History VideoGame / XCOMEnemyUnknown

18th Sep '17 8:32:15 PM Ferot_Dreadnaught
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** The invaders' tactical sense is remarkably complex. They make very good use of the flanking mechanic - most of a player's introduction to flanking will be by having the technique used against them (on higher difficulties). They'll also throw grenades when they can't get a decent shot, will use Overwatch themselves if they know you're there, attempt tactical retreats, and most funny of all, accidentally use up their movement turns blundering into the middle of your units leaving them without cover and ripe for the slaughter. Basically they act like GenreSavvy players, occasional missteps and all. [[note]]For example, be wary of attempting to suppress an alien when its allies are about. On higher difficulties, the suppressed unit's allies ''will'' attempt to counter-suppress you if they lack a clear shot, freeing the suppressed unit back up to take unfettered action. Alternatively, if they have a clear shot, they will simply just blast the suppressor in the face.[[/note]]

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** The invaders' tactical sense is remarkably complex. They make very good use of the flanking mechanic - most of a player's introduction to flanking will be by having the technique used against them (on higher difficulties). They'll also throw grenades when they can't get a decent shot, will use Overwatch themselves if they know you're there, attempt tactical retreats, and most funny of all, accidentally use up their movement turns blundering into the middle of your units leaving them without cover and ripe for the slaughter. Basically they act like GenreSavvy players, occasional missteps and all. [[note]]For example, be wary of attempting to suppress an alien when its allies are about. On higher difficulties, the suppressed unit's allies ''will'' attempt to counter-suppress you if they lack a clear shot, freeing the suppressed unit back up to take unfettered action. Alternatively, if they have a clear shot, they will simply just blast the suppressor in the face.[[/note]]
16th Sep '17 6:13:44 PM WaterBlap
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* TheDevTeamThinksOfEverything:
** The "Site Recon" Council mission in ''Enemy Within'' features [[spoiler:Chryssalids and Zombies]]. Depending on whether or not [[spoiler:Zombies]] have been encountered before, Bradford either matter of factly says, ''"Looks like we got [[spoiler:Chryssalids]],"'' or a somewhat panicked ''"What the hell is that thing?"'' when the squad comes across the first [[spoiler:Zombie]]. It's very specific as well: if you've seen [[spoiler:Chryssalids]] but ''not'' [[spoiler:Zombies]], then you'll get the ''"What the hell is that thing?!"'' message.
24th Jul '17 8:56:57 PM zequeins
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* FighterMageThief: The three {{Super Soldier}}s you can get each correspond to an archetype.
**[[MiniMecha MEC Troopers]] are the Fighter. They are big, bulky, and cannot take cover. Instead, they ''become'' the cover for your teammates, and they're equipped with the heaviest weapons possible, from {{BFG}} to PowerFist, allowing them to charge straight into the battle, match Berserkers and Sectopods in brute strength, and pound them to submission.
**[[BioAugmentation Gene Mod Soldiers]] are the Thief. They get options that enhance their ability to work independently of the team, sneak behind enemy lines and deliver critical damage to the enemy before they even know what hit them.
** [[PsychicPowers Psionic Soldiers]] are the Mage. They bring otherworldly arcane power to the battlefield, which can truly disrupt the enemies. They lack increased durability or survivability, unlike MEC and Gene Mods, but with powers such as Mind Control or Rift, they won't need that extra survivability.
26th Jun '17 1:46:40 PM KoblerMan
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**In ''Enemy Within'', a possible line from a MEC trooper after getting a kill goes as follows:
--> '''MEC Trooper:''' ''"Hostile removed from play."''
24th Jun '17 11:07:55 PM KoblerMan
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->''"Those who play with the devil's toys will by degrees be brought to wield his sword."''

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->''"Those who play with the devil's toys will be brought by degrees be brought to wield his sword."''
11th Jun '17 2:29:43 PM nombretomado
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** One of the structures you can build is named after {{XCOM}}'s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".

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** One of the structures you can build is named after {{XCOM}}'s ''VideoGame/XCom'''s original creators, the Gollop brothers (Julian and Nick). It is also mentioned that said structure was designed by a "pair of brilliant young brothers".



* EasyLogistics: Much easier compared to the original ''{{VideoGame/XCOM}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.

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* EasyLogistics: Much easier compared to the original ''{{VideoGame/XCOM}}''.''{{VideoGame/XCOM|UFO Defense}}''. Ammunition is never a matter you need to personally provision, and aircraft fuel is managed for you behind the scenes. About the only things you need to manage supply-wise are the quantity of XCOM-original advanced weapons/accessories that you research and produce, as all conventional human weapons/supplies are readily available.
11th Jun '17 2:27:32 PM nombretomado
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The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{XCOM}}, or [[NintendoHard even more extreme]].

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The first {{DLC}}, ''Slingshot'', was released in December 2012. It added additional soldier customization options, a series of inter-connected Council missions in China with a unique soldier, and earlier access to certain technologies/upgrades. A second {{DLC}}, ''Second Wave'', was released in January 2013 for free. It added 16 previously DummiedOut difficulty modifiers, including options that make the game more like the original {{XCOM}}, ''[[VideoGame/XCOMUFODefense X-COM]]'', or [[NintendoHard even more extreme]].
11th Jun '17 3:23:36 AM ElodieHiras
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** The Tactical Rigging Foundry upgrade from ''Enemy Within''. Enables all soldiers from that point on to carry two items, in case you don't want to choose between two equally BoringButPractical items. This becomes even more useful in Enemy Within, because it allows your base security personnel to carry two grenades each, and you get FOUR of them.

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** The Tactical Rigging Foundry upgrade from ''Enemy Within''. Enables all soldiers from that point on to carry two items, in case you don't want to choose between two equally BoringButPractical items. This becomes even more useful in Enemy Within, because it allows your base security personnel to carry two grenades each, and you get FOUR of them.


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* CallAHitPointASmeerp: XCOM Enemy Unknown/Within uses a quite typical ClassAndLevelSystem for your soldiers. While it does call classes "classes", the game being a gritty military type game, calls "levels" Ranks (as in, military ranks from [[NewMeat Rookie]] to [[ColonelBadass Colonel]]) and levelling up is called "earning a promotion".
22nd May '17 6:53:07 AM dsollen
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** The medal system of ''Enemy Within'' encourages this. A limited number of medals can awarded at any given time, they provide stat bonuses to units and thus are desired to have on your best teammates. Early on your need to assign them to your team to have any hope to survive the early game; However, it's possible for your original soldiers to fail to become pyshics, and game mechanics mean newer teammates will often have better Will, used by psychics and to defend against it, then your original soldiers. Thus at some point your likely want to retire your original batch of soldiers for newer pyshic powerhouses. This is when you discover you can't reassign medals from the old ones to the new. You could sacrifice useful medals by leaving them on unused soldiers, or you could remember that medals can be reassigned after death and 'retire' the old medal winner by arranging for an unfortunate accident during a mission.
22nd May '17 6:41:48 AM dsollen
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** Panic causes every mission to potentially be this on higher levels. Panic can be triggered by many things, such as seeing an ally hurt or killed, but can also be seen by panic units themselves. This can easily cause 'panic chains', where one ally panicking triggers a second to panic which triggers a third to panic etc. Panic soldiers can also sometimes shoot allies, and since your soldiers usually are not positioned to cover themselves against their allies and are very close a panic soldier is far more likely to successfully hit an ally then the enemy is. This can do damage or kill other soldiers, which can *also* trigger another panic. The end result is a single unit panic can result in most of your team panicking and then being left vulnerable for the enemy to next turn, allowing the enemy to potentially land hits or kills next turn which can of course trigger a new chain of panic. If all this wasn't bad enough high difficulty games tend towards a variant of RocketTagGameplay where one emphasis avoiding attacks because most attacks can be one shot kills. At high level this all combines to mean that missions tend towards one of two outcomes, either you move in quick and kill the enemy before it can hit you clearing the fight without any damage, or the enemy lands a hit on you, often scoring a kill, and the resulting panic and lost firepower means you suffer large casualties or TPK. There is little middle ground.
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