CruiserCaptain's forum posts

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#1 CruiserCaptain
Member since 2007 • 546 Posts
If you really hate them, then there may be no Turn-Based games for you. Which I understand, many lack the visual stimulation to really hold me for hours, despite some great strategy in a lot of them. (I like a little visual stimulation in my games) However I think XCOM: EU is one fo the bests, if not THE best for consoles. There should be a demo available, yet it is woefully weak when compared to the actual pressure of the real and much longer game. The aspect of recruiting troops and seeing them develope, forming a few good interchangable groups, as well as refining your tactics can be very rewarding in this game. When you do lose a troop that has leveled well and pulled some missions through to objective you can find yourself truely heartbroken. Try the demo, do some more video gameplay watching, be a good consumer and just do some gamer research before you buy. It always helps, and I know this post is an effort in that direction. Final words: if you are willing to give it a chance as a great turned based game it's good. But know your game before you buy.
Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#2 CruiserCaptain
Member since 2007 • 546 Posts

I got these missions, specific for PS3 I think, but how do I enter/start them? Do I have to wait for a certain point in the story to get into these missions? Any details, avoiding major spoilers, would help. Thanks fellow gamers.

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#3 CruiserCaptain
Member since 2007 • 546 Posts

After being introduced to The Commanders they tend to show up on almost all the "Downed UFO missions", until you get introduced to something else, more "in charge".

Capture can be easy if you tack 2-3 assult with run'n'gun and Arc Throwers, if the targets are ungaurded it's easy to counter a Mind Control placed on one of your troops before the turn ends and they start fighting against you.

The trick is, like most tactics in this game, move slow, make sure when you get in to control room area, you have every one set before you open the door and get a view on the commanders. Usually two, sometimes three, but their weapons are weak if you are using Titan Armor.

When you to see them, be prepared to move everyone in quick and hit them first turn, provided you're using Plasma Weapons.

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#4 CruiserCaptain
Member since 2007 • 546 Posts

I've got about 10 Col.'s But it is because once they get to Maj. or Col. I pull them out of circulation to make sure I have more than enough high ranks for much later in the game when it get really tough. I am trying to bring many more up to Maj, and Col. so I can send them in for psi-Ops testing. So far I have had one Assult trooper with Psi-Ops abilities, with mind control he is a deadly force.

I did learn the hard way though not to invest in just one group of people.You have one bad mission and lose most of them, then you are left with a bunch of no-rank troops to try and carry on. It's best to save your best for big missions, or low level missions (ie Small Scouts or Escort Missions) in which you have a few rookies, a couple mid levels and your one best troop leading the way.

And save your troops for reaching highest rank, then send them in for Psi-Ops testing. They are more likely to have abilities based on thier rank and will, I think. ( I believe this is more likely with the special officers training which increases all units will based on rank)

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#5 CruiserCaptain
Member since 2007 • 546 Posts

As the Larger earlier post points out near the end, Satellite coverage is key early on in the game. For income later, but also in your case, to reduce Fear in the Nations there by reducing the chance of Terror Missions early on when your ranks are low. A satillite over a country reduces fear level -2 by default. It's not easy to get those fist few going, long build times. But once you get them ASAP it should dramatically reduce those really tough missions early on, allowing you to knock down small craft and make smaller easier assults, instead of the super tough Terror Missions.

Also if you are on a Terror Mission, try to take down the little spider-zombie-maker creatures as soon as you can. The zombies rise after one round, and I after 3-5 rounds(not sure on the exact count for this one, but I think probably 3) they become new spider creatures. If you get the chance to target them as soon as the first ones show up, do so. Sometimes even if you take a bit of fire from another creature it's worth it. They will make Terror Missions the most difficult. They are: Priority Targets.

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#6 CruiserCaptain
Member since 2007 • 546 Posts
Cars blow up after one round ( a round being your turn plus the enemy's turn) You almost always get a chance to move off a buring car before it blows up, but it must be done as soon as possible. This can be used to your advantage however, if an enemy is near a burning car you can use Suppression Fire (Heavy or Support ability) to "pin" the enemy for a turn, forcing them to get shot by moving away from said car, or by being blown up with the car. Also, you can use cars as same-turn extra explosives when hit with a grenade or rocket. (Obviously best if an enemy is using a car for cover.) And it appears mid field cover comes into play too when being fired upon. If there are numerous buildings or tall structures/objects between the between your position and the enemy's, it seems to lower the chance to be hit as well (offence or defence).
Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#7 CruiserCaptain
Member since 2007 • 546 Posts

Any chance i can wander in a pack with my friends? Or is it only online stat tracking?

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#8 CruiserCaptain
Member since 2007 • 546 Posts

Better menus

Bigger world

And randomly generated enemies in the bigger world, instead of being able to know what is where once youve seen it all. Suprises are nice.

(Plus anything else that needs to be fixed.)

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#9 CruiserCaptain
Member since 2007 • 546 Posts

That's a shame. I'm glad that the dlc isn't just game-breaker gear that outclasses all things. It's just a shame it isn't atleast equal and it's always a shame both for the makers and the players when DLC is worthless. Thanks for the info.

Avatar image for CruiserCaptain
CruiserCaptain

546

Forum Posts

0

Wiki Points

1

Followers

Reviews: 2

User Lists: 0

#10 CruiserCaptain
Member since 2007 • 546 Posts

Has anyone picked this stuff up, released 6-19-12?

Is it of any value? Or is it like the special weapons dlc for the first week or two?

That gear was good if you were just starting, but in the long run it seemed weak compared to other upgraded equipment.

What do the new packs consist of?

Is this one of the issues with Capcom games that people keep alluding to? Cheap meaningless dlc that is often dissappointing? Or are the comments more in reference to issues with Capcom and server longevity?