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UFO: After Blank: Difference between revisions

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* [[Charles Atlas Superpower]]: Without the HWPs and high casualty rates of ''X-COM'', this tends to happen to every soldier you command as long as their Speed and Capacity ratings aren't already more than two levels behind the squad maximum.
* [[Cool but Inefficient]]: The ZVI OP Falcon sniper rifle, a clunky-looking gun with shotgun power at rifle ranges, a two-bullet magazine, and enough time between shots and/or reloads for a Reticulan to fuck up your vantage point with an incendiary rocket.
** Laser weaponry in ''Aftermath'' ''sounds'' good; [[Frickin' Laser Beams]] with a very high rate of fire. But its low single-shot damage output tends to let the enemy return fire before they're killed so you'll generally reach for the plasma and gatlings instead.
** ''Afterlight'' tends to avert this: instead of using old-model bullet weapons, you only have a pistol, rifle, sniper, and shotgun model for projectile weapons. After the incredible amount of choices available in ''Aftershock'', this seems like a step back, until you realize that those four models are really all you need (barring laser/plasma/explosive weaponry, of course).
* [[Copy Protection]]: Physical copies of ''Aftershock'' are protected by StarForce, known for its malware-esque modus operandi. Thankfully, every legitimate digital version (and obviously, most of the illegitimate ones) has shaken this off.
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** In the early game in ''Afterlight'', lasers fall by the wayside to rifles. In the late game, laser cannon can rule the world; Martians and Beastmen Matriarchs are very weak to them, and very resistant to projectiles.
** M82a Barrett .50 calibre sniper rifles, and the katanna when fighting Wargots, are close enough in Aftershock.
* [[In -Universe Game Clock]]: ''[[X-COM]]'''s infamous Geoscape returns, albeit with less versatile settings (10 minutes or 1 or 6 hours per second in ''Aftermath'').
* [[Katanas Are Just Better]]: For absolutely no logical reason whatsoever, it's a melee weapon in Aftershock. The insane cultists like to charge at you with them, often not wearing any armour. In this case, katanas do not stop bullets. Not even ''slightly''. Pipes and combat knives are available for more [[Combat Pragmatist|practical-minded troopers]].
** In the right hands, Katanas ''are'' just better. A level 3 Ranger with Superhuman agility will move insanely fast to close to combat distance, and with sufficient strength (generally Very Good or better), they can kill almost anything in seconds.
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