Mission time [Plus or fault] (XCOM 2)
Guys, I saw in the Internet so many negative comments about XCOM, is based on two things: optimization and a large number of missions for a while.Suggest this should be discussed somehow. Because of the mission at the time was introduced purposefully developed, they had a purpose.
In the first XCOM mission time was 10% percent, most of the time we slowly passed the cards occupying the most favorable positions, moving on: a half-move forward, so as not to face the enemy without the ability to shoot.
Now that the player was not looking for enemy in the way (take a half-step and stand in the Observation), has entered stealth. Now we can in the beginning of the mission to run across the map without fear that end up in court.
Missions became of interest can be 40-50%. Why? In my opinion to complicate the process. Units you have left your enemies are the same as in missions, not at the time, but now you need to take the best position, and those who obtained a situation for constantly need to move forward to the goal. This is the difference the main, and Yes, it increases complexity, but does increase in difficulty (within reason) does not add interest? Another question: the combination of missions on time and the drunk is also adds variety? Here we tense up, but relax. tense, relax. If all the missions were on time, it would be overkill, but all the missions to do the chill out is also boring, because is too easy to shoot the enemies with pre-adjusted positions. Firaxis tried to find a balance in a hurry (adding a certain atmosphere of stress) and relaxed gameplay. Yes, the rush is not over time, there's no rush to think or to do the moves, just think you need twice because of moves in half.
In General, what do you think?
vidgin
in such situations, the game leaves,XS,the game is not nothing remarkable but since Stalker and metro so long ago nanatahala in the game;I think in the late 16th to vote for game of the year;General view
vidgin
and he'll go and invent the scheme, for the interest of any tactical strategy is to come up with their own strategies and tactics
plus furiously. An indescribable feeling when you correctly set up their fighters and knocked three opponents in one turn. Shoot for example, in one, the other two flee. And your soldiers in observation mode nice shoot these two.
And it so happens that one wrong move knocks the hell out of your tactics. But it's not even annoying, but on the contrary: I want to try again, to seek more profitable options.
ZaKTomSK
Wildly yelling with my 2 specialists with the guardian perk, it's already included in my build)
Make an ambush and using readiness, my spices at best shoot 4 times, sometimes killing the entire group, and it's not even my move in fact)
Anton Arlekin
and which classes have the benefit of the Guardian? :) I've forgotten something)
Not necessarily in a black room needs is a black cat. Developed have made nonsense, anyone can make crap and they are no exception. Of course, there are a few who like being constantly kicked in the ass, but these are a minority. At least for now.
ironHAMMER.ms
This argument is about which you're talking about , then just do not to the point because how could you not put your fighters per turn in any case will either be a defensive position or attacking from the flank, and to rush here makes no sense.
The downside is that you would not have resinosa opponents are in batches, and often one pack for one turn .
What was the charm of the 90's x-com in terms of tactics the fact that you didn't know what the devil can fly and has always put the fighters in those places where was the protection, then do not care because the opponents don't beat inviza just don't see
Esthetix
ie the problem is that you want a tactical strategy game about the defense, and ХСОМ2 - about the attack? Ie all missions must be the mission began, soldiers were placed in the defense and sit half an hour shoot. Dream about it unhappy?
vidgin
No, the problem is that XCom 2 is not about the attack, and in 90% of cases about the arcade. Unhappy I just want them not to drip on brains. In excome 2012 no one bothered to play in the attack and without any timers, but the game gave the player a choice. The second part of the selection does not.
ironHAMMER.ms
choice is an illusion. Why in the first part to play in the attack, if the effective play in the defensive zone? How you have to be ushlepkam to just rush the hell knows where without a good reason? Developed not wanted in the new people did the same in all senses. Invented timers are forced to play in the same game, but different. That's good.
vidgin
I'm not what you dream of, I have all the x-com when they want to play classics play classics, yesterday was x-com . Tactics all icshmo kordinalno different even from defence and terror . There are here and there are pluses and minuses.
I personally do not care for it , I was playing enjoyed it. And to sit waiting for a great game this does not happen .
And your judgment about the tactics only in the defense fallacy. As the old excome fiction binding 2 actions, and it was 2 dial the fight down the aisle , you could pass and shoot can be stupid to stand and the reaction to catch, but the defensive tactics did not lead to success full as it was possible 150 moves be stupid and no one else to see .
choice is an illusion. Why in the first part to play in the attack, if the effective play in the defensive zone?
Or is it you can't play in the attack, if not driven out of sticks?
How you have to be ushlepkam to just rush the hell knows where without a good reason?
And to race the hell knows where when you are the uncle of Firaxis customize timer normas? Everything is easier, there is choleric, phlegmatic there. Some people like to aridity and risk, some don't.
Developed not wanted in the new people did the same in all senses. Invented timers are forced to play in the same game, but different. That's good.
Yes, and the fact that they were too lazy to redo his poor AI, who calmly smoked on the sidelines, when around the corner was full-scale fighting well at all and.
I was once a big robot killed them while he stomped to the target
there is a perk that in observation of the 50% that shot again ))
also if the enemy is storming in your move can be alone troupe
this is the only class which should be put in observation in any phase of the battle
all other better to beat on your turn so they don't get fines
ironHAMMER.ms
XS, one gets the feeling that we're completely different games want to play. I liked the defensive in the first part and likes to Arkadiy in the second. What you're describing:
Yes, and the fact that they were too lazy to redo his poor AI, who calmly smoked on the sidelines, when around the corner was full-scale fighting well at all and.
played not so much fun. In XCOM large cards, and each battle with 3-6 enemies, each with its own tactics in this battle are constant in different conditions (read the map) with different arrangement, with different positions of the trump - for me it is interest. For you it seems when you just run a bunch of mobs from across the map and you sit in one or two positions. So what? I don't think for Firaxis it was a challenge to make all the monsters from Agilis on the team and fled with all cards. I think they just didn't want that happening so monotonous idiocy. Wanted to make every mission different so that people think not only about where to hide but how to act in difficult situations. How to solve the many small interesting puzzles, and not just defend.
About the choice: the goal of developers was not below five percent of the players from the first ExCom, where they attacked and never defended, kept their freedom of choice. And that the remaining 90% tried to play differently. And Yes, you want to make enemies - try to change something. Would be released they are the same thing, the network would say it again, but the mess would not be, just no one would play with acre strata of nerds, which give the same from year to year, and no change.
dream to see in the new chart the old hkome, but with the mechanics of the old hkom )
where it is always out of the fog it was possible to get a rocket or shot from the Blaster and where the storm always been a storm and not here pack we need a racket, Oh ran, I finished so looking for the next batch of opponents
and here you can just sit and know that no one will come
besides, if you flee the enemy will not be able to catch up simply running into the house to come out the other side
For you it seems when you just run a bunch of mobs from across the map and you sit in one or two positions. So what?
And why is it such a conclusion?
I don't think for Firaxis it was a challenge to make all the monsters from Agilis on the team and fled with all cards. I think they just didn't want that happening so monotonous idiocy. Wanted to make every mission different so that people think not only about where to hide but how to act in difficult situations. How to solve the many small interesting puzzles, and not just defend.
You all again on the defensive. Firaxis, of course could make the creeps fled from all over the map, but at least make it so that they could reagiroval different on different activity, starting with the fact that starting with the fact that the explosion of the grenade or projectile from an RPG(for obvious reasons) started to run together people from different ends of the map, or give the enemies the opportunity to signal to allies that they attacked(not eliminated in time radio operator? Get to visit a bunch of angry uncles). for some reason they couldn't.
About the choice: the goal of developers was not below five percent of the players from the first ExCom, where they attacked and never defended, kept their freedom of choice. And that the remaining 90% tried to play differently.
And of all the possible ways they chose the most simple and uncomplicated.
And Yes, you want to make enemies - try to change something. Would be released they are the same thing, the network would say it again, but the mess would not be, just no one would play with acre strata of nerds, which give the same from year to year, and no change.
You're just so written, as if Firaxis do something. on the contrary, everyone expected that the second part will be something new, and all of the new razdrazhajushche timers and budennovskaya motives. Well, nonsense in the spirit of broke the door, got temporary invincibility.
ironHAMMER.ms
starting with the fact that the explosion of the grenade or projectile from an RPG(for obvious reasons) started to run together people from different ends of the map, or give the enemies the opportunity to signal to allies that they attacked(not eliminated in time radio operator? Get to visit a bunch of angry uncles). for some reason they couldn't.
I think this is minor quibbles. Without this normal. You write as if without those things the game gets worse.
And why is it such a conclusion?
they were too lazy to redo his poor AI, who calmly smoked on the sidelines, when around the corner was full-scale fighting well at all and.
well, if you want people flocked from all over the map, then you probably want to have from the game: once shot sit and shoot from a hundred-thousand enemies. Hence the conclusions made.
And of all the possible ways they chose the most simple and uncomplicated.
in General, little geniuses on the planet. People have solved the problem, albeit a simple straightforward method, but decided. A genius would be better is a fool to change anything at all wouldn't and would release the clone. The truth of life.
You're just so written, as if Firaxis do something.
globally, nothing has changed. But playing was different. That's enough. If changed globally, but it would be a completely different game (think X:rebirth), if not a changed clone. Found some mid. A genius would find gold, but they found adequate to their abilities.