Remember that the story doesn't advance if you don't want it too, unless you really need new armour I'd say go for the satellite but unless you've already lost countries it's no big loss; Australia's only $100 a month (iirc) and the continent bonus isn't that great.scorptatious said:Really, the only major issues I'm having so far is that Australia is at max panic, I have no spare satellites to calm them down, I want to spend money to buy better armor for my soldiers as I feel like I'm close to the end of the game, but I should probably invest money into building facilities at the fourth floor of the base as I have no more room on the third, and now, one of my soldiers has access to psychic abilities. And I'm wondering whether it will be worth it to have some of my best soldiers tested for that kind of thing, as the process takes ten days for each of them. So they'll be out of action while other stuff is going on.
Thanks. Of course, not long after I posted that, I ended up beating the game on the same day.Karma168 said:snip
SA is kinda nice to grab if you're midgame and all the countries are still in the project. I'd grab them if possible, NA once you get Firestorms, Asia's nice early cause you can grab the squad size upgrades for practically nothing.scorptatious said:Thanks. Of course, not long after I posted that, I ended up beating the game on the same day.
I've beaten the game on Normal, and now I'm trying the game on Classic. With the intention of not save scumming as often. (Kinda doubt I can do this game on Iron Man)
First level, I moved one of my guys too far up and alerted the sectoids. To make matters worse, that was the last guy I could move for that turn. I ended up losing three of my guys right from the get go.
X-COM does NOT fuck around. >_<
So I decided to restart, being MUCH more careful, and made it through with one of my guys wounded.
I decided to start out in Africa for this game. As the extra income via satellites can come in pretty handy. Right now though, I'm trying to decide which continent bonus I should go after. I know North America can reduce the costs of building infiltrators, but South America can make it so that autopsies and interrogations are done instantly, which can increase the amount of time I can get to work on other research.
I'd say go for S. America first, the autopsies/interogations are more important in the first 2-3 months than interceptors. After that it's up to you what order you pick them in.scorptatious said:I decided to start out in Africa for this game. As the extra income via satellites can come in pretty handy. Right now though, I'm trying to decide which continent bonus I should go after. I know North America can reduce the costs of building infiltrators, but South America can make it so that autopsies and interrogations are done instantly, which can increase the amount of time I can get to work on other research.
Football Manager is notoriously cheaty and has been as long as I can remember.I'd probably have stopped playing it years ago if it wasn't for the fact that it's still the best manager sim available despite it's flawsdenseWorm said:I hate it when games cheat.
Football Manager 2013 is the latest culprit in my book; the games are no longer random, they just all work off preset plays - you can tell a goal is coming a minute before it goes in the net. You have my empathy.
People already deconstructed the scripts that run the RNG and there is nothing wrong with it. It doesn't favour either side it just feels like that. The only way people could mod it to make it more favourable to the player would be cheating rather than balancing.Paragon Fury said:I'm just saying......its getting to the point where a squad can't even get past the 1 month mark without being completely obliterated by BS.erttheking said:Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.Paragon Fury said:Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.erttheking said:Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.Paragon Fury said:There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".erttheking said:You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
"Oh, is that your Sgt. Sniper I see up there? Well, I, a mere Thin Man, am going to shoot through 3 walls, a post and another wall and get a critical 9 damage hit for the insta-kill. Haha, now I made your Heavy panic and kill your Support. Now my Sectoid friend is going to flank and one-shot your panicing Heavy! Now your Assault is all alone, with us between him and Extract! Its good thing we have the RNG on our side."
I'm predicting it right now - as soon as Enemy Unknown gets a mod that either gets rid of the RNG or fixes it so that its fair to both sides, it will be the hottest DL'd item on the Workshop/Mod sites.
Of course there is nothing wrong with the RNG. It's just that the game is designed badly. (see: http://metagearsolid.org/2012/10/xcom-enemy-unknown-review/2/)Tallim said:People already deconstructed the scripts that run the RNG and there is nothing wrong with it. It doesn't favour either side it just feels like that. The only way people could mod it to make it more favourable to the player would be cheating rather than balancing.Paragon Fury said:I'm just saying......its getting to the point where a squad can't even get past the 1 month mark without being completely obliterated by BS.erttheking said:Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.Paragon Fury said:Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.erttheking said:Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.Paragon Fury said:There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".erttheking said:You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
"Oh, is that your Sgt. Sniper I see up there? Well, I, a mere Thin Man, am going to shoot through 3 walls, a post and another wall and get a critical 9 damage hit for the insta-kill. Haha, now I made your Heavy panic and kill your Support. Now my Sectoid friend is going to flank and one-shot your panicing Heavy! Now your Assault is all alone, with us between him and Extract! Its good thing we have the RNG on our side."
I'm predicting it right now - as soon as Enemy Unknown gets a mod that either gets rid of the RNG or fixes it so that its fair to both sides, it will be the hottest DL'd item on the Workshop/Mod sites.
I'm not convinced it's bad design. It's just different. The old TU system was very abusable. The modern game might have over simplified in a few places but I feel it holds the spirit of the old games pretty well without being so obtuse to get the hang of the game.Hargrimm said:Of course there is nothing wrong with the RNG. It's just that the game is designed badly. (see: http://metagearsolid.org/2012/10/xcom-enemy-unknown-review/2/)Tallim said:People already deconstructed the scripts that run the RNG and there is nothing wrong with it. It doesn't favour either side it just feels like that. The only way people could mod it to make it more favourable to the player would be cheating rather than balancing.Paragon Fury said:I'm just saying......its getting to the point where a squad can't even get past the 1 month mark without being completely obliterated by BS.erttheking said:Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.Paragon Fury said:Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.erttheking said:Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.Paragon Fury said:There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".erttheking said:You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
"Oh, is that your Sgt. Sniper I see up there? Well, I, a mere Thin Man, am going to shoot through 3 walls, a post and another wall and get a critical 9 damage hit for the insta-kill. Haha, now I made your Heavy panic and kill your Support. Now my Sectoid friend is going to flank and one-shot your panicing Heavy! Now your Assault is all alone, with us between him and Extract! Its good thing we have the RNG on our side."
I'm predicting it right now - as soon as Enemy Unknown gets a mod that either gets rid of the RNG or fixes it so that its fair to both sides, it will be the hottest DL'd item on the Workshop/Mod sites.
Unlike in the originals, you soldiers can only shoot once (twice if you are late in te game and only certain classes), you only have 4-6 and the enemy gets a free movement as soon you spot them.
In the originals, your transport could field 14 men and later 26. Your soldiers were capable of firing up to 10 shots depending on the weapon and both you and your enemies were bound to the TU system.
It's not bad on it's own, but coupled with being unable to move after shooting, the enemy getting free movement as soon as you spot them, the line of sight mechanics, the small levels and the small number of shots/soldiers available to you just puts too much emphasis on too few random numbers.Tallim said:I'm not convinced it's bad design. It's just different. The old TU system was very abusable. The modern game might have over simplified in a few places but I feel it holds the spirit of the old games pretty well without being so obtuse to get the hang of the game.Hargrimm said:Of course there is nothing wrong with the RNG. It's just that the game is designed badly. (see: http://metagearsolid.org/2012/10/xcom-enemy-unknown-review/2/)Tallim said:People already deconstructed the scripts that run the RNG and there is nothing wrong with it. It doesn't favour either side it just feels like that. The only way people could mod it to make it more favourable to the player would be cheating rather than balancing.Paragon Fury said:I'm just saying......its getting to the point where a squad can't even get past the 1 month mark without being completely obliterated by BS.erttheking said:Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.Paragon Fury said:Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.erttheking said:Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.Paragon Fury said:There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".erttheking said:You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
"Oh, is that your Sgt. Sniper I see up there? Well, I, a mere Thin Man, am going to shoot through 3 walls, a post and another wall and get a critical 9 damage hit for the insta-kill. Haha, now I made your Heavy panic and kill your Support. Now my Sectoid friend is going to flank and one-shot your panicing Heavy! Now your Assault is all alone, with us between him and Extract! Its good thing we have the RNG on our side."
I'm predicting it right now - as soon as Enemy Unknown gets a mod that either gets rid of the RNG or fixes it so that its fair to both sides, it will be the hottest DL'd item on the Workshop/Mod sites.
Unlike in the originals, you soldiers can only shoot once (twice if you are late in te game and only certain classes), you only have 4-6 and the enemy gets a free movement as soon you spot them.
In the originals, your transport could field 14 men and later 26. Your soldiers were capable of firing up to 10 shots depending on the weapon and both you and your enemies were bound to the TU system.
I'm a big fan of the original games and I love the new iteration *almost* as much.
Some of the problems with the TU system is that a lot of important data was obtuse to players. Weapon weights v. Character Str (which reduced time units) the whole energy system that was like a stamina bar that could hamper your movement regardless of the characters time units, terrain and elevation movement restrictions; there was a lot of data around that couldn't always be reconciled by the player and it made it harder to plan your strategy.Hargrimm said:It's not bad on it's own, but coupled with being unable to move after shooting, the enemy getting free movement as soon as you spot them, the line of sight mechanics, the small levels and the small number of shots/soldiers available to you just puts too much emphasis on too few random numbers.
Missing several 90%+ shots in the old games was not a problem, because you could counter that by firing some more or using your remaining TU's to get to safety. Losing a soldier was not a big problem either, since you had 13 to 25 other guys and none of them have to level up several times just to be barely useful.
And how is the old TU system obtuse? Actions cost TU's, your soldiers have x number of TU's, it's basic arithmetic. Is that too much to ask in a tactics game nowadays?
I also don't agree with that whole "spirit" nonsense. The new one is a Firaxis boardgame while the old ones were simulations.
Let me stop you there.Paragon Fury said:Holy fuck!
Whomever decided an RNG should decide the outcome of your actions is an ass. I think in 10 hours of playing I've only made 1 actual tactical error that lead to a death - the rest has been because a fucking RNG has said "Fuck you!" and squad wiped me.
How are concepts like weight, stamina and elevation obtuse? Are you even humanSalad Is Murder said:Some of the problems with the TU system is that a lot of important data was obtuse to players. Weapon weights v. Character Str (which reduced time units) the whole energy system that was like a stamina bar that could hamper your movement regardless of the characters time units, terrain and elevation movement restrictions; there was a lot of data around that couldn't always be reconciled by the player and it made it harder to plan your strategy.
It's bad because it throws things like spotting, covert movement and surprise out the window. Unless you use a very specific item, you cannot catch your enemies unaware.Salad Is Murder said:The aliens getting the free move (which is usually into cover, or charging at you) is a fair trade off for the old system. I'm sorry, I'll take the tactical scatter from three Sectoids being spotted vs. the heavy plasma rifle from the other side of the map, deep in fog of war territory when your first guy steps off the Skyranger to his meet his Kentucky Friend Doom.
It isn't already? It's either that, rocket spam or Overwatch creep.Salad Is Murder said:Also, since it always happens it can be planned for; and honestly it keeps it fair otherwise the whole game would be a Support with Sprint and 5 Snipers with Squadsight.
It's only a big hit if you lost someone with high psychic resistance. Every other disadvantage can be overcome easily, by just firing more often or using proximity mines in the case of reactions.Salad Is Murder said:I do completely disagree with you on the losing soldiers part, though losing experienced soldiers is always a big hit to the team. In the first XCom the soldiers improved much more slowly and losing them was a bigger penalty. In the newer one, it still takes time to get them to the top, but the first few levels are pretty easy to get and honestly the most useful abilities you get are the first few.
Unfortunately, the Heavy's weapon is neither particularly accurate nor powerful. It also needs to be reloaded frequently. You also lose out on Holo-targeting, arguably a better ability than Bulletswarm. You can only use it with your primary weapon. It's also restricted to one class. Of which you still only have 4-6, tops.Salad Is Murder said:EDIT: It should also be mentioned that Heavies with Bulletswarm can fire and then move or fire twice in a single turn. It is the ability right after you get the rocket (which is their squaddie ability).
You're losing because of bad tactics. Full stop. We went over this and over this at the time of the game's release with people who were convinced...CONVINCED...that the RNG had it in for them particularly, and it was well documented that the RNG behaves exactly like you would expect, and that most of the time their issues were coming from save scumming and not realizing the random seed does not reset on a save.Paragon Fury said:I feel like I'm losing not because of bad tactics....but because a RNG is saying "F#$%@ you. I don't like you." I know its supposed to be a hard game.......but it feels like its hard not because of tactics, planning and strategy but because of random chance and BS.