Originally posted by kentonio
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Because no one uses the Other Games Forum: X-COM
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Originally posted by Guynemer View PostYou need at least a couple Support guys with the three-extra-range promotion, to get to the civvies fast.
One thing that's really really good, actually, is SHIVs. If you've done enough crashed UFO missions, you'll have tons and tons of alloy, so they're pretty disposable. They're reasonably fast, and the alloy SHIVs can be used as cover.
Anyway, I think the key to winning the game is actually not letting your people get seriously wounded. Having experienced soldiers out of the fight for more than 5 or 6 days is unacceptable. Taking out enemies before they can even hit you is the main way to do this. The best way to do this, in my opinion, is liberal use of explosives to destroy cover, smoke grenades and suppressive fire to reduce enemy aim and increase friendly def, and very heavy use of overwatch. Have a fast-moving support pull the enemy and then run him back, set everyone else to overwatch so they pummel the enemies when they advance, then when it's your turn throw smoke grenades and frag grenades.
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Looks like the Nexus (mod site for, mostly, Bethesda RPGs) is going to host X-COM mods as well. This one looks interesting: it odds a "second wave" option after the game is beaten, that adds a bunch of extra options for a second playthrough. Apparently, it was already in the game files, but not implimented, for whatever reason. I may give this a try after I go through Classic.
"My nation is the world, and my religion is to do good." --Thomas Paine
"The subject of onanism is inexhaustable." --Sigmund Freud
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Originally posted by kentonio View PostI've never used a smoke grenade. You can get through a terror mission with the starter kit, you just need to be quick and manage your fields of fire.
Overwatch is of course key though. That's true for every mission though.
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There is also a mod that lets you shoot down terror mission UFOs before they land. Apparently it's just an .ini tweak. I was under the impression when playing that ignoring a big UFO could result in a terror mission, since it doesn't seem to increase panic all by itself.
I am surprised they don't offer all these tweaks in some advanced preferences menu, like in Civ.
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Originally posted by regexcellent View PostUse them. That's your problem.
Originally posted by regexcellent View PostYou should be allowed to build more dropships in order to be able to tackle additional abductions.
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Originally posted by kentonio View PostWell I don't really have a problem, as I said you can do terror missions with just the beginning equipment and no SG's if you use decent tactics.
You could in the original, removing that was a deliberate design choice.
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Originally posted by regexcellent View PostWell then they should add it back
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Originally posted by regexcellent View PostSo make it expensive. And limit it to like, two dropships. Maybe three.
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