Details aside though, I think that at the end of the day, Lasers are just a transitional weapon on the way to Plasma, so you make the minimum number of them that you can get away with. It isn’t like there’s a separate “Hyper Laser” tech tree that you can choose that piggybacks on Laser tech but costs different kinds of resources than plasma, or something like that.

It would be nice if there were trade-off choices along the weapons tech tree the way there is with armor. But the weapons are just a race towards a single end point. (the closest you get is light plasma rifle vs. plasma rifle).

I agree, but it wouldn’t have really mattered, anyway, because lighting has no mechanical function in XCOM. Your soldiers’ and the aliens’ visual ranges are the same in the existing prerendered day maps as they are in the prerendered night maps.

That’s unlike the original X-Com strategy games, where your soldiers and the aliens had the same vision range during the day, but during night, your soldiers had a significant reduction while the aliens retained their range (from 20 squares during the day to 9 squares at night for X-Com soldiers while the aliens kept 20 squares throughout). That’s why night missions were so frightening in the original games; that’s where the “shot out of the dark” comes from, and the new Enemy Unknown just doesn’t have that at all.

I suspect everyone is talking about different difficulties.

If you don’t have laser by your first Terror mission you are probably in trouble on classic or impossible. You are basically rolling the dice and if you don’t get a lucky Terror map it’s very hard to do enough damage.

That’s the way of most tech trees. Swords are just a transitional weapon on the way to assault rifles in Civilization, but they’re still important. You don’t want to build a lot of plasma weapons, either, because they’re very expensive and resources are tight for most of the game.

It’s worth noting that in the original XCom, the issue was much, much worse. Heavy plasmas were better than plasma rifles in every respect, so it wasn’t merely a single endpoint technology, it was a single endpoint weapon. Your entire squad carried heavy plasmas as soon as possible, which was usually pretty early because you could easily capture them.

Not to derail this discussion, this is just a funny aside… You know how occasionally council countries pop up with requests for things, like, 10 sectoid corpses or 3 laser pistols or whatnot? They usually pay out about twice the cost to make, so it’s often a good deal, if you have excess building resources. Mid-to-late one game I got a request from Australia for 10 plasma rifles. I had captured about 7 at that point, and, if I really, really tried and strongly tightened my belt, could afford to build maybe 2 more. So close! I was kicking myself, until late in the month I got a mission that allowed me to capture one more. So I built the two I needed, bundled up the whole kit and sent it off to the land down under, and in return they sent back enough cash to replace my losses and still have enough money on hand to ruin my economy for the rest of the game!

There are four resource bottlenecks in the game: cash, engineers, weapon fragments, and Elerium-115.

I don’t like to build too many plasma weapons because it depletes my Elerium stockpile. Sure, council requests can earn you a lot of cash, but when there’s Elerium involved, it’s a tradeoff.

What else are you using Elerium for?

One thing I use it for is to build a Elerium Generator so I’m not always running short of the stuff.

I was going to say that.

As for what you’re using the Elerium for, late game armor (ghost armor requires a whopping 50 elerium, and it’s wonderful), aircraft (Firestorms are 20 elerium), aircraft weaponry… lots of stuff. Eventually you build everything you’re going to build with Elerium, but at that point you don’t really need cash either.

A classic strategy that has worked very well for me is to hold off on the alien base assault as long as possible. If a country has five red bars already let them take the brunt of abductions. They don’t seem to bank additional terror so the global -2 is very effective. I try to have full lasers and the first armor and a lot of interrogations before I go in. Some have posted they lost a country mid month but it has never happened to me. Basically you let the strategic layer get to an almost loss state (but no withdrawals) and then sure up important bonuses. Grabbing SA early can also help with tech rushing as you can stockpile a bunch of corpses and research them all in one day.

From the gaf’s PAX threa

X-Com just announced for ios, full game, no price yet.

Goodie? I am going to say this as someone who like his iPad and enjoyes X-Com a great deal (PC). Lame. I mean, if this is the announcement we were waiting for, that is. If not than this is probably good news overall.

Every time I pop into the 2k stream on twitch, it seems like they are showing off some iOS game or talking about tablet gaming, is this a new focus for the company then?

I think this is that tablets/mobile is the focus in general for strategy game designers.

They also teased some DLC. But yeah, a bit of disappointment. I’d be more surprised if they had announced XCOM was not coming to iPad.

What was the dlc?

It was the start of a council mission message that gets cut off. It did say something about a new enemy force.

Jake seemed to understand that people were upset at the last DLC because it made the game more predictable and repetitive. This one might be good at least.

Why would they announce for iOS if they won’t even put in a simple .dll hook to let the game work on XP?

Just completed the game (normal, ironman) for the first time and I certainly enjoyed it, though I don’t know how soon I’ll be willing to replay. Probably some spoilers below, if anyone cares on the 143rd page of the thread.

My first game failed fairly quickly due to going into the first big story mission unprepared and having no resources to recover. Restarted, focused a bit more on resource build-up with satellites and weapon/armor upgrades, and breezed through until I got to the bit where you need a psionic soldier. At that point I got stuck because nothing told me that I not only needed psionic abilities, but also to equip the psi armor on that same guy. Maybe I just missed it, but that was seriously annoying and if I hadn’t had the Interwebz to tell me what was wrong, I might have given up. Then I got my ass handed to me in the final mission, but armed with foreknowledge of what was coming was able to finish it the second time through.

Early on, I really enjoyed the mechanics. The combat maps are interesting to explore, and I like the environment interaction with trees being destroyed by grenades, cars blowing up, etc. Moving your squad around and setting up actions is pretty easy, although there are some places where the camera hates me and it’s nigh impossible to see the area properly (mostly alien ship maps). Multi-level areas are also a problem. Ground floor and roof were easy via the scroll wheel, but getting it to stop at a middle floor was a real headache. And I ran into several places where the free aim didn’t work right; I’d try to throw a smoke grenade or shoot a rocket, the UI would say it was a legal target, but clicking did nothing. On the whole, though, the combat worked pretty well. Mostly it’s not too hard (on normal at least), as long as you’re patient and don’t send your squad running headlong into unknown areas.

The initial phases of resource management outside of combat have a pretty steep learning curve; my first game I didn’t know how important satellites were and ended up starved for resources. Even once I had most of the world covered and was bringing in lots of alien parts, I couldn’t move too fast due to credit limitations. Spent a lot of time waiting for the paycheck at the end of the month, up until the very end of the game when I had to wait on building the last couple of facilities. I managed to finish all the research and foundry projects while waiting on the building, though I never used several of the things I unlocked, like SHIVs or the archangel armor.

Later on in the game, I was getting pretty tired of the same combat missions over and over. Rescue some dude, loot the downed alien ship, save the civilians, rinse and repeat. I probably did a month or so longer of game-time than necessary because of the aforementioned psi armor issue, but even taking that into account, it felt like the game went on forever. Steam says 30 hours played; probably 25 of those were a lot of fun, and 5 were a grind.

I really didn’t like the final mission design, either. Every mission you get up until then gives you freedom of movement. There are some restrictions, obviously, but almost every area has a couple of different approach options, and you can use those to your advantage to set up crossfire, decoy enemies into moving into your sniper coverage, etc. But in the last mission, you have to go in a straight line. There’s a few areas that invisibly narrow to a single map square that your entire squad must pass through, funneling you into a small area that might as well be a shooting gallery. The very last area is the worst offender. Cover is pretty sparse, too, so basically your only option is to run in guns blazing and hope for the best. I don’t mind a final mission being challenging, but I don’t like that it’s so much different than the rest of the game. All those tactics I learned through the game were useless for a large portion of the last mission, and that made it feel cheap, almost like a last minute addition that they couldn’t bother to flesh out properly.

Bottom line, it’s a fun game and I’m glad to have played it. It has it’s faults but the vast majority of the game was enjoyable. But the parts that I didn’t like were bad enough that I have no desire to play it again, at least not anytime soon.

The last mission wasn’t very good and there isn’t a lot of replay value in the game. They need to release an editor and let the mod makers go at it.

Yeah, the final mission was very weak (I’m being kind here), especially in comparison to the outstanding last mission in the original xcom.