PhoneLobster wrote:I found screen shots of 4 and 5 aliens.
Oh yes you
claim to have found a handful of examples so you are now saved from the embarrassment of Google - you know a website that can't care about this little spat - showing
zero examples with more than 3 on any given screen by a completely objective search query of "Xcom UFO Defense".
Meanwhile, here's a handy chart showing the number of actual aliens on an average UFO:
http://webcache.googleusercontent.com/s ... clnk&gl=ph
At the
highest difficult level the UFO I showed will feature a grand total of...
six to nine crewmen. Assuming that none are killed in the crash.
So how exactly are you regularly fighting groups of 5+ aliens on maps much bigger than the new Xcom? At least 2 or 3 of them are in the UFO, so you're actually just talking about 4-7 aliens spread across the entire map!
For additional reference, the capacity of the start-of-game SkyRanger is 14. But yeah sure all the old Xcom players with big mouths like you are badasses who endured such terrible conditions in the early game... despite having a nearly 2:1 advantage in manpower in the worst case scenario even in the
earliest missions.
Meanwhile excepting the earliest missions the new Xcom has around 6+ aliens to throw at your initial squad size of 4. At higher difficulties, it's more like 12+ aliens versus your 4. They have an
actual numbers advantage in the new Xcom instead of the other way around.
~~~
Oh, and for reference:
http://webcache.googleusercontent.com/s ... clnk&gl=ph
Here's the battleship (end-game ship) crew numbers - which maxes at 28 for the highest difficulty.
Trouble is, the thing also shows the actual map of the battleship - and a quick count will reveal it has at least
twelve different distinct rooms and corridors. That's an average of just over 2 aliens per room; assuming maxed crew count, no aliens killed in the crash, and all the aliens are inside.
But yeah sure squad vs squad combat with 5+ troops per side was totally the norm in old Xcom. Instead of squad vs aliens in 1s or 2s that everyone without rose-tinted glasses actually remembers.
In a game with comparatively long sight and attack ranges
So not only are you a poser, you're a poser so bloody ignorant that you don't even know some of the
basic mechanics of the game. Hence the tone of utter desperation in trying to pretend I never played the game.
The game does not have "comparatively long sight and attack ranges". It has
infinite attack range and a very limited sight range. This is again why you should just murder anything you spot. Spot
determines what can be shot. If the alien is dead it cannot spot.
This is again why I pointed out night spotting and the cheat sighting. You are so fucking clueless you don't even know
basic mechanics that can be found on
free guides on Gamefaqs and are obviously one of those paste-eaters who thought their X-com playthrough was a demonstration of their own strategic brilliance when in reality it was just a series of incompetent plays that would be chuckled at by actual old Xcom experts.
and aliens that would leave rooms and move around, roam further AND could shoot you if they found you on their turn, or even just make mind control attacks without direct LoS, limiting your insane to one (low resolution no zoom) screen worth is a bullshit measure. One that someone who had played the game would not make.
And how are any of these features that make for a tactical game? Again the aliens are moving on their own
without coordination. Opening doors is not a feature when they do it randomly and just drop clues that you should just level that farm house with rockets. The CPU randomly moving stuff around like a retard is not a challenge; it's an RNG that punishes people for tripping over Trap cards.
Old Xcom was in fact not squad vs squad combat. The reality is instead this:
You are just sweeping the area for random snipers.
It was novel way back in the 90s, and it was memorable when your trooper died to an unspotted alien. But it's 20-fucking-16 already.
Indeed, the aliens moving around
randomly is a big reason why players kept losing patience and kept splitting up their huge squads of 12+. The challenge isn't fighting the aliens. The challenge is
finding the damn aliens so you can quickly kill them and finally end the mission. This is why the new Xcom cut down on so much of the
bullshit micromanagement of the old game that talentless hacks like you kept mistaking for strategic brilliance.
Hunting down a couple of spread-out snipers with a 2x manpower advantage
in your favor is not tactical brilliance. It's busywork when you finally get past the fucking 90s and realize that it gets really boring to check out every copy-pasted barn after a while. And it gets intolerably boring when you reach the end game and are forced to do a dozen such missions every in-game month while waiting for the Avenger to finish.