I don't get this. You lose all sense of a tactical game when you command a platoon of that size against a smaller batch of opponents. You're spamming the battlefield. That's not tactical. Unless you drastically raise hte amount of opponents you're going up against, there's no challenge.Frankster said:- Only 4-6 soldiers max still? Bloody friggin hell, at least it makes kinda sense given the guerilla theme but is still annoying. Will want mod to change this ASAP. I understand people's heads will explode if they command more then a dozen troops but c'mon, at least 8 so I can make 4 pairs sweeping the map separately or 2 combat squads please.
And I don't get this. Are you saying original xcom, xenonauts and the various xcom like games that have you commanding up to 24 men in some cases are less tactical because there's more units to command?Makabriel said:You lose all sense of a tactical game when you command a platoon of that size against a smaller batch of opponents.
On the topic on less vs more solders... It's not that the games are "Less" or "More" tactical, the issue is that we're playing by completely different rules. Having 24 solders with these kinds of maps and cover based mechanics would be insane. The losses would be psychopathic. However, on the flip-side, playing with 6 solders with the TU based rules would also be positively foolish. It'd be impossible to get anything done. Doing LW with a change of rules to allow for 10 solders on most missions, I'm already just deciding to leave 2-3 solders behind and letting the rest of the group clean the place out. Early game, it's just not necessary to have a 9v9. It's quick, easy, and dull with these mechanics and rules.Frankster said:And I don't get this. Are you saying original xcom, xenonauts and the various xcom like games that have you commanding up to 24 men in some cases are less tactical because there's more units to command?Makabriel said:You lose all sense of a tactical game when you command a platoon of that size against a smaller batch of opponents.
Yea, from the (very) few things I've seen the game looks much slower, which I don't mind since it puts more emphasis on growing a few troops, instead of having a college's worth of soldiers.Lucane said:well it looks like a way to opt out by benching them a few days to manually select what they'll be.freaper said:So no more RNG for your troops' class? Cool stuff.
I'd love to see TftD done in the style of EW, and half expected the game to be a remake of that. And not nearly as annoying and difficult.redrefugee said:Loved the original, loved the remake, loved the expansion for the remake and very much looking forward to the sequel to the remake.
Although Terror from the Deep was the most infuriating game ever made. I DIDN'T BRING ANY GUNS THAT WORK UNDERWATER!!!
GDI's HQ wasn't airborne. It was a space station. Getting back on topic, this game looks awesome. I can't wait to get my forces crubstomped by the starting Sectoid because I severely underestimated his psi abilities.Dragonlayer said:This incredibly awesome trailer seems handmade to my preferences:
- Extensive customization for soldiers, from uniform and weapon design all the way to tattoos and body language, for that extra attachment to your doomed cannon fodder.
- Emphasis on asymmetrical warfare against a superior enemy and the need to prioritize working with different terror resistance cells across the globe.
- Giant, highly modifiable mobile HQ that reminds me of rebuilding the Brotherhood of Nod in Tiberium Sun.*
No sexy Vipers unfortunately, but still: I want this game!
*Ironically, since it was GDI's HQ that was airborne.
GDI's supreme HQ, the Philadelphia, was indeed a space station but I was referring to the Kodiak.The Jovian said:GDI's HQ wasn't airborne. It was a space station. Getting back on topic, this game looks awesome. I can't wait to get my forces crubstomped by the starting Sectoid because I severely underestimated his psi abilities.Dragonlayer said:This incredibly awesome trailer seems handmade to my preferences:
- Extensive customization for soldiers, from uniform and weapon design all the way to tattoos and body language, for that extra attachment to your doomed cannon fodder.
- Emphasis on asymmetrical warfare against a superior enemy and the need to prioritize working with different terror resistance cells across the globe.
- Giant, highly modifiable mobile HQ that reminds me of rebuilding the Brotherhood of Nod in Tiberium Sun.*
No sexy Vipers unfortunately, but still: I want this game!
*Ironically, since it was GDI's HQ that was airborne.
Frankster said:Yep, any potential resource allocation issues go out the window when you can bring more than two of everything you would ever possibly need. I haven't played xenonauts but in XCOM I always started off with one or two guys with rocket launchers; everyone else with rifles in hand, stun prod in their packets and a high explosive on their belt. For night missions everyone also got a flare which was either on belt or in hand at the start of combat. By the end of the game replace rifle with heavy plasma and add a psi-enchancer to their other hand for an easy win on most any mission while the rocket carriers get replaced by blaster launcher or plasma tanks (who also serve the purpose of cannon fodder for initial ramp shots).Makabriel said:And I don't get this. Are you saying original xcom, xenonauts and the various xcom like games that have you commanding up to 24 men in some cases are less tactical because there's more units to command?
Since the new XCOM forced soldier lineup changes due to levels and wounds along with giving a number of distinct classes I had to change up my tactics every fight which kept things a lot fresher. Ultimately the slow crawl was still nearly always the right tactical action, but how that played out depending on if you had a squad with two supports, two snipers and two heavies compared to one support, three assaults, a heavy and a shiv.
chimeracreator said:I kindof aggree for the original Xcom. Most of the time i would only use half of the soldiers i brought and keep the rest as backup in the ship. But xenonauts, for example, does it very well. The amount of troops you can take with you increases pretty slowly and not by a huge amount. Additionally the enemies tend to be more aggressive than in EU, so to speak. From the beginning on your soldiers start a lot weaker than the aliens and need the larger numbers to overwhelm the enemy. In the later stages they are somewhat on par with the aliens, but the aliens also grow a lot more numerous and aggressive. What personally makes the battles a lot more exciting than the EU battles is that they don't have the stupid aliens triggering system. The aliens are active the whole time and come at you in full force, exspecially in terror missions.Frankster said:Yep, any potential resource allocation issues go out the window when you can bring more than two of everything you would ever possibly need. I haven't played xenonauts but in XCOM I always started off with one or two guys with rocket launchers; everyone else with rifles in hand, stun prod in their packets and a high explosive on their belt. For night missions everyone also got a flare which was either on belt or in hand at the start of combat. By the end of the game replace rifle with heavy plasma and add a psi-enchancer to their other hand for an easy win on most any mission while the rocket carriers get replaced by blaster launcher or plasma tanks (who also serve the purpose of cannon fodder for initial ramp shots).Makabriel said:And I don't get this. Are you saying original xcom, xenonauts and the various xcom like games that have you commanding up to 24 men in some cases are less tactical because there's more units to command?
Since the new XCOM forced soldier lineup changes due to levels and wounds along with giving a number of distinct classes I had to change up my tactics every fight which kept things a lot fresher. Ultimately the slow crawl was still nearly always the right tactical action, but how that played out depending on if you had a squad with two supports, two snipers and two heavies compared to one support, three assaults, a heavy and a shiv.
I don't think that many units are required but i personally just think that a maximum of 6 is simply too low. They should go to 8 at least for example. Like Long War did.
Everything you said is spot on, but there's one point that I think people need to really grasp.BloatedGuppy said:As someone who played both the base game and the Long War quite extensively, there is nothing inherently wrong with smaller squad sizes. It's a deliberate choice meant to prod the player into tough decisions in terms of squad composition, and to keep the pacing of the game snappy. Mods will always be there to tinker with this. The most important thing for them to do is to work on balancing the classes, and abilities within the classes, so that the decisions the player has to make are engaging. If one class or one ability is veritably a default choice (as was often the case in the first game and its expansion) then you're losing a critical layer of strategic depth. That's the point at which small squad sizes become limiting, and Long War's sprawl of poorly differentiated "classes" and larger rosters becomes compelling...you simply overwhelm the problem with inelegant, small scale solutions.