XCOM: Enemy Unknown

XCOM: Enemy Unknown

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PJ Feb 8, 2015 @ 3:48am
Why does carrying more grenades take skill?
Leik... why is it a trained skill that some soldiers can carry more grenades? Are they just really good at jamming grenades in their pockets? Did they train their butt to hold a grenade?


Same thing with medkits... what amazing skill does a medic have that allows them to carry more medkits? Do they swallow it and then regurgitate it ruding the fight? To they have a special Hello Kitty backpack that you can only use if you take four years of Kung Fu?
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Showing 1-15 of 21 comments
insert witty comment here


but seriously, it would be because of der yoonifurm. They'd have more slots for it.
PJ Feb 8, 2015 @ 3:54am 
Originally posted by AllosaurusJr:
insert witty comment here


but seriously, it would be because of der yoonifurm. They'd have more slots for it.

So why doesn't everyone just wear that uniform?
TAF Feb 8, 2015 @ 5:50am 
It's not only a balancing mechaninc it's to show the experiance of the unit with the efficiency required to pack more with what they have. If there was a medic who had more experiance with a uniform to carry more, and had more effectiveness using their equipment, that makes more sense no? It's not like the gunner can run around with that pack trying to sling m249 belts on it because it wouldnt make sense. How I think of it anyways, besides the obvious incentive as a balancing mechanic not to be running around with a good deal of ♥♥♥♥.

Regardless frags are actually insanely bad for a developing army, and you will regret it fairly quickly. Also I suggest you get the long war mod you learn what "packrat" really means.
PJ Feb 8, 2015 @ 6:19am 
Already have the long war mod, and wasn't asking if I should use grenades or not.

It still doesn't make sense to me. So maybe that medic really knows how to pack medkits into his pockets.. why doesn't he show the rest of the squad how to do it?
Originally posted by ZippyMaGoo:
Originally posted by AllosaurusJr:
insert witty comment here


but seriously, it would be because of der yoonifurm. They'd have more slots for it.

So why doesn't everyone just wear that uniform?
Maybe it's made out of a super rare material and each of these pockets cost over a million dollars to make.

idk :(
CJ Feb 8, 2015 @ 7:39am 
Who gives a ♥♥♥♥?
Originally posted by ZippyMaGoo:
Originally posted by AllosaurusJr:
insert witty comment here


but seriously, it would be because of der yoonifurm. They'd have more slots for it.

So why doesn't everyone just wear that uniform?

Video games
red255 Feb 8, 2015 @ 8:18am 
Allright. Medic is easy. it means you know how to use the spray better so you get 3x the use out of a single can of spray. Basically you've been trained to shake the can first.

with Grenades I believe the perk lets the guy know how to pack the bombs so they won't explode while he's getting shot at or jumping off buildings you know, how to carry them safely.
The Field Medic skiill actually makes sense to me. It does not allow the medic to carry more Medkits, but to get more uses out of one Medkit. Persons less skilled with medical supplies tend to waste them, and persons more experienced know how to get the most out of them. Having had the recent experience of caring for a relative with many medical problems, I have had to go through the learning curve of conserving rather than wasting medical supplies. It really does take practice.

Grenadier makes less sense to me. Every bit of extra weight carried is significant- but it is just a pound or so. They are safe enough to carry until the safety pin is pulled. I cannot see the big deal requiring extra training to carry two grenades instead of one.

Tactical Rigging baffles me. The idea of attaching pockets, pouches, and straps to a soldier's clothing is experimental. It is at least as difficult as reverse-engineering alien techology. And when it is finally researched, no one wants to go overboard by adding more than one extra pouch to a soldier's clothing. The fatigues I wore playing paintball were more techonogically advanced than an XCom soldier's fatigues.

And I never could understand why XCom's soldiers aren't allowed to have 30-round magazines for their assault rifles.

X-Com isn't a military simulation game though. Some of the individual game mechanics do not make a lot of sense, but overall the games holds together well enough to be sufficiently immersive for me.
hghwolf Feb 8, 2015 @ 12:32pm 
Originally posted by New Moon On Monday:
XCOM isn't a military simulation game though. Some of the individual game mechanics do not make a lot of sense, but overall the games holds together well enough to be sufficiently immersive for me.

This would be my answer as well. Who cares if it makes sense so long as it`s balanced ?

Long War actually takes it to slightly ridiculous levels. If you build them right Engineers can carry a grand total of 9 offensive grenades... but inexplicably cannot carry that many support grenades or vice versa, and it always has to be sets of 3.
PJ Feb 8, 2015 @ 8:40pm 
Originally posted by hghwolf, 25/7 misanthrope:
Who cares if it makes sense so long as it`s balanced ?

Sometimes questions are just asked to be asked. And because asking questions is fun, and leads to learning.
red255 Feb 8, 2015 @ 10:00pm 
Originally posted by New Moon On Monday:
And I never could understand why XCom's soldiers aren't allowed to have 30-round magazines for their assault rifles.

Because either:

the gun isn't out of ammo its just jamming which is why you reload it without needing to carry ammo.

When you rescue van doorn he says I've never seen gear like that before even if you are wearing the regular guns and armor. so supposedly your guns are special anti alien assault rifles.
Fluffle Puff Feb 8, 2015 @ 10:04pm 
Originally posted by ZippyMaGoo:
Originally posted by hghwolf, 25/7 misanthrope:
Who cares if it makes sense so long as it`s balanced ?

Sometimes questions are just asked to be asked. And because asking questions is fun, and leads to learning.
the question that should be asked is why do flash bangs work through walls and why cant a grenade launcher send the damn thing across the map
Last edited by Fluffle Puff; Feb 8, 2015 @ 10:06pm
Syntax Error Feb 9, 2015 @ 1:53am 
The nature of perks don't make much sense, anyways. How is that soldiers of the Assault classes can magically dodge bullets (lightning reflexes), but nobody else can? Or that if you choose the unsimilar ability in the same tier (close and personal), you can't magic dodge bullets, ever. That's a really strange view of cognition.

Or how about MECs? Rocket boots is a personal training skill, not a suit feature.

If I had to come up with something, I'd say that the Heavy gets training on how to stuff things into his bandolier. I'll just assume Heavys have bigger pockets, much as they have bigger guns. Maybe without training, running causes them to accidentally trip the grenades strapped to their hips.
PJ Feb 9, 2015 @ 4:49am 
Originally posted by Syntax Error:
The nature of perks don't make much sense, anyways. How is that soldiers of the Assault classes can magically dodge bullets (lightning reflexes), but nobody else can? Or that if you choose the unsimilar ability in the same tier (close and personal), you can't magic dodge bullets, ever. That's a really strange view of cognition.

Or how about MECs? Rocket boots is a personal training skill, not a suit feature.

Also good points. The class perks like lightning reflexes and the like seem to be more like... personal aptitudes. Like, yeah Tony over here is really quick on his feet and has this knack for always keeping his head out of the way of incoming fire... Steve on the other hand is really fast on the trigger finger and is just wicked good at blasting anything that jumps out at him up close. Of course, that brings up the question of why these are tied to specific classes...and like you said, why they are mutually exclusive. Why can't Tony be able to fire a machine gun, and be good at keeping his head down while moving, and be a snap shot at things that jump up close at him?

The training roulette actualyl kind of helps some of the perks make more sense.. kind of, a little bit.

As for rocket boots, that's another good example of how they blurred the line between training and equipment. Like, it can be explained as "You can't equip the rocket boots until you know how to use them, but once you get the training it's assumed that you'll get them." But that still flies in the face of game logic, because MEC suits otherwise cannot be modified, so why do only some of them have jet boots? Or do they just all have jet boots but you're not allowed to use them until you get the training... too many questions are created by the design.

Originally posted by Syntax Error:
If I had to come up with something, I'd say that the Heavy gets training on how to stuff things into his bandolier. I'll just assume Heavys have bigger pockets, much as they have bigger guns. Maybe without training, running causes them to accidentally trip the grenades strapped to their hips.

X-Com accepts only the best and brightest soldiers from all over the world.... who sometimes accidentally trip the grenades they're carrying >.> and most of whom don't know how to properly utilize bigger pockets ._.

Makes me wish they had a weight system instead - everyone can carry the same amount, but the more they carry, the lower their other stats get. Could even have had perks tied into it.... Heavys could have a perk where carrying more doesn't affect their defense or aim stats as much. Supports could get a perk where carrying more doesn't affect their mobility as much.
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Date Posted: Feb 8, 2015 @ 3:48am
Posts: 21