In a lot of ways it's quite different from the 2012. There's no scripted plot, for on. But for me the biggest thing was, in the new X-Coms, you can get 4 or 6 troops. In OG X-com you could shove up to 14 guys on the Skyranger, enough for multiple fireteams plus overwatch and specialists. I couldn't get over the limited number of troops and way that severely limited your tactical options in the new games.
Even in to the end game i'd have a couple of guys with incendiary autocannons for area denial and to light up the night. The game had so much cool stuff going on. I used missiles a lot and that's where i learned the idea of an assistant ammo bearer. I'd always have a guy loaded up with missiles to accompany the guy with the launcher.
In a lot of ways it's quite different from the 2012. There's no scripted plot, for on. But for me the biggest thing was, in the new X-Coms, you can get 4 or 6 troops. In OG X-com you could shove up to 14 guys on the Skyranger, enough for multiple fireteams plus overwatch and specialists. I couldn't get over the limited number of troops and way that severely limited your tactical options in the new games.
Rookie swarm!
"If it's stupid but it works it ain't stupid" is how I brute forced a lot of those old tactical games as a kid.
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Even in to the end game i'd have a couple of guys with incendiary autocannons for area denial and to light up the night. The game had so much cool stuff going on. I used missiles a lot and that's where i learned the idea of an assistant ammo bearer. I'd always have a guy loaded up with missiles to accompany the guy with the launcher.