Let's Sperg Let's Play XCOM UFO Defense (Completed) - Heavy casualties expected.

That is by far my biggest beef with Xenonauts. Not being able to perform a dynamic breaching entry from an unexpected direction when you know every alien inside the craft is overwatching the door is fucking stupid. Sure, you can use ballistic shields so the pointman can soak up some fire without being turned to ash the moment the door opens, but it still feels like a downgrade to me.

Ideally, I'd let players do both. Let them pick between boring a hole through the side of the UFO and go in that way, or knock on the front door with a big-ass shield.
It gets worse with shit like ships having two floors, and you knowing that the ayys are just waiting for you to take the lift up.

Not fun when you eat deaths thanks to ths devs not providing any viable way to prevent the good old "alien opens door to toss grenades at you and there's fuck all you can do about it because you don't have the TUs to both take the lift and storm the fucking command room".

It's a shame too, because otherwise I think they massively improved on the original's tactical combat otherwise.
 
Overcast earns his promotion fair and square. Infact he is the youngest and least experienced to make this rank besides desk jockey wtfNeedtoSignUp. Everyone is too busy grumbling over Friend Computer and Niggermancer getting promotions in a hospital bed to congratulate the man who shot a comrade in the back. Overcast remains a man with something to prove.
I knew doing all that paper work would pay off.
 
everyone hated it the most of the original handful of XCom games
I though Enforcer and Apocalypse were the most hated until The Bureau?

I didn't think The Bureau was that bad. It wasn't good, just average. I liked the 1950s theme and it played okay. If it didn't have the Xcom name, it would've been a 6/10 Gears of War clone forgotten about in a couple of years.

I don't mean to derail the thread, but what do people here think about Phoenix Point?
 
Eventually Pinainas manages to kill the troublesome alien with his Autocannon.

Miraculously, Pinainas scores a kill!

I give Pinainas another chance to open up and he scores his second kill for the battle with two accurate hits on the target. For reference, Pinainas is so badly wounded the game is reading his accuracy at 0% on autofire.

@Pinainas superhuman resilience is at an end though, and he dies of his wounds.
What a wild fucking ride. The autocanon is either a beast or a meme, there is no inbetween.

@Ponchik My legacy rests in your hands now. Make me proud boy!
 
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Sign me up, Commander! The alien scum fills me with such rage that I routinely fire my rifle into the ground. I'm also very adept at throwing grenades backwards at my squad mates. That's X-Com baby!

I played all the originals back in the day, as well as all the Firaxis releases. Xcom 2 gets a playthrough about once a year from me. Definitely my favorite vidya franchise.
 
5: Interlude

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Even leadership knows we're due for another Terror Mission any time now.

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Go time.

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The aliens stage another ambush on us. @Duncan Hills Coffee barely has time to get off a shot before he eats plasma and is instantly killed.

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Wasting a rocket on a lone Floater is overkill for sure, but Duncan was a valuable soldier and I'm pissed off.

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Two Reapers loitering around next to each other provides a perfect opening for some grenades. Not shown is me losing two grenades because for some reason this version of OXCE hasn't fixed the glitch where grenades destroy each other.

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Items dropped on the ground have a threshold for damage they can take before they are destroyed. Because a thrown, activated hand grenade is recognized as just another item on the ground, a grenade blowing up next to another one will cause the second to vanish. This combined with a few other irritating quirks has made me interested in possibly switching my OXCE over to the ones Xpiratez uses so I can gain some of the functionality that mod provides. Some other issues I've been having is keeping night vision turned on and such.

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The standoff with the Reapers earlier has proven to me that my soldiers have now developed decent throwing strength, so the game quickly turns into a grenade juggling match. Soldiers in XCOM almost always have reasonable throwing accuracy despite the fact that this is highly unrealistic. The grenades kill far more reliably and are less likely to trigger reaction fire so clearing the map this way is just the best option. Our grenades are currently quite wimpy too, so even the civilians you see milling around the battlefield are in minimal danger.

None of my screenshots capture the famous Grenade Relay though since I have switched Instant Grenades on. A grenade relay is where you overcome distance limitations by having a soldier prime a grenade, throw it to a buddy who is closer to the enemy and then have them pick it up and actually throw it at the enemy. I think even with the kind of computerized grenade timers we see in XCOM that's not really how that sort of thing would go down in real life.

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The one time I decide to deviate from this strategy gets @wtfNeedSignUp killed. I make a mental note to check on alien reactions later because I don't remember the late game aliens being so swift.

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This lone Reaper stranded in an alleyway with no cover gives me a very foolish idea. I lied earlier when I said there were no melee weapons in the original UFO Defense, because stun rods are so useless that I regularly forget they exist.

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I bring Judge Dredd down and have him ready his stun rod as well. Placing any object in a soldier's off hand does not prevent them from firing their weapon, surprisingly, but it does drastically lower their accuracy. Unless the offhand weapon is a pistol, of course. Both of them save for reaction fire. This is extremely dangerous; a Reaper can easily kill either of them in one hit and melee units always have plenty of spare time units. Some can attack 8-10 times in one turn. Making this whole scheme even more ill-advised is that there is still at least one Floater on the map, possibly more. If it appears right now neither Dredd or Gynn have the accuracy to deal with it.

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Not shown is almost two turns of me waiting for the Reaper to get closer, it drawing reaction fire, backing off narrowly averting a melee attack, then it inching its way up again. Finally I feel confident to have Gynn go for it. Success. And what bonus does researching a live Reaper impart on us? None. Though live aliens will increase our score at the end of the mission, and quite a few civilians have died so we'll need all the help we can get.

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The last alien turned out to be hiding where two of them already were.

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Our score was something like 160. Not great, but positive enough. Super Sad Smile, Ponchik and HumanHive all got kills, but I glossed over this and will continue to do so in the future unless they are particularly spectacular. HumanHive almost brought back a live Floater, but it died in the time I spent dallying around with the Reaper. One imagines there might be an arguement about that back on base, but Gynn could easily pull rank.

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While the team is en route to to the next destination the Medikits complete manufacturing. Laser rifles are ordered immediately.

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The month also ends. The Council is greatly satisfied with our performance. No doubt they have been reading the enthusiastic reports the directors have written. Ignored is the fact that nearly every mission has suffered at least one fatality in a team of only 14, a casualty rate that many special forces divisions around the world would find horrendous.

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Little of note happens on this routine UFO mission, except that the layout of the fences and buildings is highly inconvienent and chokes the four soldiers approaching the UFO into an almost single file line at one point.

All maps of UFO Defense are randomly generated from a set of predetermined chunks. This was revolutionary technology when the game was released in 1994, and to this day even a player used to modern randomly generated games would be surprised at the variety of landscapes, building interiors and even UFO interiors. We haven't seen any randomized UFO interiors yet because we haven't assaulted anything larger than a scout though. It probably doesn't come across so well in the screenshots, so I encourage you to see for yourself.

Another footnote, a group of nerds working for a small startup studio called Condor were particularly fascinated by this game's randomly generated terrain, and resolved to come up with a comparable (and eventually superior) system for their upcoming fantasy project. This little game turned out to be something called Diablo, and Condor was purchased by Blizzard Entertainment halfway through Diablo's development, rebranding the studio as Blizzard North. XCOM: UFO Defense/Enemy Unkown is mentioned by name as an explicit inspiration for Diablo's randomly generated dungeons. Diablo came out in 1996, only two years after UFO Defense.

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@Judge Dredd is leading the squad to the UFO when an alien ambushes him from the barn. Its a bitter loss. The team avenges him and soldiers on to take the UFO.

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Dear Leader chews out command for not equipping his squad with the available Medikits before the mission, but his complaints are not taken seriously. Dredd was killed instantly, after all.

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The money is put to good use greatly expanding the science and engineering staff. The engineers in particular have been maxed out for the available workshop space, which command considers expanding.

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A medium UFO is detected. Command chooses not to intercept with the Skyranger, even though we know this will damage Russia's opinion of us. We are only days away from a full arsenal of laser weapons, and its estimated by command that the aliens will surely outnumber us during such an encounter.

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The hand grenade the alien empire uses is more powerful than any conventional explosive device XCOM can acquire, even stronger and more destructive than the heavy demolition charges we have neglected to purchase. We still don't have an advanced enough understanding of the mysterious Element 115 power source to manufacture these devices, but the dozen or so we've acquired on missions can now be equipped and used by our soldiers.

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I momentarily question how much I really used to drink before I sobered up when I see this research list. I'm positive both times I've played through the vanilla game that Heavy Plasma and the Plasma Rifle were locked research until you started with the pistol and its magazine, the same as laser weapons. I don't feel like spinning up the old DOS copy to check so I elect to just start researching the Plasma Pistol. We're already doing much better than either of my last two games so the advantage of getting Heavy Plasma this early would totally break the game.

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Command isn't about to just let that UFO get away scott free though. We have nuclear missiles, no alien is going to just walk all over us like that. The Jace interceptor is sent to confront the alien. The nuclear advantage is quickly lost when the alien avoids most of the missiles at range and then slips away from the Interceptor.

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The Jace interceptor catches up though and engages again, this time with only the warplane's 50mm cannon. Its not clear whether or not the heavy shells are even effective against the superior alien hull. The Jace interceptor takes enemy fire and is nearly shot down. When the alien slips away again, the interceptor is called back to base; the fight isn't worth it. But you can't keep The Commander down, the pilot vows the next one won't get away. :stickup:

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Finally.
 

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Can we add some meta-garbage to this game?

What if we develop a "cloning vat" next turn or something and every turn/every other turn a random dead member gets brought back via and dice roll or something.

I would like to scream for my cream like I used to, basically.

 
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  • Agree
Reactions: Prehistoric Jazz
What if we develop a "cloning vat" next turn or something and every turn/every other turn a random dead member gets brought back via and dice roll or something.
So far the number of volunteers makes resurrecting people unneccesary. I'm almost up to 10 more volunteers again, which will bring us up to a total of 50 or so people. Then again we already have a fifth of that number dead and we haven't even encountered the real alien resistance yet, so I'll think about how I want to put that together when the time comes.

If anyone hasn't heard about it there's a game called Xenonauts, which is basically a modernized version of this. There's also a sequel to it which coming out sometime soon, but I have no clue how soon.
Xenonauts is a strange animal. I get what it was trying to go for, but I ultimately feel like it was a largely uneccesary remake. Discussion for the game imploded around the time OpenXcom hit the scene and its not hard to see why since OpenXcom allows you to do just about everything Xenonauts did without having to switch to a newer game.

It's a lifetime ago, but I remember the best early game strat is having one or two spotter / sacrifical lamb with some flares and once you see an enemy, firing at him with as many of your soldiers from out of range by just aiming in the air in his direction until someone hits by sheer chance.

And of course hiring as many engineers as you can afford and producing and selling laser guns at a profit.
That's essentially the best option you have in the original DOS version. OXCE is improved by giving you better readouts so its possible to inject a lot more nuance into your early game than it originally was. Hell, just the load times between turns often made me forget what the fuck I was doing half the time in the DOS version versus the plain old OpenXcom port.

I though Enforcer and Apocalypse were the most hated until The Bureau?
Flawed though it is Apocalypse has a dedicated group of die-hard fans. Including me, even though I've probably played 10 minutes of it in my entire lifetime. The game is an agonizingly slow, schizophrenic wreck but its art and setting are so alluring I still count it as one of my personal favorite videogame settings.

Interceptor is the other tie-in game you might have been thinknig of, which is at best a mediocre Wing Commander clone. Enforcer is undoubtedly the worst though, just look up any gameplay video and you'll see how much of a sloppy mess it is. GuavaMoment, the Something Awful guy who played probably the archetypical XCOM forum LP claimed he was going to get to it some day, but the LPArchive never catalogued it and I'm not paying $10 to comb through SA's archives to look for it.
 
I'm positive both times I've played through the vanilla game that Heavy Plasma and the Plasma Rifle were locked research until you started with the pistol and its magazine, the same as laser weapons.
Nope, that's the new XCom. The old XCOM had plasma pistol and plasma rifle on a seperate tech path.


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That's essentially the best option you have in the original DOS version

I mean, it's effective. But I just saw a 13 minutespeedrun from start to finish that just uses grenades.
 
Nope, that's the new XCom. The old XCOM had plasma pistol and plasma rifle on a seperate tech path.


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I suppose I was getting it confused with the Gauss progression from Terror From the Deep, but I still don't know how I forgot about that so comprehensively. Or why I stayed with laser weapons way longer than I needed to. I haven't played the remake so that's no excuse, and XPiratez has a tech tree that barely resembles the original.

I also could have sworn researching the Mind Probe was a requirement to getting psionics along with a psionic alien.
 
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