XCOM spreads CIV love!

The one bad thing is that they're randomly assigned that, so you can be top-heavy with one class.

While I was originally against that, I've come to I kinda like it. It forces you to make do with what you've got, rather than optimizing everything, which I find adds to the fun.

Irena Smirnova, my Colonel sniper, is kicking arse and taking names all over the place! Body count so far for her, 48 dead in 17 missions. It's really gone through the roof since she unlocked "double tap" with the Colonel rank.

Yeah, Snipers are great. A pair with Squadsight, Double Tap and Plasma Sniper Rifles slaughter pretty much anything.
 
Oh god yeah are snipers OP with Squadsight and Double Tap. But are kinda trashy if you go the other route. A sniper without squadsight isn't really a sniper, the personal sight range is to short.

Has anyone tried the game on impossible? I can't beat the first missione no matter what I try. It's just ... impossible.
 
I am enjoying the game so far. I especilly enjoy facing against the Thin Men and blasting Floaters. I especilly using the snipers and assaults, the former for ranged power and the latter for how quick they can be set to get into emergency siturations via Run and Gun.
 
I would echo the reccomendation to take Squad Sight with a sniper. I did the other one (because I thought it wouldn't be too useful due to the tight enviroments) and my sniper is struggling to be useful. She just misses far too often.
 
Squad Sight snipers do need a good sniping spot and open terrain to be useful and they are quite useless for assaulting an alien position in tight space. But in those situations you would want another assault soldier instead of a sniper, anyway.

Unfortunately, you usually don't know whether the map will be suitable for snipers beforehand, so it is a bit of a gamble how many snipers you bring. (That is, if you have the luxury of being able to choose and your squad composition is not dictated by who is available.
 
I think I'm on the last mission. The late game enemies are diabolically powerful.

The psychic powers you can unlock for your units are a lot of fun. They are surprisingly powerful.
 
http://www.metacritic.com/game/pc/x...r-reviews?user_review_id=2692534&sort-by=date

There are a lot of bad user reviews here. I'm going to have to pass until the game is down to $20 at least. Actually I did go to Target today looking for it (it was before I read the bad reviews above), but it wasn't there. And I'm not going to drive all the way across town to Fry's (which may or may not have it), and it's too large to download...

I really think consumers should stand up and demand better (not dumbed down) games. Yes the reviews above do state it's dumbed down, so I'm going from those. The only way to do that is not pay full price for games when they are released. I made that mistake with Diablo 3 (fun for a little while, but it didn't last long).
 
Hey, if anyone is reading this right now, I'm waiting for some feedback. Just got my first Colonel support person. What do you guys suggest? 4 medigel treatments (I have the 3 upgrade, so I am leaning against this one) or 2 reaction shots?

Also, grappler is awesome! Just did first mission with it. I think next game I'm going to try to get that much earlier.

@Disgustipated: I totally disagree with dumbed-down. It's streamlined in some ways compared to the original and it is expanded in others. All in all I think it is an outstanding game.
 
Yes it is exaggerated. I normally ignore a few bad reviews. Every game is going to have them. 38 works out to around 10% though doesn't it? That seems high to me...

The game looks fun mind you, and I'm sure I'll enjoy it. But highly doubtful I'll get as much play as I did from the original (which I actually played the Steam version of the original within the past year). The game looks like it will be fantastic fun initially, but I worry about the lack of options and maps will cause me to get bored of it quickly. And I'd like to see them fix the bugs before I buy as well.

We'll see if this thread is still going strong and people are still enjoying the game 1 month from now...
 
But highly doubtful I'll get as much play as I did from the original.

"as much play" can mean one of two things:
  • more game time, ie longer campaign
  • more replay

This game does not have as long a campaign as the original. I am of the camp that this is not actually a bad thing per se. The playtime of the original game, as with many older games, was artificially lengthened through a variety of means. If the original X-Com were released today a lot of people would be complaining about that artificial length.

Replay value is another item altogether. I think it's too soon to say how much I will be replaying this new game. It is worth noting that you can lose the new XCom game, which is a nice change of pace from many contemporary games where the only penalty is having to restart a level.

Regarding it being "dumbed down," I don't have an opinion about that specific to this game, but I can tell you that I am just done, generally, with being challenged intellectually by most video games. If I want an intellectual challenge in a game, I will go play chess, Scrabble, ASL, or do a crossword puzzle. Those activities are vastly more intellectually stimulating, to me, than playing nearly any video game. I play video games to have fun and I don't care how many braincells die as a result.

That said, I do want to note that the Classic difficulty mode is immensely challenging. There's bound to be a lot of replay value in trying to beat the game in Classic and Impossible, with or without the one save "Ironman" mode.

Regarding the inventory system, which is a major change from the original and a major reason people say this new one is dumbed down, I like the new streamlined system. I am so over playing paperdoll Tetris with my little video game avatars. The only inventory system that is compelling, to me, in video games is NetHack's, partly because inventory in that game is very important and nearly a game in and of itself. Otherwise, I'd rather have a streamlined inventory, as in the new XCom, or an unlimited backup that I never have to empty out, as in Kingdom of Loathing.

Furthermore, the inventory choices in the original X-Com weren't that compelling. Yeah, you'd outfit your guys a heavy weapons guys or scouts or whatever, but once you assigned those roles the equipment was a foregone conclusion. Now the inventory selection process is much less detailed, but that makes it more meaningful in some ways. In the new game, if you give every guy a medpack you miss out on other options, options which can be important.

What's more, while the inventory system has been streamlined (or dumbed down, if you like), the resource and global strategic levels have been ramped up. You can no longer mass produce laser cannons (or whatever) and sell them on the market to make your money.

Thinking about it, I'd say that the new focus on the global strategic level more than makes up for any dumbing down in other ways.
 
Any tips for handling Sectoid Commanders? I finished the first Alien Base mission and now I am facing Mutons and Sectiod Commanders on a regular basis. While I can handle the Mutons (keep them pinned down, then blast them to little bits with an Assault soldier), the Sectiod Commanders are really damaging my precious Assault troopers.

>Additionaly, how the ***** do I handle a crashed UFO with 7 Mutons and 4 Sectoid Commanders?
>I haven't put much research into my interceptors (outside of fitting them with laser cannons) and I just faced the Very Large alien ship and got slaughtered. What to do next?

Despite the difficulty, I am having loads of fun with the game. Even the generic abduction missions can be very tense affairs.
 
How many nations do you have left?
 
Any tips for handling Sectoid Commanders? I finished the first Alien Base mission and now I am facing Mutons and Sectiod Commanders on a regular basis. While I can handle the Mutons (keep them pinned down, then blast them to little bits with an Assault soldier), the Sectiod Commanders are really damaging my precious Assault troopers.

What troubles are you having? Mind control and other psychic ability or more basic stuff.

I would suggest focusing on the units that are most harmful. If you're having trouble with the Commanders then direct your efforts towards them instead of the Mutons (not that you want to ignore the Mutons, mind you). Notably, if you kill the mind controlling unit them you get your unit back unharmed.

If the Commanders are taking control of your troops then there are a few possibilities. One is the use squad sight snipers and heavies with bullet swarm that move away after shooting. The Commanders can only mind control the units they can see, so by putting a scout in the front you can pound the Commanders with squad sight snipers without them getting hit back. You can also use the snipers' battle scanner to the same ends.

Another idea is to deny them cover. Blow it up with rocket, grenades, or move around it with assault troopers. All that makes it a lot easier to kill any alien.

If the Commander mind controls a trooper then you can use suppression to reduce the aim of the trooper. Sure, you'll fire on the trooper if he moves, but it is more likely that if he has targets then he'll shoot and miss instead of move. Using smoke grenades would be another way to protect from a mind controlled trooper's flank.

One final option to combat mind control is simply to retreat from the mind controlled trooper. Mind control doesn't last forever so eventually the unit will come to his senses at which point you can counter attack.

Eventually there are upgrades in the psychic chain and in the support chain that boost your characters' Will, which in turn makes them hard to be mind controlled. Combat drugs might do the same, I dunno.
 
Yes it is exaggerated. I normally ignore a few bad reviews. Every game is going to have them. 38 works out to around 10% though doesn't it? That seems high to me...

The game looks fun mind you, and I'm sure I'll enjoy it. But highly doubtful I'll get as much play as I did from the original (which I actually played the Steam version of the original within the past year). The game looks like it will be fantastic fun initially, but I worry about the lack of options and maps will cause me to get bored of it quickly. And I'd like to see them fix the bugs before I buy as well.

We'll see if this thread is still going strong and people are still enjoying the game 1 month from now...

The bad reviews are mostly "CHANGED IT! IT'S ON CONSOLES TOO! DUMBBETDOWN!*" and then they smack the 0 button.

I promise you, on pain of death, the game is not a 0/10 in any legitimate sense.

"Dumbed it down" is not an argument. By the reasoning put forward by most of these mouthbreathers chess is less complicated than Monopoly because it doesn't have dice and a bank.

*Sad exactly like the "Tookarjurbs!" guys on South Park.
 
Oh I agree. No game should be 0/10 unless you are unable to play it and finish the game. I assume X-com can be completed to the ending screen. I ignore 0/10 scores.

And you can't compare chess and monopoly. It's like comparing Civilization to Fallout games.
 
What troubles are you having? Mind control and other psychic ability or more basic stuff.

I would suggest focusing on the units that are most harmful. If you're having trouble with the Commanders then direct your efforts towards them instead of the Mutons (not that you want to ignore the Mutons, mind you). Notably, if you kill the mind controlling unit them you get your unit back unharmed.

If the Commanders are taking control of your troops then there are a few possibilities. One is the use squad sight snipers and heavies with bullet swarm that move away after shooting. The Commanders can only mind control the units they can see, so by putting a scout in the front you can pound the Commanders with squad sight snipers without them getting hit back. You can also use the snipers' battle scanner to the same ends.

Another idea is to deny them cover. Blow it up with rocket, grenades, or move around it with assault troopers. All that makes it a lot easier to kill any alien.

If the Commander mind controls a trooper then you can use suppression to reduce the aim of the trooper. Sure, you'll fire on the trooper if he moves, but it is more likely that if he has targets then he'll shoot and miss instead of move. Using smoke grenades would be another way to protect from a mind controlled trooper's flank.

One final option to combat mind control is simply to retreat from the mind controlled trooper. Mind control doesn't last forever so eventually the unit will come to his senses at which point you can counter attack.

Eventually there are upgrades in the psychic chain and in the support chain that boost your characters' Will, which in turn makes them hard to be mind controlled. Combat drugs might do the same, I dunno.
Thanks. Unfortunately, that doesn't help when the 9 Mutons and 3 Commanders are hidden inside a UFO with crummy sight lines to the interior. Looks like Brazil will have to fend for itself on this one.
 
Just got it. Probably the best game of 2012 for me.
I never palyed the original, so I don't know how 'dumbed down' it is (hardly at all judging fromt this article that I tend to agree with).
It seems challenging enough so far.
I started on normal and ironman and got my arse kicked. Partly due to my own stupidity and bravado (advanced too fast) and partly due to bad luck (after my assault girl stumbled into a overwatch gangbang and died my assault guy panicked and shot my only medic girl).
 
I don't feel the game has been dumbed down at all, and I have played some pretty dumbed down games, such as Disciples III. True, I have never played the original XCOM but all of the choices feel difficult. Looking explicitly at the combat, I have a serious decision to make regarding which troops to take because I can only bring a max of 6. Do I want to take an additional Heavy, or should I bring a Assault? Then you get into the problem of what items to bring because each unit can only have one item. Should I equip my Assault soldier with a nano-fiber vest to increase his survivability if he gets jumped by Floaters, or should I bring an arc-thrower to try and capture aliens?
The Base/Geoscape is similarly full to very difficult decisions. I don't see where the argument of XCOM being 'dumbed down' comes from (unless you only played the abysmal demo). There may be less options than in the original XCOM, but the options you do have are far more difficult to decide between.
 
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