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 the first it is possible to go ahead, in ambush, and now the eg for a while - nerds a speed run. ((( The stealth would be so diluted it disheartening but not crooked and implemented some elements of a direct rip-off of ShadowRun Return( although the game is not about tactics and it never was)
ironHAMMER.ms
There should be a variety of passing, if it was in the missions at the time would be awesome, but not this close. Like I play StarCraft or RedAlert, but there realtime and this poshagovo incomprehensible.
X_ray_83
In the first it is possible to go ahead,
it was necessary to go ahead - bursting through.
between possible and necessary - a huge gap. At first there was no need to go ahead, and I don't think anyone was. Maybe if only very easy it was, then it was possible to parametise ahead. I mean, that first part never needed to go ahead, everything is played in the protection status. Well what sense to occupy a favorable position observation, if possible? Why was it necessary to go ahead, risking the crew and the soldiers, if it was possible not to risk having the same result? Once again reboot? The answer is simple: it was not necessary. And now we need. That makes all the difference. And the illusion of choice is just an illusion. If 99% of the players chose not to go ahead, then we will not have any choice, because the choice is based on filed conditions. Ie if you are offered the presidency of a serial rapist and smart-ass policy, you choose policy, not because it's your choice, and then you were put in such conditions.
In the first part we put in conditions, when all sat in defence and moved a half-step, slowly. Now we put in the other conditions. The situation has not changed, conditions have changed. The choice was not, and no.
It's like with the American dream: they all have the dream to own your business and the country gives them that opportunity. However, owners be 1% of 100%. The rest only dream about it and protect that opportunity, not realizing the core of the subject.
Then again, the same thing. You're defending the opportunity to go ahead or not go, though earlier always went ahead on his own will, and now you are forced. No, neither you nor the other ahead didn't go in 99% of cases.
vidgin
You protect the opportunity to go ahead or not go, though earlier always went ahead on their own will
Yes always, I choose ahead or in defense. Well, like I sometimes ))) But more defensive.
Repetitive actions and plans do not suffer, as in war, several options strategies.
Now we can see developed wanted 3 options : defensive, offensive, partisan (stealth)
But Paulos only offensive defense looks like shooting defenseless chickens in the dash. Stealth did not work, and the idea was very good to refresh so to speak the mechanics.
vidgin
In this part of the mission each in its own way, I have too often come across with a timer, but nothing bad and hard I noticed, played on medium difficulty, maybe those who played on the highest difficulty was a difficulty, the fact they have included. The timer is not fun, not fun no adds, just being present and all, if a fighter misses the mark, it means you've won at three of the enemy for 6 people, the advantage with us, a miss at one hundred percent treated reboot F9)
z8TiREX8z
I now felt that stealth and mechanics allow, Yes, in General, on any difficulty, to cut to pieces any enemy forces. Or took the position and cut out for the course, or trapped. But then that requires a lot of moves, the developers have made a knight's move that would complicate the game.
Here is my second part is only forced to replay the first, with the mod long war. That would be better in the second, they made more missions without a timer, but more enemies in groups, or harder, to think it was necessary to approach, and not to make a move. It would be interesting. But, as I thought, the developers were in a hurry to release, and besides the beauty, little changed compared with the EU and much not up to EW on a variety of maps, missions, etc. All hope for fashion and add-ons, and the developers clearly cut corners in terms of missions, story and diversity. The first part, more the enthusiasm was, the second is a purely commercial project.
My two cents worth. Playing on normal is.
At the beginning of several missions at the time did not cause any problems. Give 8 or 12 moves to save or to get to the box. Once I came to target for 8 move. Like problems was not.
But then, towards the end there was a situation - I bundle is used, play - starts the mission in 8 turns. Need to get to the other edge of the card and take the data with a computer. Like all standard, start to move and come across a 2nd tutu stout enemies. Spend two moves on them + 3 turns walking forward (large map). In the end, to the goal approach and remains for 3 turns. And it turns out that right at the computer is a pack of 3 advent, and behind them a pack with a huge robot and mitovica.
And so at this point I realized that I have no chance for 3 turns to carry two packs and to turn off the computer. Or to turn off the computer and stay alive. Just so happened. Perhaps it might a possibility card may had to replay the map from the beginning or to take other classes, but I don't like these missions at the time. It's stupid.
If they sometimes inserted and with meaning, for example, as the salvation of the people, it is tolerable. But the fact that they come across very often - sad. And in the mission just didn't make much sense in this timer.
The timer can be compensated or tactical placement of enemies, or, for example, additional objectives on the map, so that you had to make a choice and to sacrifice something or to overcome and execute both (all) goals.
PS. And, then write a tactic - went+observation - could be gameplay breaking, for example, giving enemies the possibility of sabotage or pass without contact under surveillance. In the end, the player would come to a situation when it is necessary to think and not just rush.
Oh where you 'access Code: PARADISE' and 'Power law' when you need :) .
At the moment only one mission with a timer I couldn't win, the reason is simple, for those chubby enemies I had very weak gear, and these little chunky vrazhin near the point was well, very much after dozens of attempts somehow to pass( to no avail, or do not have time, or lose the soldiers) took the only right decision for themselves...it's just called a tow truck on the first course and dumped out))
And so for myself, brought some points on the first move of the move as and occupied the height on the second course already take shelter and the soldiers put on the defensive, and part of the attack...this allows you already on the second course if not kill a couple, then they pretty to bite. If the mission is to blast the transmitter(or what we destroy?) easier to blow a pair of missiles at a building wall, and destroy the transmitter remotely a couple of snipers (usually on the fourth course I have destroyed) next sweep. Less simple mission to evacuate if the snipers will adjust in time closer, just on the last or penultimate can be catch and evacuate.
As for bustymerilyn misii, well yesterday had a chance to defend the avenger from a UFO, a total of about 30 passages, about 50 dead soldiers, reinforcements of enemies at each turn in what is quite fatty...evacuated for the reason that ended lechilki specialists, and grenades with missiles from other fighters, and turrets of the avenger is destroyed, in General, be a little more supplies, could be a dozen other nail))
And the truth is other Missy without a timer I have a delayed 2-3 dozen moves. Well there are and speed of the mission, and the mission where you in the neck do not drive =)
Almost never noticed this restriction. Moreover, it is in most of the missions just for the hacking nonsense that can be hacked by a technician remotely, and to fight on.
andrewGaara
This is such a mission engineer with a broke remote is required. The main thing is to see the purpose, to cut off, and then trick to cut any number of enemies.
As I wrote above, the developers went the easy way. Instead of the study of AI or balance, just introduced a timer to complicate the game.
Polololon
One thing I will say random it and in Africa the Rand. I got crit with 16% chance and missed at 97%. I once missed the aliens bypassing soldier from the flank in two cleto from him.About the hefty Mouton, well posole itself is a turn-based strategy, if translated into reality that Mouton should not stupidly on the spot while you have to focus fit and moves, shoots and misses it is a normal thing. Random as random. It would be more stupid if it was not. About the timer, all is said that can be said and I only
Sergey Bawaka
Random as random
It should work a bit wrong. The Gaussian distribution has to go at least three curves, not two. And even, I suspect, is generally one.
Annoying of course,especially at first,does not give room for maneuver and study of maps more interesting combinations that require more moves,but overall still bearable,the truth is these missions that much.
In the first part they were,but they were not many and it is not strained,but rather was interested in,plus there were containers that needed to grab a certain number of moves,but it wasn't necessary.
Mission time is HERESY. The feeling that the developers never played xcom never - what time? What moves? Only one condition - kill all or die all. Mission time radically upset the mechanics of warfare. I cry when I remember how we dragged xcom 18 years ago...
Random?, the mission at the time? - (this is great !!!)
And I love that!!! The main thing is - the gameplay itself, drags very quickly!!!
(basis this combination, designed for the whole group (intuitive)) ie
1 - which of the fighters will strike first, from what, and on what enemy (enemies), then the results move further, and equally important,
2 - who from fighters will finality course
the screenshot below (from the cheats - just increase the duration of project avatar from 12 to 20 *.ini file), and then only in order to see EVERYTHING in this game!!! (without any mods, they are in my opinion superfluous)
Spoiler
P. S. in principle, all liked it, fresh, hardcore, and, Yes, the old tactics are not always triggered. The graphics are quite decent with yourself today study for TBS, and the design actually does not disappoint!
Optimization - even more than playable! to start - very bad!
(My configuration: AMD FX 8350 BE (BLACK EDITION, BOX), SABERTOOTH 990FX, 16Gb(2x8)GSKill
4TbWD(1+1+2), ASUS 670 GTX 4Gb, (750W PSU), critical bugs there!
BUT -
1. Where the hunt for a UFO ??? (it should be in this series a priori), well, it was possible to do missions for hijacking fighter or UFOs, put a couple in the hangar on our big boat, then catch plates with a particularly important special materials! (intelligence), and if we knock again, include missions to rescue pilots! Air battles have to do could be fucking cutscene!
And yet - where the flying armor, mechs, geneticists ?? - on the DLC left something!
Most likely, the developers decided to quietly introduce players in this brand new XCOM (mission for a time I liked - specifically sticks!!!)
For thought! - back in 1995 passed UFO defense 6-8 times that way, got to the point that the mission of Quince (2 - stage, was easily one soldier - Basil one is stunned to see psionic commander (it's about the balance, etc.), then Terror from the deep - 3-4 times!
CONCLUSION - XCOM 2 is much more dynamic and variative (IMHO)
Normal mission time, in this game they absolutely do not strain. Only a couple of times the timer red was that was playing on veteran.
The person above rightly said, we need to estimate every, every single move, its implications, about whom to represent and whom to attack. To make maximum use of abilities. Stupid tactics all overwash, Grenadier puts a grenade in Pak does not work almost from the beginning. Each unit can do much more than just shoot, especially with a penalty.
If everything is done beautifully and without wounds (about the loss generally silent, they should not be in principle) that the basic soldiers will swing very quickly and play will be easier. My first Polkan 50 day appeared, the rest of the majors, the masters was. Even magnetic weapons was not like, but has colonels. Just put abilities.
Sniper guns + Grenadier with dual shot + Ranger with a Reaper + specialist-cracker + psionic + IEC/Grenadier a very good combination. The main thing to try to make the enemy completely, before the onset of their stroke. Saw a pack or two to put the whole. Situations when they're firing on us must not be allowed. In often under fire, there should be a dash or Mike simulator/enemy unit, taken psionica. Then no problems even on the highest difficulties.
9/10 the game.
Gold-man
Gold-man wrote:
Saw a pack or two to put all
ABSOLUTELY!!! There are 3 puck felled!
Gold-man wrote:
often under fire, there should be a dash
- always strive to do precisely that! and Yes!!! of course the right abilities!!!, (understanding of the end result! - talks a lot!!!) + modules on weapons + PBS (for your class of fighter) - same play an important role!
Gold-man wrote:
Each unit can do much more than just shoot, especially with a fine -
The top TEN (better not tell!!!)
I got a sickly burn of the missions for a while. I understand that trying to apply the experience of the first XCOM, which had to sit in overwatch in shelters, podkaraulivaya when the enemy leaves the shelter.
However, resigned to the timer, and Dokenov moves through editing, I realized the beauty of хсом2, which does not need to feel sorry for grenades, rockets and other disposable nishtyaki))) the game has become much more dynamic. By orders of magnitude!
However, now I have burns from having to run to the extraction point.