Talk:XCOM: Enemy Within DLC (EU2012)

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Archive: Talk:XCOM: Enemy Within DLC (EU2012)

That Unknown Symbol

The Symbol sort of resembles the symbol for the Aliens Organization from Apocalypse. My Dad (I live in an X-COM family) suspects the Cult of Sirius to be the "Enemy Within"

Personally I believe the Symbol resembling the symbol for the Alien Organization from Apocalypse to be correct. And considering the truly amazing theories on the Outsiders being extra-dimensional, it is probably whoever is in charge of the Outsiders. However, considering the expansion is called "Enemy Within" the fact that whoever is behind that symbol (Same with the Aliens from Apocalypse)

IMO both symbols aren't really related: Apoc sirius icon.png but that doesn't invalidate the theory that it is a return of the Cult of Sirius. The main difference I see right now is that its shape is hexagonal while XCOM insignias are pentagonal. Inside the shield it has what appears to be Earth's curvature with an eye standing over it. This imagery actually reminds me more of the Inquisitors, the extremist group that fought the Cult and refused any alien influence over Earth. XCOM could be a prime target for them because of its research on alien tech, which would make it as guilty as the aliens. Or we could be looking at some sort of 'black Council', made of the nations that left the project under alien pressure. Or it could just be the insignia for the Meld. Hobbes 21:26, 21 August 2013 (EDT)


Rampant Speculation Time

Allright, lesse;

  • New Class: Mechwarrior. Cyberconversion ("ALL INCOMPATIBLES WILL BE DELETED") on both sides ("ALL X-COM TROOPERS WILL BE EX-TERR-MIN-ATED!"), reinclusion of the flamethrower and active terrain targeting mentioned in the Unused Features pages (and from there, we can extrapolates what else is recycled and what else is brand new). And I laughed at "punch aliens in the face". I sincerely hope they get a Will Smith sound-alike for that sound bite. Overall, I bet it's to make extended use of your starting team, since most players probably dump their starter team when they buy Iron Will and start training for a Psi Squadron. Also, with aliens also having Mechs, HEAT Heavies are going to be very important, I bet. "They will be expensive": yeah, late game, I did end up with quite a bit of money and unspent resources. And considering that this'll basically be how the Mutons became Floaters, and what Shen said about them...
    • Heavies and SHIVs are big questions regarding their utility, due to the Mech's ability to carry heavy weaponry, provide cover for soldiers and destroy terrain. Why bring any of these units if you have a Mech? At the same time, the Big Punch also sounds better than an Assault dashing and risking getting killed afterwards. Another thing is cover: do they use Cover? Or are they like the Cyberdiscs and Sectopods, who can't be flanked and thus not require cover? Hobbes 16:49, 21 August 2013 (EDT)
      • "Mechs will be expensive." Hazarding to guess that converting a Colonel will get more bang for our buck, to give it higher "starting" stats. Also, seems like it'll be dual-wielding, as was hinted in the Unused Features, or unique weapons; not nececcarily Heavy Weapons. Hard to tell from the screenshot, but one of thsoe Sectoid Mechs seems to have (two) regular Plasma Rifles (modified to it's hardpoints), as opposed to two pistols or two Heavy Plasmas. Now, a Mech Elite.... --Xuncu 18:28, 21 August 2013 (EDT)
  • New faction: red eyeball logo. My guess? "We who failed to ascend, as they thought we would."
    • But they already announced that there's no changes to the final mission other than the new species being also present. Unless we will be facing the Ascended in combat before (i.e., they replace Ethereals as the pilots after you first face them).
    • Other possibilities: a) It's the Meld symbol, which would make sense with what the Councilman speaks in the trailer. b) An entirely different new faction, human or alien, allied or not with the invaders.Hobbes 16:49, 21 August 2013 (EDT)
      • I've seen the ending to The Bureau and since both games storylines are connected it is highly doubtful that the 'Ascended' will appear on EW based on what was revealed about them on the Bureau. Hobbes 06:45, 26 August 2013 (EDT)
  • Gene splice: probably will also be applied on aliens. Easy bet that Elite Mutons will have that Neural Feedback mod, to nerf the strategy of MCing them to kill them while distracting the Ethereal they're guarding. Double heart- do I need to make another Doctor Who reference?
    • The Meld seems to be the means through which the aliens augmented the Floaters from the Mutons, and performed genetic modifications. Your guess seems valid, given that there must be some sort of balancing involved.Hobbes 16:49, 21 August 2013 (EDT)

Changes to previous game mechanics:

  • Aim Angle: makes sense. One square to the side, and suddenly flanking, from what was before a shitty shot. I was wondering why some weapon descriptions had empty table spaces for angle and whatnot, though I'm guessing that's from copy-pasting from other weapon descriptions.
  • New Second Wave options: Sectopods can shoot on sight?? Ouch! Though that "random abilities" sounds intriguing. A Rapid Firing, Bullet Swarming, Squad Sighting, Opportunistic Sentinel HEAT Sniper? Oh, hell yes. Wonder if Heavy's "Shredder Rocket" will just become "shredder ammo"-- amusing as the thought of a Sniper Rocket Launcher sounds.
    • Wouldn't you run out of Ammo extremely quickly--Ditto51 17:04, 21 August 2013 (EDT)
      • Problably. Happened to me anyways on small maps, even with Ammo Conservation. Street Hurricane/Terror often left me hoping for a clear turn to reload my Squadsight Snipers. --Xuncu 18:38, 21 August 2013 (EDT)
        • With the perks being randomized the odds of getting a specific optimal perk tree will be very low - this setting is meant to increase the difficulty level, not create optimal ability trees. I also doubt that all perks will be randomized - Rockets are the best example since it would make no sense to have Rocketeer available if the soldier doesn't carry the Fire Rocket perk. Codewise, some perks are also locked into certain classes with the current game, according to modders. Hobbes 06:45, 26 August 2013 (EDT)
  • Sniper got nerfed: well, Snap Shot was made less useless, but Squad Sight did. My guess to mechanics: anything in normal range of the sniper's vision still has crit chance, but anything outside, and thus, needs Squadsight to hit, doesn't crit (wonder if that'll affect Opportunities). Ah, well. My sniper's kills were usually double of all my other soldiers.
    • Crits can happen if the Sniper sees the alien, so that's a plus for Snap Shot since it allows the Sniper to move, fire and crit w/o Headshot. Squadsight with Double Tap isn't the biggest weapon combo anymore due to the changes, which is a nice rebalancing since I can't recall the number of times they saved me or completely destroyed the aliens. Hobbes 06:45, 26 August 2013 (EDT)
  • More Pockets: YES.
  • Ghosting now only +30, instead of guaranteed Crit: yeah, I admit abusing that a lot against hardened enemies.

Anyone else got ideas? --Xuncu 16:19, 21 August 2013 (EDT)

  • Shred Sectopods and then take a Headshot with a Sniper who also has Heat Ammo. They would be unbeatable.
  • Would Bullet Swarm and Double Tap cancel each out or will you get three shots.
    • Double Tap or Rapid Fire? I'm hoping it'll be 4: two targets, two shots each. Or just rape a Sectopod. --Xuncu 18:38, 21 August 2013 (EDT)
      • As cool as that would be, Rapid Fire has a cool down time, so you would probably only be able to use it once before, and this three shots.--Ditto51 18:42, 21 August 2013 (EDT)
  • And will the primary abilities be randomized more than they are now? So that you can have a sniper who gets the sniper rank up bonuses, but has the Run and Gun ability. Although if he ends up with a Smoke Grenade upgrade he will become very very useless.
    • Hopefully it comes with a way to not be stuck with certain weapons, ie. your sniper or heavy can have an assault Rifle--Ditto51 16:52, 21 August 2013 (EDT)
  • On that middle picture in New Maps, I'm seeing a LOT of water, and a valve, problably a dam. I think that's Deluge. --Xuncu 18:28, 21 August 2013 (EDT)
  • One of the linked interviews implied that overusing the Meld may lead to... unforseen reprocussions. --Xuncu 02:47, 26 August 2013 (EDT)
  • One of the videos demoing the Mechtrooper and Mechtoid showed a unique animation for the Mechtrooper, doing a killing punch on a Berserker, with them interacting in a way that I don't see being a generic action-cam killshot. Peraps there will be mroe unique kill animations? (think: Battlechess http://www.youtube.com/watch?v=iSnAiXKU7h8 )--Xuncu 04:47, 15 September 2013 (EDT)
  • Three Words = Thin Man Mech
    • No seriously, Council Missions get too easy mid to late game.
  • Want someone who doesn't have EW to test if the An Army Of Four achivement can be done in the regular game, or only in EW. Unsure if which one would actually be easier to do it in, considering Mechs, Training Roulette, and Gen Mods, vs difficulty raise & new aliens and EXALT (and since the Base Defense is inveitable, and EXALT covet missions are reccomended, and the wording specifies "No Squad Upgrades purchased", that the extra soldier(s) on those missions don't violate it). --Xuncu 15:38, 14 November 2013 (EST)

Training Roulette?

We know that Shredder Rocket won't be aviliable to other classes, but what about Disabling Shot and Rapid Fire (It would look weird coming from a sniper)?--Ditto51 18:01, 7 September 2013 (EDT)

From what modders at nexusmod have found about the game code concerning the abilities, some can only be used by certain classes (example: Bullet Swarm) and some by certain weapons (example: Disabling Shot/Sniper Rifle). Gupta (the lead designer) stated that abilities related with weapons won't be available with Training Roulette so unless they changed a lot of the abilities code, this means that a Sniper will be able to use Bullet Swarm but a Heavy won't be able to use Disabling Shot. Rapid Fire currently works with all classes, regardless of the weapon. You can see a list of the restrictions here: [1] Hobbes 18:41, 7 September 2013 (EDT)

I'm guessing that Snap Shot can only be used by snipers because all other weapons can be used after you move anyway, but for the places where abilities like shredder Rocket and Snap Shot, will it be that they are always going to be a choice on that class or that that class has a chance of getting that along with other non-weapon specific abilities? --Ditto51 15:02, 10 September 2013 (EDT)

From what I've understood each class will have their weapon specific abilities (Snap Shot, Disabling Shot, ITZ) and the non-weapon specific abilities of the other classes (Tactical Defense, Grenadier, Field Medic, etc.)Hobbes 19:52, 10 September 2013 (EDT)

I don't think I can read the code on that page well enough to figure out (or even if I could figure it out yet): will the Roulette give abilites from any level (ie: I could get Resillience or Sentinel on a Corporal Sniper), or only give abilites from that level (ie; if I wanted to make a HEAT Ammo Squad, since Heavies have the Option at Lieutenant, I'd have to farm/savescum when my Support, Snipers, and Assaults reach Lieutenant and try then?).--Xuncu 04:39, 15 September 2013 (EDT)

It hasn't been clarified yet if the abilities will still be tied to a certain rank.Hobbes 08:02, 15 September 2013 (EDT)

This may or may not have anything to do with this second wave feature, but is there a mod that allows for human soldiers to have alien abilities like Mind Merge or the Lift?--Ditto51 17:39, 20 September 2013 (EDT)~

Yes, there's a mod that reworks the psionic perks, along with several other major changes, it's Long War or something. Check the Nexusmods forums. Hobbes 17:40, 28 September 2013 (EDT)

Rapid Reaction + Sentinel: According to a forum post a soldier can't get both of them, but forum is down now unfortunately. Moyang 18:33, 19 November 2013 (EST)

Makes sense not to get both since they're almost the same. But There's something fishy going on with Rapid Reaction. I think I've seen my RR Sniper fire 3 times with it. Here's the situation: during my turn I set my Sniper on Overwatch and then use Flush to make an EXALT move out of cover. Squad Sight Sniper fires and misses the first shot, but kills it with its second. But then, during EXALT's turn I think my Sniper fired again at another EXALT agent, making it 3 shots. I'm gonna test this again tonight.
Well, I've been bringing a squad with 4 soldiers with Sentinel and 2 with Rapid Reaction and although the RR ones have been acting as normal, having this amount of Overwatch firepower has made me to rely more with reaction fire tactics and some very unorthodox squads. This experience with Training Roulette is making me think that we'll need a specific page for it because of the combinations and different tactics it allows. Hobbes 21:24, 20 November 2013 (EST)

Updating the EU2012 section with EW content

All right ladies and gents, we need to start working on getting the content (and clearing it first of inaccurate info) of this page out to specific pages and figuring a way to differentiate EW content on already existing pages. Here's a rough list of what is required:

Existing Page Updates

New Pages

Several of these pages (weapons, equipment, aliens, etc.) already have the templates on them, it's only needed to fill those out. The templates can be found here.

Just to inform everyone that I've successfully extracted the game images of basically everything new (weapons, medals, icons, maps, etc.). It's going to take me some time to sort it out and figure what is what but pretty soon we're getting them here. :) Hobbes 23:07, 14 November 2013 (EST)

International Service Cross Medal

I had two of them, sorry I don't have a screenshot since I finished that Ironman run. Moyang 04:01, 19 November 2013 (EST)

Now with SC: http://i44.tinypic.com/2rmuwhy.jpg