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Author Topic: X-Com: Cappin' 'Toids Coast-2-Coast  (Read 7495 times)

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Niku

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #80 on: December 28, 2011, 02:56:00 PM »

 :khaaan:
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #83 on: January 05, 2012, 03:09:33 PM »

And all of the games are on sale on steam today.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #85 on: January 19, 2012, 10:22:42 PM »

A guy over on the Select Button forums did a writeup of the GameInformer article - worth a read.

I like the implication that there are actually ways to pick apart strategic targets and break up the enemy's cohesion. Any way to differentiate the aliens from one another is probably a good step for X-Com.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #86 on: January 19, 2012, 11:22:39 PM »

Well, you could differentiate aliens from one another. You just had to incapacitate and interrogate them first.

I believe you could also get such data from psionic attacks.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #87 on: January 20, 2012, 08:52:33 AM »

Well, in combat, I mean. If you're talking about rank, it usually didn't change their technique so much as make them very good shots and very strong psionics as they went up in rank.

I mean more that it's good to have a reason to find and weed out one specific enemy unit whose death causes the rest of the alien force to lose some cohesion. Makes you approach these battles with an objective in mind beyond "shoot gas pump, flatten entire city block". Not that doing so isn't always rad as hell.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #88 on: January 20, 2012, 08:59:35 AM »

As soon as an alien sets foot in a city, we must destroy it.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #89 on: January 20, 2012, 07:50:07 PM »

I mean more that it's good to have a reason to find and weed out one specific enemy unit whose death causes the rest of the alien force to lose some cohesion.

I really want to believe that the game actually did that, even though it gave you zero indication that this was what happened.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #90 on: January 21, 2012, 10:18:33 AM »

They would panic more, if you took out their CO, I remember that. But aside from that, they worked pretty independently.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #91 on: January 27, 2012, 05:22:25 PM »

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #92 on: March 06, 2012, 08:24:02 AM »

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #93 on: September 06, 2012, 04:46:08 PM »

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #94 on: September 18, 2012, 03:25:49 PM »

I can't wait for this game guys. I am playing the original again and I am so hyped.

UFOPORNO!
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #95 on: September 23, 2012, 08:01:14 AM »

On top of Steam's weird pseudo-kickstarter preorder, Greenmangaming has a promo right now where if you get this free game you get 8 bucks off of the Xcom preorder, making it 37 bucks. The free game is only going to be free until tonight, and if I read correctly, the trade in deal lasts until October 1st.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #96 on: October 01, 2012, 11:41:23 AM »

XCOM Multiplayer Dev BATTLE!

The guys playing are kind of annoying, but hey the multiplayer looks cool.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #97 on: October 09, 2012, 07:11:44 AM »

For the love of god don't select the tutorial. An hour in and it is still holding my hand all over the fucking base. Sometimes it just doesn't let you save.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #98 on: October 09, 2012, 11:37:57 AM »

Missions don't randomize each time to load in. If you enter a mission, save, discover where the aliens are sitting, then re-load and adjust accordingly, you can basically never lose a guy/missing besides dogshit RNG.

My biggest complaint is working on the different Z-axis levels. There's certain ones where it seems bugged and refuses to stick to the one with your troops - or it refuses to remove the upper levels for you to work on the ones below it.

That said, I've had my insane frustrations already and had to change my playstyle accordingly.
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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #99 on: October 09, 2012, 11:47:11 AM »

Yeah, the aliens don't even move before you see them. Also during rescue missions the aliens spawn from the same spot each time.

Edit: They might have just moved in on me on my last mission. Still kind of hard to tell.
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