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chaser324

Nobody reads the status messages.

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chaser324

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Edited By chaser324  Moderator

@bezerker285 said:

Anyone want to take bets on how many more places (not Japan or Australia) panic in the 20 days?

At this point, they should just cut their losses in Asia and let all four of those countries leave XCOM. That puts them half-way towards game over, but I think it's their best option.

If memory serves, failing a terror mission immediately causes that country to be lost, so that's likely to be another one that'll be out of the council.

I'm guessing they'll be down five countries before they launch another satellite.

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chaser324

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Edited By chaser324  Moderator

@teddie said:

Watching this after playing Xcom 2 kind of makes me wish I was playing this instead, I dunno something about this game seemed more straightforward and charming.

I think it's nice that XCOM 2 didn't really invalidate playing the previous entry like most Firaxis releases (Civilization, etc.). Going back and playing the first XCOM after playing the sequel doesn't feel like a downgrade.

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chaser324

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chaser324  Moderator

@corwag said:
@vovin said:

Thin Men got nothing on Vipers in XCOM 2, especially Long War 2 mod.

Aren't Viper actually what the Thin Men look like without human dna mixed in? I'm not disagreeing with you, I'm just trying to remember Xcom 2 lore, lol.

Yes. This is accurate lore.

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chaser324

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Edited By chaser324  Moderator

I know you failed the mission, but you're already thinking more strategically and making better decisions than Dan.

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chaser324

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chaser324  Moderator

Folks, please attempt to keep the criticism civil and respectful. Be mindful that you don't cross the line into just making personal attacks and insults.

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chaser324

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@doctorpayne: It's just the bad way this game handles failing these mission types. If they had succeeded at the mission, they could've carried Vincenzo to the extraction point, but failing the mission is essentially treated like aborting it which is an immediate extraction that leaves behind any downed allies. I'm not sure if it's by design or a bug, but it's not something they ever changed/fixed until XCOM 2.

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chaser324

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Edited By chaser324  Moderator

@geralt: Normal is far easier than classic. Just look at the differences on the Thin Man's stats going from normal to classic: http://xcom.wikia.com/wiki/Thin_Man

One extra HP makes a big difference, especially coupled with the increased aim, damage, and crit chance. Your soldiers also have more HP on normal, and the enemy AI is not as aggressive.

Portent is a somewhat notorious difficulty spike, but it's definitely a much bigger deal on Classic/Impossible than it is on Easy/Normal.

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chaser324

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chaser324  Moderator

Only 7 pages away from beating Dan's record with the Metro Redux quicklook! I think it can be done!

It would probably have a shot at surpassing that if it weren't a premium video.

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chaser324

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Edited By chaser324  Moderator

Dan is actually just very bad at XCOM.

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chaser324

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Edited By chaser324  Moderator

@df said:

But sigh Giant Bomb isn't famous for being prepared, is it?

Yeah. I usually think that's not really a big deal, but this is one series where a little preparation could've gone a long way.

They don't need to be pros - in fact, it's better that they're not because high level play of this game can often be a bit boring to watch. However, they're stumbling over some basic elements of the game that are only going to hurt them even more going forward as the enemies get tougher.

XCOM has a reputation as a difficult game for a reason, but it's supposed to be difficult because of things like the RNG, not because you don't know that a sniper can't move and then shoot with the sniper rifle.