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> What do you think of UFO:ET so far?
Liandriel
post 5th May 2007, 11:33am
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Ive been a long time lurker here and check up on a few threads just about every day but did want to see how people felt about this game.

I remeber when I FIRST loaded up X-Com, and from the first mission I have been hooked. Ive played nearly every similar game on the market and none have captured that feel for me (though I think Apocalypse or Afterlight were the closest).

UFO:ET is extremely close to the original X-COM in set up and feel with a few interface changes and rules changes as well. Although the graphics are not cutting-edge, they are an improvement over X-COM.

I know a lot of people are complaining that it is another X-COM, and I feel I am too far into the game to argue against that. At first glance, it is very similar to X-COM or all of these types of games in the genre and I am hoping that it is something that matures into its own.

So far I am very happy with the game and look forward to delving into its story line even further.
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Knan
post 5th May 2007, 11:43am
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"Complaining" that it is another x-com? That's what we on this board have wanted for years and years, dammit! laugh.gif

Won't have it for some time yet. Sigh.
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Hurlshot
post 5th May 2007, 1:00pm
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Hmm...I'm enjoying it so far, but there are a few Xcom type things I miss.

1. The kill counter. How many kills do my soldiers have? I have an experience bar, but I loved knowing confirmed kills. Also, the experience tracker seems a bit odd. Guys used to go up in rank just for being in a firefight, at least from rookie to private. Now I need at least two kills to lose the rookie title. Seems a bit odd, I'd say you are no longer a rookie after you cap your first alien.

2. I've only fought in a few tactical missions, but so far I haven't seen multi-level houses, and no aliens hiding in dark corners of them. Also, are there terror missions?
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Slaughter
post 5th May 2007, 2:01pm
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Right, after figuring out how to change the resolution I feel better. I've only plated two missions so far, so can't say much yet.

1: In the equipment screen I haven't found any way to see weapon stats. That is probably just me not knowing the interface yet however.
2: In tactical missions I tried saving action points for reaction/interrupt fire, but didn't get any. I hope that is just due to the soldiers lack of experience.
3: I haven't found the shortcut key for attack yet, so I have to click the weapon every time.
4: It's sort of difficult to see what square you're aiming at (that you're actually shooting at the alien).
5: Interface and graphics is nothing spectacular, but they are minor niggles and with the size of their team I can forgive it easily.

Anyway, most of these "problems" are most likely due to me not knowing my way around yet. Will get back with proper impressions later.

@Hurlshot: You think 2 kills is MUCH to advance from rookie? Regardless of how X-COM did it, I think 2 kills is the absolute minimum. Regardless of what you're job is, you're a rookie until you've done it quite a few times in my book smile.gif


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flark
post 5th May 2007, 2:22pm
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Fear not Slaughter, the interrupt/reaction fire does work exactly like XCOM if you reserve enough action points and have good enough reactions.

I agree that it is occasionally quite difficult to be sure if you are actually aiming directly at the aliens or not.

I haven't noticed any weapon stats either, only the written information in the Ufopedia. To be honest that doesn't bother me at all. I hate being overwhelmed with trying to compare too many weapons statistics. In fighting unknown aliens I think weapon trial and error is all part of the fun.


Hurlshot, believe me there are muti-levelled houses with more than enough aliens lurking in dark corners.

I've played about six or seven missions now, all of which have been 'crash sites' and 'ground assaults'. I'm totally hooked, but I really hope there are more mission types to come such as 'terror sites', 'alien bases' 'base defence' etc.
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Liandriel
post 5th May 2007, 10:53pm
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QUOTE(Hurlshot @ 5th May 2007, 9:00am) *
Hmm...I'm enjoying it so far, but there are a few Xcom type things I miss.

1. The kill counter. How many kills do my soldiers have? I have an experience bar, but I loved knowing confirmed kills. Also, the experience tracker seems a bit odd. Guys used to go up in rank just for being in a firefight, at least from rookie to private. Now I need at least two kills to lose the rookie title. Seems a bit odd, I'd say you are no longer a rookie after you cap your first alien.

2. I've only fought in a few tactical missions, but so far I haven't seen multi-level houses, and no aliens hiding in dark corners of them. Also, are there terror missions?


1-I do miss the kill counter, just kind of nice to reflect back on. I love the experience part, its nice to be able to choose where to specialize. Im trying to figure out how other skills go up as I level though (the ones I do not put points in). That way I can find out if its worth it to max out AP or accuracy in the beginning, or will just shooting a lot do it. Any suggestions from anyone.

2-- Ive had multi-level buildings but not houses. Also have had nasties hiding in them, but they do not seem to use them a whole lot. Havent seen any terror missions, but have fought some nasties that look like they should be in some.

QUOTE(flark @ 5th May 2007, 10:22am) *
I've played about six or seven missions now, all of which have been 'crash sites' and 'ground assaults'. I'm totally hooked, but I really hope there are more mission types to come such as 'terror sites', 'alien bases' 'base defence' etc.


Actually, according to the manual you can assault bases and defend them. Each territory can only have one base (human or alien), so if you find their base you can fight over it. Also you have 10 days to retake your base should it fall or the aliens will have gutted it.

However, I havent had any experience with it yet.

ALSO = anyone able to build things like living quarters, labs, or workshops in your bases? My new base is just a hangar and radar station with some missile defenses. Granted I dont need a ton of bases, but I like to keep a backup base somewhere usually.
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Azrael Strife
post 5th May 2007, 10:59pm
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No terror missions sad.gif that's a big bummer, that was, IMO, an essential part of X-Com's atmosphere.


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baby arm
post 5th May 2007, 11:22pm
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Someone at Quarter To 3 said he came across a terror mission.


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Azrael Strife
post 5th May 2007, 11:49pm
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Excellent, then there's still hope! *goes back to playing*


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Liandriel
post 6th May 2007, 12:14am
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One thing I am really missing right now is ammo - I hate it that I use one round out of a magazine and the whole thing is wasted - especially when Im running low on the ammo in the first place smile.gif. At least, for the most part, it has not been too much of an issue.
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flark
post 6th May 2007, 8:53am
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QUOTE(Liandriel @ 5th May 2007, 11:53pm) *
ALSO = anyone able to build things like living quarters, labs, or workshops in your bases? My new base is just a hangar and radar station with some missile defenses. Granted I dont need a ton of bases, but I like to keep a backup base somewhere usually.

Yeah I have the same problem. How am I supposed to defend my base if I am not allowed to put soldiers in it?

Playing XCOM in the past I never used to bother with Missile Defence type buildings, I used to just make sure I had enough soldiers to defend should the aliens come knocking at my door.

If someone figures out how to build more buildings in the new bases please let me know.
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Slaughter
post 6th May 2007, 12:58pm
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Are the issues posted in #13 in this thread true? If there is no keyboard shortcut for attack... (amongst the many concerns posted there)


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flark
post 6th May 2007, 2:36pm
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QUOTE(Slaughter @ 6th May 2007, 1:58pm) *
Are the issues posted in #13 in this thread true? If there is no keyboard shortcut for attack... (amongst the many concerns posted there)

Everything he says is true, but I really don't agree with many of his whinging, nit-picking issues.



"first of all, the combat on the globe is prety poorly done, because it's not in a separate window but it happens in real time now. since you can't investigate ufo's, if they fall into the ocean, it means you'll gothrough a lot of pain to shoot them down on the land"

We already knew globe comabt was going to be in real-time, CC told us about this from the start. I see absolutely no problem with this. Would he be happier if UFO's floated on the sea? Often I am happy to down a UFO over sea as to limit the amount of Crash Site missions I have to complete.




"soldier managment is not that great either, now you can't hire new soldiers, but you receive one ever now and then; if you lose soldiers in combat, they don't actually die (??), but are instead moved into hospital for a freaking long time, which is relaly disturbing"

Yes I agree it would have been better if soldiers died just like in XCOM. This issue has already been covered enough times I don't need to relay how it works again.



"in tactical part, the combat animations are pretty slow and crappy as well (the shooting animation is the same for standing and crouching mode for god's sake! it just look stupid when the bullet flies out of thin air; grenades have no throwing animations either) "

Yes, when crouching the bullet seems to fire from the height in which it would have if you had been standing up and there is no grenade throwing animation - exactly like the original XCOM. Does this take any fun away from the game? Not for me it doesnt.



"i don't know why, but the camera always centers on the action (even if that "action" is a bullet being shot, or a moving character), which can be really annoying and disorienting"

I really like the fact the camera automatically centres in on the action. I like the fact it scrolls to follow the flight of my bullets. How can this possibly be annoying or disorientating? Would he prefer the bullets to fly off screen and leave him guessing if he hit his intended target or not?



"posibly the worst part is the interface, i'd really like to see more logical arrangment of buttons in menus"

I have absolutely no issues with the arrangement of buttons. They are all completely fine in my opinion.



"also in a game like this i definitely want to have hotkey interface, but in this game theres none; don't ask me why, but the need for it is so blatantly obvious that i'd gladly punch the designers in their head for not including this it's very annoying when you have to click 3 times just to shoot once; could use hotkeys for crouching, switching members, etc"

I never ever use hotkeys unless there is no other option. I don't recall there being hotkeys in the original XCOM, and if there was I never used them. 3 clicks to fire a shot is exactly like XCOM and perfectly reasonable. ONCE on the weapon you want to fire. ONCE where you want to fire. ONCE for type of shot (aim,snap auto etc). I really can't think of a quicker/easier way of doing it?



"the context menus are missing, for everything you need to look into ufopedia"

That's what the UFOpedia is for. If the information was listed somewhere else there would be little point in having the UFOpedia - which I might add is what all good XCOM fans are familiar with and love.



"the MAP is missing in the tactical part (???)"

True the map is missing, although playing an almost overhead birds-eye-view style of game does anyone ever really need to use the map anyway? I know I never bothered using it in the original XCOM and I certainly don't miss it now.



"the option to conserve AP for crouching or interrupt attack is missing"


Again true, but this was yet another option which I never ever bothered to use with the original XCOM and am not missing now.
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Liandriel
post 6th May 2007, 3:38pm
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MOST of the issues from the above poster are not really issues, more like annoyances at worst in my opinion. I played X-COM I dunno how many times and this experience is VERY similar in all the right ways.

I did notice that someone earlier mentioned it was confusing to know what you were shooting at. Granted X-COM used BIG targetting symbols that changed color and UFO-ET does not. Instead, if you target over a baddie, the center target part turns GOLD. Hope this helps someone down some aliens.
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Slaughter
post 6th May 2007, 4:50pm
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I really like the fact the camera automatically centres in on the action. I like the fact it scrolls to follow the flight of my bullets. How can this possibly be annoying or disorientating? Would he prefer the bullets to fly off screen and leave him guessing if he hit his intended target or not?
I put the camera where i want it when I fire. There should at the very least have been an option to choose.

QUOTE
I never ever use hotkeys unless there is no other option. I don't recall there being hotkeys in the original XCOM, and if there was I never used them. 3 clicks to fire a shot is exactly like XCOM and perfectly reasonable. ONCE on the weapon you want to fire. ONCE where you want to fire. ONCE for type of shot (aim,snap auto etc). I really can't think of a quicker/easier way of doing it?

Well, making a X-COM clone is superb, but it wouldn't ruin the game to improve and smarten up the interface. Shortcut keys for the attack modes would be a great addition, and it should be possible to change the shortcut keys.

QUOTE
That's what the UFOpedia is for. If the information was listed somewhere else there would be little point in having the UFOpedia - which I might add is what all good XCOM fans are familiar with and love.

Would be much smoother if context menus showed up with the weapon stats. If I read the UFOPedia, it's to read the details or story elements. Having to open it just to find out what stats a weapon has is anything but evolution.

QUOTE
True the map is missing, although playing an almost overhead birds-eye-view style of game does anyone ever really need to use the map anyway? I know I never bothered using it in the original XCOM and I certainly don't miss it now.

Seeing how your soldiers is stationed and so on is rather practical in my opinion. Would have been a nice addition.

None of these things are game breakers, but if you gather enough little "problems" like that it may break the game after all. I take your word it's fun, but some of these things should be included in a patch at the very least.


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baby arm
post 6th May 2007, 6:09pm
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QUOTE
Well, making a X-COM clone is superb, but it wouldn't ruin the game to improve and smarten up the interface. Shortcut keys for the attack modes would be a great addition, and it should be possible to change the shortcut keys.

Someone is working on a hotkey mod as we speak.


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Slaughter
post 6th May 2007, 6:31pm
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Excellent, thanks for the heads up!


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Praetoris
post 6th May 2007, 9:11pm
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My quick and dirty opinion on the game so far:

Being a X-Com veteran and enthusiast (as most of on this forum) I was delighted to hear about a new version coming out. However, as much as I'd like to, I'm finding it increasingly hard to actually like this game and to find any sort of appreciation for what the creators have done in the end. I'm not going to scream "rip-off" and rant about the horrendous visuals, there are plenty of threads and forums filled with that already anyway, but seriously - what's special and new about this game in the end? I'd say not much, borderline to nothing.
The more I play it the more I just feel like firing up the original UFO', simply because it's done -right- and without that subtle kind of wannabe-feel to it.
For comparison; I find Altar's "spiritual successor", the After-series, much more enjoyable and I can appreciate and like for what it is - something more unique. ET just feels broken and fails to entertain me in the long run.

I'll see if my opinion changes any after I've played some more though but, sadly, I doubt that it will..
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Knan
post 6th May 2007, 9:24pm
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Bah. Ran out of steam on the After* games after 2/3 of the first one. Those are more of real-time tactics games. Afterlight seems to have save/reload as a must, since you have a very limited pool of soldiers... which ruins the fun and tension a bit.

I prefer classic turn-based, destroyable terrain, mystery and terror. This seems to deliver what I want. *hoping for a boxed version in stores, soon*
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Space Voyager
post 7th May 2007, 7:32am
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