History VideoGame / XCOMEnemyUnknown

6th Feb '16 8:39:58 AM ErikModi
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** A lot of the abilities your troopers receive as they gain promotions involve choices between this and BoringButPractical. *** Snipers have choose between Squadsight and Snap Shot early on. Squadsight lets them fire their sniper rifles at ''any'' alien ''any'' member of your squad can see, provided the sniper's line-of-effect to that alien isn't blocked. Snap Shot lets them fire their sniper rifles after moving. While a Squadsight sniper could hit an enemy from the other end of the map, a Snap Shot sniper can move and shoot with the rest of the squad. Later, they have to choose between Double Tap and In The Zone. Double Tap lets you shoot twice, every time, if your first action was to shoot. In The Zone lets you shoot as many times in one turn as you like, provided ''every'' shot kills a flanked or out-of-cover alien. In The Zone could wipe a whole map of aliens in a single turn, but this requires a fair amount of setup and least a little luck to pull off. *** Assault abilities tend to come in two flavors: Increase damage or increase suvivability. You can give them abilities that let them shoot twice in a single action, increase damage and critical chance the closer they are to enemies or with more enemies visible, or give them increased HP from heavier armors and decrease the enemies chance to hit the more of them are around. Basically a choice between mitigating the risk of their high-risk, high-reward playstyle, or increasing the reward.
6th Feb '16 7:22:41 AM ErikModi
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** In a meta sense, the game's overall difficulty (even on the lower settings), led to the question "What if XCom got [[CurbStompBattle curb-stomped]] before they even invented laser weapons?" [[VideoGame/XCOM2 This is the premise of XCom 2.]]
5th Feb '16 4:45:23 AM f4stjack
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A {{Sequel}}, ''VideoGame/XCOM2'', will be released on February 5, 2016.
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A {{Sequel}}, ''VideoGame/XCOM2'', will be was released on February 5, 2016.
28th Jan '16 9:04:57 PM jormis29
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Moving to XCOM Long War
The GameMod, ''VideoGame/XCOMLongWar'' was first released in 2013 which significantly more content to the game.

[[folder:Long War and Other Mods]] * AscendedExtra: As of beta 14 of Long War, General Van Doorn will join XCom if he is successfully extracted during the relevant council mission. * BossInMookClothing: Most leaders in the Long War mod, but special mention goes to terrors such as the [[KingMook Chryssalid Greater Hive Queen]], with some whooping ''fifty'' hitpoints, an escort more than able to exterminate you already, and a base damage of ten. [[ThisIsGonnaSuck Have fun!]] * ClownCar: The small scout UFO trap/ambushes in Long War. A small scout shouldn't be able to hold that many alien troops. Especially ridiculous when you have multiple Sectopods and large units. * EarlyGameHell: Unlike the base game, this trope is alleviated in the Long War with a much greater breadth of starting options - your Rookies might still have no abilities, but at least they now can carry two items at once from a much greater list of starting items to deal with their [[ATeamFiring unlikeliness to hit things]] over just tossing frag grenades all the time. Additionally, plasma weapons no longer reliably destroy cover they hits and stops even the Aliens missing your soldiers being potentially quite lethal, and more starting weapons have been added, notably the "Carbine" line of weapons which are assault rifles with less damage and critical chance (A big penalty if the soldier using it is accurate), but grant an aim and mobility bonus to its user (A big bonus if the soldier using it ''isn't'' because doing some damage is more than doing none!). * GameMod: Several, some of which have re-enabled DummiedOut functions. ** One of particular note is the Long War mod, which the game's own developers have said takes the game "to a whole different level." In short, it adds another 4 classes that're variations of the original classes, gives all classes 3 different skills per level instead of just 2, changes the [=MECs=] so that every class has their own type of MEC with its own skilltrees, massively complicates the functions of every type of alien assault so that each successful mission from their POV gives them more resources, changes the panic mechanics completely so that fulfilling the country's requests raises their resistance and even if a country is taken over, it can still be recovered by taking over the alien base in that country. It also replaces medals with officers that give their benefits to all squad members. Soldiers also get tired after missions, must rest afterwards and if not let to recover, will have a longer, forced recovery period. The revamped science tree is so big and intertwined that its flowchart is only readable as an A1 printout. Finally, there are a lot more Psionic skills and everyone can ultimately become one (although it's easier with soldiers with high will) but using them adds to the soldier's fatigue and they must be learned via training, which takes time. Together with fully revamped weapons and items which bring dozens of new, carefully balanced mechanics into play, all of these features push the tactical layer of the game to the limit. Even lowest difficulties demand perfect form and unerring calculations from an experienced player; every mission becomes a constant streak of potential disasters, averted only by intimate knowledge of the game's mechanics. The late game difficulty fall-off from the vanilla also disappears: even with elite soldiers and cutting edge tech, the scale of the opposition is immense, often pitting a squad against two vanilla missions worth of aliens in a single throwaway skirmish. And, of course, the War is definitely Long: to beat it, one has to put in upwards of 100-150 hours. * FissionMailed: In the Long War mod, you are guaranteed to lose a country in the beginning no matter how well you do. This is required for the alien base mission to happen. * NintendoHard: Thought the original game was too easy? Long War will kick your butt with its default settings. It's up to you to decided if this is a good thing or not. You can mitigate the difficulty by choosing the "Cinematic Mode" and "Not So Long War" options. ** Driving the point home, the readme will demand that you play first at normal. Even if you cleared the game before, even if you did it in impossible. The first mission already will show you what the deal is about. ** To the mod's merit, this unusual difficulty does not force the player to adopt an ultra-defensive, exploitative playstyle. On the contrary, the new mechanics are carefully balanced to encourage risk taking and dynamic offensive tactics, provide the player with advanced ways to assess and control the battlefield, and actually increase the engagement tempo, while also making missions longer and thus more demanding of resources management. * WakeUpCallBoss: Outsiders in Long War provide a rude awakening to many a new player to the mod. Now they have 10 hp and regenerate 3 hp per turn. They can still be taken out even with starting troops through good tactics and careful planning, but this is the first sign that Long War doesn't pull any punches. [[/folder]]
21st Jan '16 5:49:22 PM nombretomado
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** The achievements for upcoming {{DLC}} are uploaded to the list of global achievements on {{Steam}} before the {{DLC}} is released. They can easily be picked out by being listed as 0.1% other players getting them (aside from the usual NintendoHard ones) and don't show up on the stand alone list, and can spoil the presence of certain missions and/or enemies.
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** The achievements for upcoming {{DLC}} are uploaded to the list of global achievements on {{Steam}} UsefulNotes/{{Steam}} before the {{DLC}} is released. They can easily be picked out by being listed as 0.1% other players getting them (aside from the usual NintendoHard ones) and don't show up on the stand alone list, and can spoil the presence of certain missions and/or enemies.
20th Jan '16 2:27:16 PM Cybaster
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** Also doubles as a reference to [[Film/MenInBlack the first Men In Black movie]], in particular where a flying UFO actually causes a baseball player to miss a critical fly ball.
16th Jan '16 11:27:08 PM ZippyJake
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Cross-added Glassy Prison entry
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* GlassyPrison: Constructing one of these is an early objective, and you are treated to a brief cutscene of the captive alien inside it whenever your team brings in a sample of a new species alive.
9th Jan '16 11:57:20 AM neander7hal
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** PSI Panic. For some reason, the target almost always shoots at your soldiers when it panics (it almost never shoots at its allies or retreats, unlike your own panicked soldiers), so it's usually easier to kill it outright.
21st Dec '15 3:04:59 PM riothegod
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fixing spoiler.
* [[spoiler: HiveMind: The Ethereal Collective.]]
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* [[spoiler: HiveMind: HiveMind:[[spoiler: The Ethereal Collective.]]
18th Dec '15 7:44:56 AM Locoman
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** With the "Jetboot Module" promotion, even MEC troopers can get in on the fun!
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