History VideoGame / XCOMEnemyUnknown

10th Jan '17 5:44:55 AM ArcaneAzmadi
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* PurelyAestheticGender: Squad members' gender is determined by coin flip and has no bearing on gameplay; unless players go out of their way to avoid it, most squads will therefore end up with a roughly 50/50 gender split.

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* PurelyAestheticGender: Squad members' gender is determined by coin flip and has no bearing on gameplay; unless players go out of their way to avoid it, most squads will therefore end up with a roughly 50/50 gender split. There is, however, an achievement ('Flight of the Valkyries') available for winning a mission with an [[AmazonBrigade all-female squad]].
30th Dec '16 3:54:47 PM ZuTheSkunk
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* PlayingGamesAtWork: You can hear Bradford complain about someone doing this in the Situation Room:
-->'''Bradford''': Are you really using our tracking terminal to play ''VideoGame/{{Civilization}}''?! I at least hope you're going for a Military Victory.
23rd Dec '16 6:36:40 AM scapheap
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** If enemy advancement outstrips your tech, it is possible to start facing [[EliteMooks Elite Mutons and Heavy Floaters]] while still using laser weapons and carapace armor. If this happens, you will likely get TPK after TPK. If you have full satellite coverage you can't get a game-over this way, because you won't have any panic penalties[[note]]Satellite coverage prevents alien abductions from occurring within the borders of the covered country, so full satellite coverage functionally prevents abductions. [=UFOs=] only increase panic if they're ''not'' shot down, with the actual result of the ground mission not affecting panic in any significant way. The only concern is Terror missions, which can be prevented by shooting down [=UFOs=], but the panic from those (failing is actually ''worse'' than not responding at all) can quickly and devastatingly build up over time[[/note]]. So you're stuck in and endless loop of sending underequipped rookies against the toughest enemies in the game, and they can't level up because they keep getting wiped out, and you can't build them better equipment because you need resources you can only get from completing missions. This is especially a problem in Ironman mode, where you can't abuse SaveScumming to complete tough missions. The saving grace is that every so often you'll shoot down a Small Scout with only a few aliens or get a Council Mission with only Thin Men, so you can, little by little, collect enough resources to build better equipment[[note]]Note that, even with underpowered and undertrained rookies leading a mission, ''every'' mission can be completed, regardless of who they are facing. It becomes more difficult, but strong strategies will ''always'' trump strong tech[[/note]]. Normally it more 25%, thus it is possible to keep having soldiers fail the test again and again. Thankfully the developers put a rule in to force the sixth trooper you test to be psionic as long as you have no psionic, including if all your other psionic died.

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** If enemy advancement outstrips your tech, it is possible to start facing [[EliteMooks Elite Mutons and Heavy Floaters]] while still using laser weapons and carapace armor. If this happens, you will likely get TPK after TPK. If you have full satellite coverage you can't get a game-over this way, because you won't have any panic penalties[[note]]Satellite coverage prevents alien abductions from occurring within the borders of the covered country, so full satellite coverage functionally prevents abductions. [=UFOs=] only increase panic if they're ''not'' shot down, with the actual result of the ground mission not affecting panic in any significant way. The only concern is Terror missions, which can be prevented by shooting down [=UFOs=], but the panic from those (failing is actually ''worse'' than not responding at all) can quickly and devastatingly build up over time[[/note]]. So you're stuck in and endless loop of sending underequipped rookies against the toughest enemies in the game, and they can't level up because they keep getting wiped out, and you can't build them better equipment because you need resources you can only get from completing missions. This is especially a problem in Ironman mode, where you can't abuse SaveScumming to complete tough missions. The saving grace is that every so often you'll shoot down a Small Scout with only a few aliens or get a Council Mission with only Thin Men, so you can, little by little, collect enough resources to build better equipment[[note]]Note that, even with underpowered and undertrained rookies leading a mission, ''every'' mission can be completed, regardless of who they are facing. It becomes more difficult, but strong strategies will ''always'' trump strong tech[[/note]]. Normally it more 25%, thus it is possible to keep having soldiers fail the test again and again. Thankfully the developers put a rule in to force the sixth trooper you test to be psionic as long as you have no psionic, including if all your other psionic died.



** A psionic is need to beat the game. The highest chance of a soldier being one is 31%[[note]]Colonel trained from rookie with iron will upgrade and having max will gain has 124 will. Psi testing divide this number by 4 for 31%[[/note]]

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** A psionic is need to beat the game. The highest chance of a soldier being one is 31%[[note]]Colonel trained from rookie with iron will upgrade and having max will gain has 124 will. Psi testing divide this number by 4 for 31%[[/note]]31%[[/note]] Normally it more 25%, thus it is possible to keep having soldiers fail the test again and again. Thankfully the developers put a rule in to force the sixth trooper you test to be psionic as long as you have no psionic, including if all your other psionic died.
23rd Dec '16 6:35:25 AM scapheap
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** If enemy advancement outstrips your tech, it is possible to start facing [[EliteMooks Elite Mutons and Heavy Floaters]] while still using laser weapons and carapace armor. If this happens, you will likely get TPK after TPK. If you have full satellite coverage you can't get a game-over this way, because you won't have any panic penalties[[note]]Satellite coverage prevents alien abductions from occurring within the borders of the covered country, so full satellite coverage functionally prevents abductions. [=UFOs=] only increase panic if they're ''not'' shot down, with the actual result of the ground mission not affecting panic in any significant way. The only concern is Terror missions, which can be prevented by shooting down [=UFOs=], but the panic from those (failing is actually ''worse'' than not responding at all) can quickly and devastatingly build up over time[[/note]]. So you're stuck in and endless loop of sending underequipped rookies against the toughest enemies in the game, and they can't level up because they keep getting wiped out, and you can't build them better equipment because you need resources you can only get from completing missions. This is especially a problem in Ironman mode, where you can't abuse SaveScumming to complete tough missions. The saving grace is that every so often you'll shoot down a Small Scout with only a few aliens or get a Council Mission with only Thin Men, so you can, little by little, collect enough resources to build better equipment[[note]]Note that, even with underpowered and undertrained rookies leading a mission, ''every'' mission can be completed, regardless of who they are facing. It becomes more difficult, but strong strategies will ''always'' trump strong tech[[/note]].

to:

** If enemy advancement outstrips your tech, it is possible to start facing [[EliteMooks Elite Mutons and Heavy Floaters]] while still using laser weapons and carapace armor. If this happens, you will likely get TPK after TPK. If you have full satellite coverage you can't get a game-over this way, because you won't have any panic penalties[[note]]Satellite coverage prevents alien abductions from occurring within the borders of the covered country, so full satellite coverage functionally prevents abductions. [=UFOs=] only increase panic if they're ''not'' shot down, with the actual result of the ground mission not affecting panic in any significant way. The only concern is Terror missions, which can be prevented by shooting down [=UFOs=], but the panic from those (failing is actually ''worse'' than not responding at all) can quickly and devastatingly build up over time[[/note]]. So you're stuck in and endless loop of sending underequipped rookies against the toughest enemies in the game, and they can't level up because they keep getting wiped out, and you can't build them better equipment because you need resources you can only get from completing missions. This is especially a problem in Ironman mode, where you can't abuse SaveScumming to complete tough missions. The saving grace is that every so often you'll shoot down a Small Scout with only a few aliens or get a Council Mission with only Thin Men, so you can, little by little, collect enough resources to build better equipment[[note]]Note that, even with underpowered and undertrained rookies leading a mission, ''every'' mission can be completed, regardless of who they are facing. It becomes more difficult, but strong strategies will ''always'' trump strong tech[[/note]]. Normally it more 25%, thus it is possible to keep having soldiers fail the test again and again. Thankfully the developers put a rule in to force the sixth trooper you test to be psionic as long as you have no psionic, including if all your other psionic died.


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** A psionic is need to beat the game. The highest chance of a soldier being one is 31%[[note]]Colonel trained from rookie with iron will upgrade and having max will gain has 124 will. Psi testing divide this number by 4 for 31%[[/note]]
17th Dec '16 9:22:23 AM Morgenthaler
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* NiceHat: The ''Slingshot'' {{DLC}} adds about a dozen new hair/helmet options, amongst which is a beret. There's also a beret-and-shades combo, for added {{Badass}}itude.

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* NiceHat: The ''Slingshot'' {{DLC}} adds about a dozen new hair/helmet options, amongst which is a beret. There's also a beret-and-shades combo, for added {{Badass}}itude.badassitude.
15th Dec '16 6:41:38 AM MrFebreze
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* PlayerNudge: This is one thing the new XCOM gets right. It occasionally tells you the general direction some of the aliens are hiding in, so you're not left clueless for long.
9th Dec '16 6:37:57 PM RainingMetal
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* DumpStat: There's little need to acquire additional scientists most of the time. Research gets done over time and can often by sped up simply by doing Council Missions. There's literally no need to build a Laboratory in Enemy Unknown. Science gets nerfed in Enemy Within, as more scientists are required to get research done swiftly, and a Laboratory can counter EXALT sabotage as well, but it's still far more prudent to focus on Engineers or money instead.
6th Dec '16 4:34:32 PM timotaka
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** If you go a few turns in a mission without any of your troopers seeing any aliens, someone will hear a sound coming from the direction of a group of remaining aliens regardless of distance so you'll know roughly where you should be looking.
5th Dec '16 8:10:43 PM Xtifr
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'''''XCOM: Enemy Unknown''''' is a [[VideoGameRemake remake]] of ''[[VideoGame/XComUFODefense X-COM]]'' (note the lack of hyphen) developed by Creator/FiraxisGames and published by [[Creator/TakeTwoInteractive 2K]]. It was released on PC / UsefulNotes/{{Xbox 360}} / UsefulNotes/{{Playstation 3}} on October 9 2012, [[UsefulNotes/AppleMacintosh Mac OS X]] on April 25 2013, {{iOS}} on June 20 2013, and UsefulNotes/PlaystationVita on March 22 2016.

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'''''XCOM: ''XCOM: Enemy Unknown''''' Unknown'' is a [[VideoGameRemake remake]] of ''[[VideoGame/XComUFODefense X-COM]]'' (note the lack of hyphen) developed by Creator/FiraxisGames and published by [[Creator/TakeTwoInteractive 2K]]. It was released on PC / UsefulNotes/{{Xbox 360}} / UsefulNotes/{{Playstation 3}} on October 9 2012, [[UsefulNotes/AppleMacintosh Mac OS X]] on April 25 2013, {{iOS}} on June 20 2013, and UsefulNotes/PlaystationVita on March 22 2016.
23rd Oct '16 11:04:49 AM nombretomado
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** Dr Vahlen is supposed to be a [[HerrDoktor German scientist]] and usually speaks in a GratuitousGerman accent, [[OohMeAccentsSlipping but half of the time]], she changes to overly enunciated [[BritishAccents RP]]. Apparently, her character had originally been meant to be British. [[note]]German schools teach British ("Oxford") English, not American English. While the predominantly American English in entertainment "overwrites" this in most people, it may be different in the European scientific community. Also, British universities are popular for studying abroad.[[/note]]

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** Dr Vahlen is supposed to be a [[HerrDoktor German scientist]] and usually speaks in a GratuitousGerman accent, [[OohMeAccentsSlipping but half of the time]], she changes to overly enunciated [[BritishAccents [[UsefulNotes/BritishAccents RP]]. Apparently, her character had originally been meant to be British. [[note]]German schools teach British ("Oxford") English, not American English. While the predominantly American English in entertainment "overwrites" this in most people, it may be different in the European scientific community. Also, British universities are popular for studying abroad.[[/note]]
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