigan panicked a Muton - who promptly shot her, leaving her on 3 HP for the rest of the mission. It also makes Muton Berserkers manageable - often they'll intimidate someone who promptly responds by killing them...
I take a sniper on every mission, and it's worked great for me, though that's playing on normal. I'm a little too dependent actually, because in just about every bad situation, they're the ones who save the day. I have one sniper who has 100 kills and rarely misses, and another who's been around almost as long but is nowhere near as good. So maybe I'm just lucky with that particular sniper. And she turned out to be one of only two soldiers with psi talent, too.

Also, my experience with panic is just about the opposite of yours. I've yet to see a panicked unit--on either side--score a successful hit. Seriously. Not once.

Your soldiers should tell you "It's about to blow" the turn before it goes up - it won't always go up the turn after it's shot; the size of the fire is also usually a warning sign to get out of there. It should always explode at least one turn after it's set on fire, so you have a turn to retreat. I have encountered cars exploding at random that don't seem to be on fire, or in missions when I haven't even encountered aliens with guns. I think this may be an implementation bug rather than a deliberate feature. As you say, the tactical element in this approach (unlike the original game, where if you shot a gas pump, it exploded immediately) is that it gives you the choice between risking damage and being exposed to press an attack, or finding alternative cover.
My theory is that cars explode faster if they take more damage. If they're only shot enough to catch on fire, you have a turn to run. If they got shot a couple more times, though, they seem to blow before you get that option. I've seen cars explode outside my sight as well, but I always assumed they were shot or otherwise damaged (such as when civilians are killed). I'll have to pay closer attention now.
 
I tried it on "Classic" Ironman.

I didnt know classic made a 50% shot more like 10%.... and also provided Aliens the ability to shoot from behind the building, through a window, across the building, out another window, over a car, to one shot kill my guy.
 
I have now finished my first playthrough (on Normal) on PS3 and over the course of it I encountered only two glitches: Once my Arcangel Sniper got stuck in some battleship geometry (above a doorway), and once the game crashed in the battle when two of my units were mind-controlled.

Apart from that it has been surprisingly stable and I really enjoyed (although Normal is too easy - I didn't lose any soldiers until that last battle, and then I had to reload due to the crash and made it through the entire game with a KIA).

Looking forward to my Classic playthrough (three missions in already 2 KIA ;-)).
 
I tried it on "Classic" Ironman.

I didnt know classic made a 50% shot more like 10%.... and also provided Aliens the ability to shoot from behind the building, through a window, across the building, out another window, over a car, to one shot kill my guy.

Aliens can normally do this (and so can you). They just make better use of cover on Classic (though they're okay on Normal).

From what I've found, key differences in AI behaviour on Classic (not counting the fact that you get more aliens per mission) seem to include:

- Aliens are more aggressive; they won't wait for you to find them, but undetected aliens will move in on their own initiative once they know where you are.

- They will make active efforts to flank or get to close range before firing.

- They use overwatch more effectively, rather than the almost random use of it on Normal.

- They will move to another firing position if flanked or behind a burning object about to explode. On Normal aliens will remain static once they think they're in cover as long as they can see and shoot you, regardless of whether they're flanked or about to be killed by an exploding car.

All of these are AI improvements - there don't seem to be many 'cheat'-type bonuses (although Outsiders in particular seem to cause criticals much more frequently even when not flanking), except that your weapons are less likely to do maximum damage (nonfatal rifle hits on Sectoids are common, and you need Headshot or an LMG to take out an Outsider or mind-merged Sectoid reliably). It's harder to hit aliens mostly, I think, because again they make better use of cover - on Normal if an alien's in cover it doesn't much seem to care if it's high or low cover, but on Classic they'll preferentially settle behind high cover.

Apart from that it has been surprisingly stable and I really enjoyed (although Normal is too easy - I didn't lose any soldiers until that last battle, and then I had to reload due to the crash and made it through the entire game with a KIA).

It's very sensitive to the level and abilities of your soldiers. If you keep your original team alive, Normal's a breeze. If you lose it and have to develop new soldiers (as is the case in my game), it becomes tougher than the original UFO. Classic (appropriately) plays more like the original from the start - your early teams will take losses, and it will likely take longer to level up as a result (so far I've played a couple of trial Classic games and have lost a full team by, at latest, mission 4). In UFO the pattern tended to be that you took early losses, but once you established a team of survivors, you rarely had any trouble winning from then on. Since in that game weapons and stats were everything, rather than hard-to-replace abilities, it was also easier to recover later in the game from losses - a rookie with a heavy plasma gun and accuracy 65-70 (not uncommon in the late game, as the average stats of new recruits increased over time) is going to be able to kill most things. And you didn't even need the accuracy if you had a guy or two with a blaster launcher (or a hovertank - much stronger, and very much tougher, than the SHIVs in XCOM). Plus the Skyranger could hold up to 14 men, the same number as a Very Large spaceship held aliens, so you would nearly always outnumber the aliens.
 
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