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Fordítási probléma jelentése
I will say if you haven't try Classic Ironman you should give it a try. A lot more intense game as you are stuck with your decision. And there is an achivement for it.
Also recommend trying out Marathon. It is a lot tougher in early game. You have to build labs to keep up. Something you don't have to do in the normal game. And planning the base build is key as everything take twice as long and cost double amount of money.
I like to play with those listed options on top of Marathon.
New Economy: Randomized council member funding.
Not Created Equally: Rookies will have random starting stats.
Hidden Potential: As a soldier is promoted, stats increase randomly.
The Greater Good: Psionics can only be learned from interrogating a psionic alien.
Results Driven: A country offers less funding as its panic level increases.
High Stakes: Random rewards for stopping alien abductions.
More Than Human: The psionic gift is extremely rare.
I would like myself to play with those also but have not unluck them yet.
War Weariness: Council funding goes down over time.
E-115: Elerium degrades over time.
Total Loss: Lose all soldier gear upon death.
Hidden Potential and Training Roulette, on the other hand, are both great options that enrich gameplay without shifting the balance in your favour.
Wow you one tough man!
Nor Marathon, Diminishing Return, War Weariness. Nor Save Scum.
So, yea, still not "there".
On the other hand, I don't use any cloaking (neither mimetic, nor 'nades or ghost ability) on my runs. :D
By the way, I'd say that red fog + itchy tentacle are also a great combo if you want more challenging battlescape. Really makes battlescanners and MEC's shine.
All that means is that your soldiers will all be vanilla 65 aim/40 will, BUT will get randomly increased stats from HP, which can, in your own words, "works flat in your favour (sic)." You can still get some pretty high aim soldiers with just HP, whereas if I have NCE and HP, I could get a 55 aim/25 will heavy that will not get a higher aim than 69 at Colonel. Of course you can cherry pick, but that costs money and is a gamble. I go for skills first with TR.
The difference between NCE and TR/HP is:
NCE allows you to cherry pick the skilled for just 15 creds/soldier, from day one. And you can restart a few times to get better soldiers right in your initial pool. It's not even a gamble, really — you know exactly how good a soldier is before you spend anything on top of the initial 15 creds.
TR/HP, on the other hand, only gives you information as you actually level up your soldiers and, thus, effectively allows you to cherry-pick only if you are willling to have an under-leveled team.
Yeah, people that restart over and over just to get a good team are not playing true to the game.
Another thing is keeping the 80 alive when you're lucky to start out with one. Cause for me, he's mostly doing the shooting and if he misses, oh the dread of getting shot back without behing hunker or LOS. I sometimes pull my redshirt card out early as i dash em out (or if has a nad left, blue walk them out and toss) in the open, hoping they shoot at it rather than my 80 hehe.
For the ones that restart over and over til they get a barracks full of 75-80, yeah that's kinda over doing it for sure.
The most important thing is as everyone knows, the game is reverse hard curve (however you say it). And more than likely, you will only get 1-2 if that "uber" 75-80 troopies at the get go. So it is challenging yet kinda fun playing with all lowbies.
So basically, sure you can cherry pick, but that is down the road cause of funds. And by that time you have the game somewhat under control anywho. To say the option is a downright cheat is not really looking at the big picture. You still need skill (and luck) to do well in i/i early. I can't give my 8 year nephew a full squad of 100 aim troopies and expect him to win. Aim is good but not the #1 reason for victory. Helps for sure but Positioning>aim IMO.
Anywho, all i know is you can have a shooting skill of 1 and be able to still toss a grenade:) Thanks goodness!!!
EDIT: And what's up with the yeck will the uber aimers get. Depressing. It's like bringing Chuch Norris to a back alley fight, and he gets frightened by the dumpster cat and haul butt out of there. Leaving you all alone to face the baddies:(
last edit hehe. And there's a misconception that people that play with SW options "need" them to win. On the contrary. The ones using SW (can't back it up by stats but pretty sure this is true) are the ones that already beat the game without. And play with some various combinations of SW options in an attempt to make the game funner and last longer before the light bulb goes out.
Have fun:)
But it sure is not "a cheat". It's just an options that helps you get the job done a bit more easily.
Fair enough:)
BTW, kudos on your gameplay with the other SW options. I'm usually not shy but when it comes to certain options, i'm timid. For example i'm so tempted to try the one where the aliens can possibly shoot on activation. Sounds scary tho:)
Only works on the aliens that don't use cover and immediately go on OW when you activate them, i.e., mectoids, cyberdisks, and sectopods, so you should be ok until later in the game. Don't forget to bring your Chitin and Ghost, but hey, your dashing should work out pretty good :)
20+20+20=60 defense. Throw a dense smoke grenade in the area Pedro will be running and he will be just fine (100 defense) :)
Oh, and it's a NORMAL attack for them, so no OW penatly, lighting reflexes will not trigger, and the aliens can and WILL crit on this attack.
Hell, I've seen a fresh mectoid just walk into a room (on patrol) and 1-shot-crit someone hugging the door.
The only way to deal with this I know of (aside from cloaking abuse) is to only scout with healthy MEC's (and not to hug blind corners with you normal troops).
But that second wave options is quite good, actually — it forces you to act as if all aliens spawns where already pre-triggered.