Forum Overview :: Guess Who Fucked Up X-Com Now
 
yeah by fabio 05/19/2013, 3:23pm PDT
Rafiki wrote:

Everything about it seems designed to piss me off.

Steam says I have 6 hours played. In that time I've had a ton of guys die, but I think 2 or maybe 3 weren't from insta-gib critical hit headshots. It's bullshit! Even with upgraded armor: instant death from the first enemies you meet in level 1. One guy who managed not to instantly die was shot through a wall! Through the concrete wall of a building! He was outside, the alien was inside not in line of sight, but he still shot my guy anyways. Insane!


20 hours in I have yet to figure out line of sight. I got that guys can see around corners they're in. What I still can't figure out is when people can see through WALLS, and I still can't spot any visual cues telling me what my vision will be if I move to certain spots. This all feels like shit that should have been sorted out in 1999.


Panic mode! It's bullshit to have a unit panic, immediately turn to a friendly in plain sight 2 squares away, and blow them away. Did I recruit the NYPD? I could understand if they went into overwatch mode and shot at anything that moved, but executing the guy sitting right next to you is ridiculous.


The only time that made sense was when one of my guys flanked the enemy from behind, a dude on the other side panicked and shot the flanking dude. "Okay, maybe in the firefight he blindly shot at anything that moved where all the enemies were." But I keep running into the situations you describe. Fucking shit is deadlier than being mind controlled! At least with mind control you get a turn to react.

There are a bunch of X-com things that just don't work with the smaller squad sizes: panic, mind control, half the aliens getting explosives, etc.

Why is everything designed to waste as much time as possible? Pointlessly watching the jet fly to the dropzone. Having to wait for the camera to zoom in and out to different rooms at base. Having to scan for activity to get a new mission instead of just giving me goddamn missions and letting shit build in the meantime. Not being able to survey the battlefield while action is happening because the camera is rubberbanding all over the fucking place. Spotting a group of enemies, saying, yep, that sure is a group of enemies, but then having to watch their stupid reveal cutscene anyways. WHY CAN'T I BRING UP THE MAIN MENU WHILE ACTION IS GOING ON? I WANT TO RAGEQUIT NOW, NOT IN 45 MINUTES AFTER 6 ALIENS AND 3 PANICKED TROOPS END THEIR 50 TURNS IN A ROW. I can't quit to desktop from the pause menu with ironman mode activated? Fuck you.


I have no problem with the activity scan. It's lightyears better than the original game's time compression. I also like how it's just one button "send the fucking skyranger there" instead of the 7 steps it took in the original (including having to station skyrangers everywhere).

There's a mod to skip the skyranger scenes. It should be an option.

I can't believe they made so many strides to hurry things up and streamlines things then they left in a bunch of other time wasting stuff. They sped up all your dudes moving around but forgot to do it for the enemy. Have a reveal cutscene the first time you encounter a new enemy type and NO MORE.


Why does my sniper have 13% accuracy against an alien literally around the corner one square away? You don't have to look through the scope at that range, you stupid fuck. At that distance accuracy should automatically be 100% for everyone, this isn't the fucking Matrix!


Snipers have an accuracy penalty against close range target =(

I finally got some snipers up to Colonel with plasma sniper rifles and archangel armor and they're still less useful than heavies. All of their skills go towards getting rid of their limitations that make them unuseably awkward (must stand still to shoot at all) instead of bonuses like rockets or firing twice a turn.

Here is one late game feature that is pissing me off: MIND CONTROL. Not the enemy's. Mine. Since there is no free fire mode, once you mind control an enemy you have to wait 4 turns until you lose control before you shoot him, and he gets a free turn to shoot you the instant you lose control. So your choices are wasting rockets and grenades on him or having him run far away so he can't shoot you when he snaps out of it, but then he runs off and joins his friends so the whole thing is less useful than if I had just shot him in the first place. The worst was when I mind controlled the final enemy on the map and realized one of my guys would bleed out before I could shoot the enemy and finish the mission. I was out of explosives so I had to sit there and have the squadmate die while the mind control timer counted down. If there's a way to manually cut mind control short, I haven't seen it.

Another desperately needed feature: an auto-strip button to take all the equipment off a soldier. Better yet, just have the equipment on soldiers not currently assigned to a mission be available to everyone. Such a pain in the ass forgetting who had the good weapon or armor equipped and selecting everyone one by one until I find them and go through the 10 clicks to strip them, reselect the other guy, then add all the equipment to him.

Brain dead obvious feature not included: Showing ALL the materials you have on the research and engineering screens, not just alloys and elleryium. "Oh fuck that previous project used up all my weapon fragments I wanted for this other thing OH WELL."

At no point has the game been a legit challenge outside of bullshit gamey monster spawn moments. I'm up to the temple ship appearing and I have yet to encounter a UFO my interceptors couldn't easily shoot down. Even the starting interceptors with crappy weapons can handle almost anything if you use a consumable ability. Firestorms with a halfway decent weapon are auto-wins against everything, and a decked out firestorm is still cheaper than a high level shotgun for some reason. I'm never struggling for research and I'm fine for money even with 2 countries gone. Enemies are easily killed with weapons one tech level below what it feels like they want you to be at. Literally the only time I've hit hard spots was when magical enemy spawning meant that a group of cryssalids or muton berserkers got their free moves right into my face. I can KNOW the enemies are there ahead of time with a sniper's motion sensor, but they still get their magic free move when they spot me. System Shock 2 horseshit.

South American continent bonus: WHY? Even with 1 lab I've never had an autopsy or interrogation take more than 2 days.

The whole game feels like they were so impressed with themselves for coming up with a core mechanic or two to bring turn based squad shooters up to speed that they didn't bother weeding out a bunch of other bullshit. On the whole it was a decent one play but I can't picture myself trying again. I've already breezed through it the first time before I knew what the optimal choices were and the only thing raising the difficulty would do is give the aliens some bullshit number bonuses. It never feels like I'm playing a strategic game against the aliens. I went 15/20 hours with interceptors at only 2 continents and panic still wasn't an issue except for that gamey abduction "choose one of three" nonsense. No enemy bases spring up like weeds if I do a bad job, just the that one scripted to appear at a point in the story. No increased terror missions if enemy bases are operational. I'm not racing the clock to beat the game before I get overwhelmed; it feels like I have all the time in the world to grind out missions before I tackle the story. If there's an actual strategic game running under the hood instead of just scripted crap it sure doesn't feel like it.

It was worth the sale price for one play through, but I'd be pissed if I bought this release day. I figured if I waited that not only would the price go down, they would have patched the usual Firaxis early issues. But no. 7 months later and they still have the "Ironman mode is now unwinnable" door blocking that only occurs in the rare instance you place the unit designed to stand in front of a door in front of a door.
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So what are some mods I want on this motherfucker? NT by fabio 05/13/2013, 7:32am PDT NEW
    I would also like some mods. by Ice Cream Jonsey 05/13/2013, 8:42am PDT NEW
        First hour by fabio 05/13/2013, 9:33am PDT NEW
            Re: First hour by Fullofkittens 05/13/2013, 10:38am PDT NEW
                One more strategy tip by Fullofkittens 05/13/2013, 10:40am PDT NEW
                    and: PLAY ON NORMAL <--- (all caps signifies important tip) NT by Eurotrash 05/13/2013, 2:51pm PDT NEW
                yeah shotgun assault soldiers have been the mvps by fabio 05/13/2013, 3:32pm PDT NEW
                    Support troops become healbots when they level up by Fullofkittens 05/13/2013, 4:28pm PDT NEW
                        Don't listen to FoK. (Sorry FoK) by Arbit 05/13/2013, 5:50pm PDT NEW
                            but... but the SEXY SCIENTIST gets mad if you use grenades!!! by Fullofkittens 05/13/2013, 6:40pm PDT NEW
                            (And if Arbit can get through C/I you should listen to Arbit and not me) NT by Fullofkittens 05/13/2013, 6:42pm PDT NEW
                        Snipers still shitty by fabio 05/15/2013, 2:11am PDT NEW
                            Their "Makes it worth it" talent is way up the tree. by WITTGENSTEIN 05/15/2013, 3:46pm PDT NEW
                                Squadsight makes them worth it by Arbit 05/16/2013, 4:47pm PDT NEW
                                    Squadsight is too dependent on LOS. I didn't use it that much. NT by WITTGENSTEIN 05/16/2013, 9:05pm PDT NEW
                                        This makes you a fucking fool. Picking Snapshot instead is your punishment. NT by You fool. 05/20/2013, 10:37pm PDT NEW
                                            Really? My favorite flavor is grape. NT by WITTGENSTEIN 06/12/2013, 10:03pm PDT NEW
        I don't think any number of mods would make you like this game by Arbit 05/14/2013, 8:19pm PDT NEW
    The only mods so far is a debug menu with exotic settings in it by WITTGENSTEIN 05/13/2013, 5:22pm PDT NEW
        This reminds me of another complaint! by fabio 05/13/2013, 6:23pm PDT NEW
            FUCK THIS GAME!!! by fabio 05/13/2013, 9:40pm PDT NEW
                Okay it got better by fabio 05/14/2013, 12:33pm PDT NEW
                    Extra scientists/engineers reduce material costs per unit as well NT by WITTGENSTEIN 05/14/2013, 5:09pm PDT NEW
                        Are you sure that's not laboratory/workshop adjacency bonuses? NT by fabio 05/14/2013, 7:22pm PDT NEW
                            Re: Are you sure that's not laboratory/workshop adjacency bonuses? by Arbit 05/14/2013, 7:59pm PDT NEW
                                Great moments in wiki writing by fabio 05/14/2013, 9:56pm PDT NEW
                                    Hahah. OR, she's just a badly written/voice acted cutscene character. NT by Eurotrash 05/15/2013, 1:09am PDT NEW
                            They're cumulative NT by WITTGENSTEIN 05/15/2013, 12:07pm PDT NEW
    So apparently there are still game wrecking bugs 7 months after release by fabio 05/17/2013, 1:24pm PDT NEW
    I hate this!!! by Rafiki 05/19/2013, 10:56am PDT NEW
        Hahah, it's beyond me what YOU PEOPLE are doing wrong in this game. by Eurotrash 05/19/2013, 2:20pm PDT NEW
            Yeah I played it on Normal and only had two panic situations. NT by WITTGENSTEIN 05/19/2013, 5:01pm PDT NEW
            Yeah I tried Classic and immediately dropped it down. NT by Worm 05/19/2013, 5:58pm PDT NEW
        yeah by fabio 05/19/2013, 3:23pm PDT NEW
            I think people were expecting a little too much from this game. by Eurotrash 05/19/2013, 10:29pm PDT NEW
                I think it succeeded as a proof of concept by fabio 05/19/2013, 10:53pm PDT NEW
                    Re: I think it succeeded as a proof of concept by Roop 05/20/2013, 9:32pm PDT NEW
                        I hereby dub it the Fallout 3 of tactical squad games by fabio 05/21/2013, 9:05pm PDT NEW
                            If they actually named it Xcom Vegas I'd shit a brick by Eurotrash 05/21/2013, 11:41pm PDT NEW
            Re: yeah by Arbit 05/20/2013, 1:00pm PDT NEW
                Re: yeah by fabio 05/20/2013, 1:48pm PDT NEW
                    Anecdote. by pinback 06/15/2013, 10:41pm PDT NEW
                        On bomb defusion missions they would usually drop in slender men at the end by WITTGENSTEIN 06/16/2013, 10:51am PDT NEW
                            Re: On bomb defusion missions they would usually drop in slender men at the end by pinback 06/16/2013, 1:49pm PDT NEW
                                Yeah those thin men are no problem. Just look at them. They all got AIDS and shi by Eurotrash 06/17/2013, 8:31am PDT NEW
    Assaults assaults assaults by fabio 06/12/2013, 3:33am PDT NEW
        Re: Assaults assaults assaults by Fullofkittens 06/12/2013, 5:37am PDT NEW
            Re: Assaults assaults assaults by fabio 06/12/2013, 7:44am PDT NEW
        You get a guided energy rocket launcher in the late-game. I used that on Sectopo NT by WITTGENSTEIN 06/12/2013, 5:20pm PDT NEW
            Yeah that's another reason heavies blew away snipers by fabio 06/12/2013, 6:56pm PDT NEW
        Re: Assaults assaults assaults by Roop 06/13/2013, 11:48am PDT NEW
 
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