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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 15, 2012 23:07 
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Hello Hello Hello

Joined: 11th May, 2008
Posts: 13381
WTB wrote:
Damn! I forgot to buy this earlier so it won't get delivered tomorrow now. :(


It's rubbish anyway, apparently.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 15, 2012 23:45 
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Rude Belittler

Joined: 30th Mar, 2008
Posts: 5016
My current death roll: (not including those fools who died in the first mission.)

Cpt. Craster (support): Mutons triggered by an annoying little sectoid shouting just after I'd moved him, they then destroyed the cover he was behind with a grenade and blasted him to pieces.

Cpl. Caveman (assault): took down the outsider with his stun thingy! Yay! Got shot in the face by the sectoids who ran through the door right afterwards! Boo!

Rk. Pundabaya: Heroically got shot to pieces by sectoids, barely surviving, then the car he was hunkering behind exploded. Never even fired a shot.

I think I'm pretty fucked on this game, not enough satellites up. In other news: Chrysalids. Brrr.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Mon Oct 15, 2012 23:49 
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Honey Boo Boo

Joined: 28th Mar, 2008
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Pundabaya wrote:
Cpl. Caveman (assault): took down the outsider with his stun thingy! Yay! Got shot in the face by the sectoids who ran through the door right afterwards! Boo!


:'( He coulda made captain!


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Oct 16, 2012 0:17 
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Location: Shropshire, UK
Only lost three soldiers so far, all rookies on their first mission.

Having enough money is a constant struggle, as is having enough power to build facilities when I have enough money to build them.

Currently have satellite coverage of Africa (Nigeria) and Europe (UK) with two more satellites already built and waiting to come online just as soon as I can get a Power Generator built, swiftly followed by a Satellite Uplink.

Have captured two live aliens, one Sectoid and one other species which shall remain unnamed in case it's a spoiler.

Haven't lost any countries yet, but Australia and Brazil are on maximum panic so unless I can get the satellites up before month-end they're gone.

Two important tips that the game doesn't make clear at all:

1) You can build multiple satellites at once.
2) The "Shredder Rocket" upgrade to the Heavy class is actually a second rocket, it doesn't replace the original rocket. This makes it a very useful upgrade.

//edit: Oh, and sorry Pete - got your messages via Steam Chat but was mid-game so couldn't respond.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Oct 16, 2012 21:21 
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I'm feeling a bit unsure as to whether or not I'm doing well or not.

My last report from The Council gave me an A grade and I haven't lost any countries to panic yet, but two are critical and one is yellow.

I think I'm doing the right thing in terms of building new installations, and I'm just on the cusp of building and launching a couple of new satellites now my Satellite Uplink is build, but I can't help but think I'm behind the curve, (up to this point I've been on my first two satellites which just cover Europe), I can go for days and days and days of sped up time on the 'Activity Scan' thing before anything happens, is that normal?

I'm also choosing my research paths pretty much at random, without the tech tree of Civilisation, I'm not really sure what it is I'm supposed to be aiming for. If I get a PRIORITY thing to research then I choose that.

The soldier talent tree system I'm more at ease with as those are more obvious choices, although I still feel like I'm second guessing what I might need.

Overall I'm very much enjoying it but as someone who never played the originals, I feel like I'm shooting in the dark a bit.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Tue Oct 16, 2012 21:24 
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GazChap wrote:
Two important tips that the game doesn't make clear at all:

1) You can build multiple satellites at once.
2) The "Shredder Rocket" upgrade to the Heavy class is actually a second rocket, it doesn't replace the original rocket. This makes it a very useful upgrade.


Hmmm, Number (2) would have been very useful when I chose the other thing on that level for my Heavy, as the tooltip read like I would be downgrading my rocket in favour of a fairly limited 'special effect' use, tchoh!

As for (1), I'm still not sure on the whole satellites thing, I can't help but thinking I've spent too long fannying around with building other things when I should have just raced to get more satellites in the air so I can detect more stuff on the Activity Scan and get more missions done.

But I could be wrong.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 0:12 
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Location: Shropshire, UK
No, you're right. The early game should be about building satellites to expand coverage, as when a country is covered by satellites you just get UFOs to intercept, and no abduction missions.

Helpfully, the importance of satellites isn't really mentioned in the tutorial.

I'm just entering month 3, have two satellites in orbit with two more ready to deploy once my uplink is built. There's little benefit from having two satellites covering the same continent to start off with, you want to spread them out to the areas where panic is highest (as satellites automatically lower panic and help keep it in check.)

Had my first terror mission earlier, with a bunch of Chryssalids.

Fortunately they seemed to come one at a time, and the soldier it spotted was literally on the very edge of it's movement range, so as it finished it's turn it was face to face with my guy. I knew he'd not be able to do enough damage by himself, so I legged it across the map towards my other guys, who were on overwatch. Next turn, the chryssalid followed me but again ended up next to the guy, so I did the same thing until he moved into overwatch range, where my two guys both connected. It finished it's turn perched next to the original soldier, who took great delight in smashing it's face in with a shotgun and killed it.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 9:46 
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MR EXCELLENT FACE

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GazChap wrote:
No, you're right. The early game should be about building satellites to expand coverage, as when a country is covered by satellites you just get UFOs to intercept, and no abduction missions.


My base is in Germany and I've had abduction missions there...I think.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 10:47 
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Do you have satellite coverage elsewhere? If you've got fewer than three countries uncovered by satellites, you'll get abductions in your covered countries as there's always three choices/


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 19:41 
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Took down the alien base. Zero casualties. Captured the Sectoid leader alive.

Feel like a hero.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 19:45 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Installing now.... :)

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 20:34 
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GazChap wrote:
No, you're right. The early game should be about building satellites to expand coverage, as when a country is covered by satellites you just get UFOs to intercept, and no abduction missions.

Helpfully, the importance of satellites isn't really mentioned in the tutorial.


Erk, so this one isn't going to end well, is it?..... I'm a bit of a Europhile so I was all like 'Fuck Africa, Fuck the States, and fuck the East, and fuck everyone that isn't Europe and more specifically the UK.' (I'd have given the Isle of Man its own satellite if I could.)

And then I was far too slow getting more satellites built (my Satellite Uplink is just about to come online), and by the time I realised I'd done it all wrong, well, the panic levels speak for themselves.

In fact, I'm not sure I can even afford to build the satellites when the Uplink comes online.

Oh well, I'll see it out to the end and then start again :D

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 20:42 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Location: shropshire, uk
How long does this take to patch or what ever steam does.....

I just want to play.

doffs hat at xbox.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 20:50 
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Conquering the alien base gets you

ZOMG Spoiler! Click here to view!
-2 panic to all locations world wide. Saved my not-enough-satellites arse.


Now on to
ZOMG Spoiler! Click here to view!
my first terror mission!


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 20:58 
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KovacsC wrote:
How long does this take to patch or what ever steam does.....

I just want to play.

doffs hat at xbox.


There should be a 'first time installation' progress bar when you run the game for the first time, and it usually does that Direct X shit (limitation of the platform apparently) on a one-time only basis, but you're pretty much good to go as soon as it's finished downloading really.

(Depends on the PC I suppose, but mine is pretty keenly specced and has a good SSD in it, so it took no time at all.)


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 21:01 
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ARGHHHHHHH! And now it takes another 20 days to build my fucking satellites!

Since everything else I've made in Engineering has just been instantaneous, I thought the satellites would be as well.

If I'd have known that I'd have started building them ages ago.

Grrrrrr, considering how hand-holdy and long-winded the tutorial is, it sure leaves a lot of stuff out.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 21:02 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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AtrocityExhibition wrote:
KovacsC wrote:
How long does this take to patch or what ever steam does.....

I just want to play.

doffs hat at xbox.


There should be a 'first time installation' progress bar when you run the game for the first time, and it usually does that Direct X shit (limitation of the platform apparently) on a one-time only basis, but you're pretty much good to go as soon as it's finished downloading really.

(Depends on the PC I suppose, but mine is pretty keenly specced and has a good SSD in it, so it took no time at all.)


Laptop is fast, but hotel internet is slow.

Foolishly I though buying it on disk it would work!

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 21:04 
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Protip I just discovered: there's stuff in the Gray Market you can sell freely. It has no research value.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 21:10 
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Frankly, I sell most of my shit in the Gray Market as it is. I figure that most of the stuff I'm selling, with the obvious exception of Elerium and Alien Alloys, I'll get plenty of over the course of the game anyway if I need them for research purposes.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 21:48 
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Doctor Glyndwr wrote:
Took down the alien base. Zero casualties. Captured the Sectoid leader alive.

Feel like a hero.


Here's how my first alien base assault ended.

I thought I was doing OK then it all went to absolute shit in the space of two turns.

ZOMG Spoiler! Click here to view!
The fucking Chyrssalids were bad enough but then a fucking zombie one-shotting my best solider. Grrrrr.


And I had my USELESS SNIPER who I picked the wrong talent for, so he can't move and shoot in the same turn. (That's Mad Charlie Sheen, TBH I'm glad the woman-beating cokehead motherfucker is dead, but I miss the rest of them.) My good sniper is wounded at the moment.

I really, really want to go back to my save at the start of the mission.

(And yes I know 'Star Bear' is a crap name for a soldier but AE Jnr insisted on naming him.)

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 22:29 
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I'm saving/reloading like a motherfucker, mind. Fuck Ironman. Shit won't play well with my OCD.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 22:36 
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MR EXCELLENT FACE

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Doctor Glyndwr wrote:
Took down the alien base. Zero casualties. Captured the Sectoid leader alive.

Feel like a hero.


He mind-zapped the person with the capture-zapper. So I had to SHOOT HIM IN THE HEAD. :(

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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 22:43 
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Doctor Glyndwr wrote:
I'm saving/reloading like a motherfucker, mind. Fuck Ironman. Shit won't play well with my OCD.


I am leaning towards this myself, I can imagine there's a wonderful poetic precision in getting a move down absolutely perfectly. I honestly don't think my enjoyment of the game would be lessened by a regime of saving/loading/reloading.

Plus, the fact of the matter is that the game does horrible random stuff sometimes, I've had a few 90%+ chances to hit a target miss now, and that can completely screw up a turn when in reality you've done it 'right'.

Yes I know a 100% chance to hit is possible on adjacent tiles but the game can't realistically expect you to get that set up all the time.

Then the enemy can get lucky too, when my alien base assault mission went absolutely to shit in two turns I had a little run of bad luck, the enemy had a little run of good luck - BOOM - mission over and everyone dead a couple of turns after that because it was basically impossible to turn it around. (The next Chyrsallids I spotted were in a pack of three so were all over me like a cheap suit.)


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 23:24 
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I just got my ass handed to me. In the space of two missions, I've gone from having 7 officers, 3 squaddies and 2 rookies to having... err... nobody.

To cap it all, despite me getting an extra 4 satellites up (bringing my total to 5) these losses have compounded to mean that I now have 6 countries on maximum panic, with one shortly to get there. This, combined with the fact that Brazil have already withdrawn, means that unless I can get myself tooled back up within 4 days, the Council are going to terminate the project.

I think it may be time to cut my losses and restart. Perhaps this time on Normal difficulty!


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 Post subject: Re: Xcom UFO Defence
PostPosted: Wed Oct 17, 2012 23:39 
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Well if it's any consolation GazChap I just tried the first alien base assault a couple of different ways and fucked it up both times.

I can get through the first chunk of it OK but I can't seem to help spotting three Chyrsallids simultaneously a bit further in (and there are another two not far behind them), which is basically an impossible task given I only have my heavy carrying a rocket launcher (not even the 'double launcher talent'), and no one else brought frag grenades because that moany woman back on the base complains every time I blow the aliens up so I'm going for clean kills or stuns.

With the weaponry I have my chances of one-shotting a Chyrsallid are very small so it's taking up two of my five squaddies to take one down, which means one of them's gonna killed, then I got a zombie on the loose, then it's all over. The Chryassilds have such awesome movement too, which doesn't help.

I've definitely got the wrong troop and weapon loadout for this mission, but it's served me very well up to now, so the game giving me some sort of hint as to what I might need in there would have been appreciated. (It also appears that the Chyrsallids and Drone thingies can't be captured anyway, so I'd have been quite at liberty to just blow the groups of the fuckers up with explosives if I'd have damn well brought any with me.)

Sheen not having the sniper's 'move and fire' talent is proving disastrous as well.

On one level I really rather admire it, it's old school gaming in a lot of ways, a lot of trial and error and well and truly learning the hard way, bad choices have terminal consequences. A world apart from something like WoW where in a lot of ways it's impossible to really 'lose'.

As I was trying to do 'pseudo-Ironman' I don't have any other saves apart from me on that mission, and given that I think I've rendered it damn near impossible for myself given my troops/weapons combination - it may be time to bin this one off.

Plus I know I've fucked the satellites up too.

AND HOT DAMN money is always very tight, too tight to mention, one could almost say.

Ace game though, I need to stop playing this for tonight since I'm a bit buzzed up from the excitement and my alarm's still gonna go off at 6:30am in the morning, and I need some calm down time :D


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 11:53 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Woot I can play tonight... finally finished downloading.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 12:16 
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Kinda Funny Lookin'

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Now assaulting a UFO Supply ship so I'm not using grenades or rocket launchers, bloody hell it's hard, once you get inside the arrangement of the ship means they come from all which ways.

Has anyone else with the Xbox version found that the Solider Customisation has stopped working?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 15:30 
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Excellent Member

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Argh! Fuckin' Mutons!

Had my first medium sized UFO attack. Lost a man early on to Mutons but I could live with it, though he was a real veteran of *choke* 27 kills. Then I flushed room by room the UFO, only to keep hearing noises someplace else. Moved two soldiers either side of a door leading outside. What's directly on the other side of the door doing their reaction animation? Three mutons, that's who.

Two more dead. The heaviest casualties I've ever taken. Remarkably, the day was saved by a rookie on a 33% shot. Don't know what I'd have done if she hadn't helped out there.

Also, bizarrely, I keep on getting supports, heavies, assaults but no snipers. I only have one and she's laid up in hospital now. And now Russia has abandoned me, alongside Australia. This game is remarkably difficult for Easy-Ironman. *Blub*

Also really didn't like the first appearence of the cyberdisk. It took one of my men down to a critical 1HP injury, and then exploded when I blew it up, killing said man. This game is a bastard.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 15:40 
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Kinda Funny Lookin'

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To be fair the original would often just laugh in your face (and by laugh I mean mind control all your rocket launcher guys and blow your team to hell). However I can't remember money being so tight in the original.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 15:55 
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Rude Belittler

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The difficulty levels:

Easy: Enemies are less tough, but can still murder your men with ease. Occasionally the game will simply decide to kick your ass.

Normal: Enemies are slightly tougher, can murder your men even more easily. Ass kickings much more frequent

Classic: You gonna die, bitch!

Impossible: Mwaaaah hah ha ha haaaaah!


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:05 
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Hibernating Druid

Joined: 27th Mar, 2008
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Is anyone playing this on the 360?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:10 
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Sleepyhead

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I remember going to the alien base on the original game, and on the first alien turn they sent a blaster missile up the elevator and killed ten highly decorated soldiers with one shot.

I got revenge by getting one person to the vital room and blowing it up with the most ridiculously long and winding blaster missile path of my own.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:11 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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Zardoz wrote:
Is anyone playing this on the 360?

The doc I think

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:12 
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ugvm'er at heart...

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Zardoz wrote:
Is anyone playing this on the 360?


Image


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:14 
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Hibernating Druid

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What do you think of it, Eddie?

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:20 
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Kinda Funny Lookin'

Joined: 30th Mar, 2008
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#Cough# I originally downloaded it on Steam after playing the 360 demo (so I can play it when I go back to Azerbaijan) but after having the return date pushed back I got it for the 360 as well, which is the version I'm playing at the moment. Don't think there is anything even slightly like it on the platform.

Oh and a little tip:

ZOMG Spoiler! Click here to view!
For the love of all that's good make sure you have at least a couple of guys with bonuses against robots because if you think the cyber discs are bad evetually you meet ED209's bigger and badder brother

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 16:37 
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KovacsC wrote:
Zardoz wrote:
Is anyone playing this on the 360?

The doc I think

Indeed.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 20:38 
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I forgot about this - how vain

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Man, I've such a busy fortnight and this (and new Dark Souls!) ahead of me being all tempting. Played the first tutorial level, seems so very very good. Bit worried by the automatic 'SCATTA!' the aliens do the moment they see, but otherwise - everything I dreamed off.

Although it should be called UFO...

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 21:02 
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Hello Hello Hello

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Doctor Glyndwr wrote:
Took down the alien base. Zero casualties. Captured the Sectoid leader alive.

Feel like a hero.


You know I really can't imagine doing this mission without saving and loading.

My single save on this mission was from where I still had all five men alive, before engaging the Tall Men and the Chrysallids, and rather than start the entire game again I decided to have another crack at the mission, despite the fact I had a pretty awful selection of soldiers and equipment.

(I mean, the game gives you no particular warning that you're about to undertake something FAR MORE DIFFICULT and also MUCH LONGER than anything you've come close to at that point.)

Long story short, I managed to do it after a couple of hours, and saving/loading at least, ooohhhh I dunno, 30 or 35 times, I had three saves on the go for this single mission at one point in case the 'lead' save got messed up with a horrible fuck-up and I needed to retrace a few turns.

For my money, the game is too random to play 'Ironman' style. For example, first time I encountered the Sectoid Leader he did mind control on one of my troops and that was basically game over, I did manage to get myself in a position with my last two troops to wound him down to 3 health and try a stun to capture him, but the stun failed and that was that one fucked.

In the end, even on my 'perfect' run I had to sacrifice Mad Charlie Sheen to basically act as bait for the pack of three Chrysallids that always came together, then Star Bear used a rocket into the middle of the pack to critically wound the Chrysallids but also near enough killed Charlie as well, a shot from one of the drone thingies finished him off.

I'm quite happy to play the game like this, I found it immensely satisfying and challenging even with my 'cheaty' methods. In fact, if it weren't for being able to save/load all the time, the game would drive me fucking nuts and I just wouldn't play it.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:03 
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DON'T WANT TO START A DEBATE BUT SHOULD I GET THIS FOR PC AND SAVE A TENNER?

Is it fairly easy on the hardware? Runnin' a rusty ol' rig here.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:06 
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NEVERMIND.

Installed the demo. It suffers from Treacle Mouse Syndrome without an option to turn off mouse "smoothing" or whatever. Xbox it is.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:51 
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Hello Hello Hello

Joined: 11th May, 2008
Posts: 13381
WTB wrote:
NEVERMIND.

Installed the demo. It suffers from Treacle Mouse Syndrome without an option to turn off mouse "smoothing" or whatever. Xbox it is.


Why don't you just use a 360 controller on the PC and still save the tenner? (And get far quicker loadtimes and nicer graphics in on the deal?)

(And TBH I'm not sure what you're referring to with 'Treacle Mouse Syndrome' - I haven't noticed any issues myself, plus it's possible to do pretty much everything with the keyboard, which has everything nicely short-cutted around the traditional WSAD cluster.)

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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:51 
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Joined: 30th Mar, 2008
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Location: Shropshire, UK
Treacle Mouse is fixed in the full version.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:53 
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Joined: 27th Mar, 2008
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Oh really? And use a 360 controller to play a strategy game when keyboard and mouse is an option?! Are you mad?


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 Post subject: Re: Xcom UFO Defence
PostPosted: Thu Oct 18, 2012 22:58 
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WTB wrote:
Oh really? And use a 360 controller to play a strategy game when keyboard and mouse is an option?! Are you mad?


Well I'd never do it personally, but apparently the pad controls are very well implemented on this game, to the extent that some PC gamers in the Eurogamer comments say they've opted for pad controls.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 19, 2012 9:22 
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WTB wrote:
Oh really?

Yup. It got lots of negative feedback when the demo was released, full version initially came out with the problem but they patched it straight out in the day-1 patch and replaced it with a system cursor.

Much, much better.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 19, 2012 9:28 
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Gogmagog

Joined: 30th Mar, 2008
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Quote:
I really can't imagine doing this mission without saving and loading


General points:

Are we now playing games without consequence nowadays?
Are games now dumbed down enough to hold everyone's hands all the way through so everyone can be a winner?
Is this oW's fault with no death penalty?

I'm not sure I like this trend.

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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 19, 2012 9:49 
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MaliA wrote:
Are we now playing games without consequence nowadays?

"Nowadays"? Practically every classic PC game I can think of allowed unlimited saving and loading at any time, including the original XCOM. The trend towards checkpoint-only autosaves that make it harder to back out mistakes or explore different tactics is entirely modern. So your contention is backwards.


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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 19, 2012 9:50 
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Gogmagog

Joined: 30th Mar, 2008
Posts: 48607
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Doctor Glyndwr wrote:
MaliA wrote:
Are we now playing games without consequence nowadays?

"Nowadays"? Practically every classic PC game I can think of allowed unlimited saving and loading at any time, including the original XCOM. The trend towards checkpoint-only autosaves that make it harder to back out mistakes or explore different tactics is entirely modern. So your contention is backwards.


I was harking back to 8/16 bit days. Kids nowadays, don't even know they were born, etc

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 Post subject: Re: Xcom UFO Defence
PostPosted: Fri Oct 19, 2012 9:59 
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Master of dodgy spelling....

Joined: 25th Sep, 2008
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MaliA wrote:
Quote:
I really can't imagine doing this mission without saving and loading


General points:

Are we now playing games without consequence nowadays?
Are games now dumbed down enough to hold everyone's hands all the way through so everyone can be a winner?
Is this oW's fault with no death penalty?

I'm not sure I like this trend.


Not every game is EVE... :)

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