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The Pistol should also be optional
The Pistol should also be optional
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- Oct 6, 2012 11:08 am GMTThey should changed the pistol slot into another optional slot. So if we choose, we can forsake the pistol for another piece of equipment. Since it's already a functioning slot, It probably won't hurt any console performance I'm thinking.
Also in the demo, that guy in the green sweater back at central is an idiot. Approaching an unstable armed man holding a grenade is the worst move he coulda made. There should be an option to fire his ass right off the bat. - Oct 6, 2012 3:15 pm GMTHaha yeah I know right? still what they probably thought was the soldier was just in shock they had no info on that he was mind controlled, when a soldier is in shock they aren't just going to shoot him cause he wasnt responding lol I believe that mission is before aliens were even sighted right?
- Oct 6, 2012 3:53 pm GMTWell, alien or not, I've seen enough movies to know that it's a very dangerous situation that can go very wrong very fast. I would not approach until the guy puts down his weapons. I will shoot him if I have to, better him than me. Central can go screw himself.
- Oct 6, 2012 5:13 pm GMTYeah I think you are right haha.
- Oct 6, 2012 5:21 pm GMTHmm, it was a silly move but he had three people covering the soldier who made the approach + no reason to think about mind-control given that until that point the enemy was unidentified in both appearance and capabilities.
Though, really it's just a hollywood tutorial to show you what not to do for most the part and get the action kicking. =) - Oct 6, 2012 5:24 pm GMTSelf-hijacked thread? That even possible?

Back to topic, I'm pretty sure the pistol will eventually be swapped for other equipment, such as stunners, psi orbs, or similar small offensive items. The reason you'd want a pistol available at all times would mainly be your main weapon's out of ammo, you can't safely move anywhere, and there's an alien staring straight at you. Or, in the case of snipers, you're at short range and your sniper rifle's got maybe a 10% chance of landing a hit. Would you prefer that over a 55% hit chance with less damage? That's your call to make. - Oct 6, 2012 7:07 pm GMTFirst came the dual core cpu, then came the dual topic threads.
For me, more options and customization equals more fun. Able to replace the pistol for another piece of equipment is definitely a trade off. Just might make the umpossible difficulty a little easier, but I don't think it's that overpowered. Pure speculation of course, something to do while waiting for the game to come out. - Oct 7, 2012 9:10 pm GMTHey, it's not Bradford's fault that Firaxis made a crappy tutorial.
Zorlond posted...Back to topic, I'm pretty sure the pistol will eventually be swapped for other equipment, such as stunners, psi orbs, or similar small offensive items.
Nope. Unless Firaxis patches it or a mod changes this, pistol slots always hold pistols. Grenades, stunners, medkits, extra armor, etc. all go in the single item slot [supports can get two], which I do admit is pretty stupid.The reason you'd want a pistol available at all times would mainly be your main weapon's out of ammo, you can't safely move anywhere, and there's an alien staring straight at you. Or, in the case of snipers, you're at short range and your sniper rifle's got maybe a 10% chance of landing a hit. Would you prefer that over a 55% hit chance with less damage? That's your call to make.
Pistols are also useful for giving shotgun assaults better mid-range attack options.
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"Today, science fiction - tomorrow, science fact." ~ Isaac Asimov
"What's the point of living if you don't believe in anything?" ~ Me - Oct 7, 2012 10:35 pm GMTPersonally it would seem silly to NOT carry a sidearm into a combat zone.
- Oct 8, 2012 12:00 am GMTi dont waste equipment on new recruits with low BR or low FA.
either you will chuck grenades, run in with stun rods and electro-flares, or blow yourself up towards the enemy with a primed HE until your stats show improvement and your passing as an capable x-com unit.
(early-late early game) if i have a pistol, i will give it to a other capable recruit. otherwise i will sell it.
NOW, lets say another capable x-com unit runs out of ammo...thats your own damn fault.
if he runs out of ammo, you shoulda packed the skyranger with more clips. OR sent him with a buddy (preferably with clips as well) to cover his back if his TU's run out. OR use laser tech (duh).
have none of you in this thread played ufo: enemy unknown?
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YOU CANT CUT BACK ON FUNDING! YOU WILL REGRET THIS! - Oct 8, 2012 12:54 am GMTManBe4rPig2021 posted...
have none of you in this thread played ufo: enemy unknown?
I have. Apparently you haven't tried reloading your gun in the demo. All your soldiers have inifinite clips on their bodies, effectively (in reality, you'd only need to reload once, maybe twice, per combat mission, if that). But reloading comes at a price. Doing so ends your soldier's turn, it doesn't take a small measure of time units to do so, leaving you with plenty to take a quick shot or two with.
So, if you're standing there, enemy in your face and about to shoot you, all paths away from him are covered by other enemies, and your main weapon has no bullets in it right then, are you saying you'd end your soldier's turn by having him reload? Or would you instead have him whip out his pistol (which does not end his turn) and try to kill the enemy before they can shoot? - Oct 8, 2012 6:53 am GMTIt might be a bad idea for your Assult to not carry a side arm. But facing multiple enemies and shooting one of them with a pistol is probably not going to save you anyways. Plus that situation won't happen all that often if you play carefully. It would depend on your play style.
But I think the Support will definitely benefit from carrying another piece of equipment other than a pistol. Such as extra armor for survival or maybe even an extra medkit. - Oct 8, 2012 7:59 am GMT^Pistols aren't that bad iirc, I always ran a scout in my squad who had tons of TU + pistols. He always got plenty of kills.
I agree with Zorland tho. - Oct 8, 2012 10:15 am GMTLaser Pistol with auto fire was actually pretty bad ass in the original game. Anyway I agree it's dumb not to be able to replace Pistol with something else like a stun rod. Especially since we have infinite ammo anyway.
- Oct 8, 2012 10:23 am GMTOddly Snipers are best served with a good pistol. This is due in part to their Gunslinger perk, should you choose to take it. If you capture a Plasma Pistol from a Sectoid it should deal 6 damage with Gunslinger, IIRC. That's better damage than the standard Sniper Rifle. I'd personally consider on Snap Shot builds, for use on maps with a known interior zone.
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"I'd rather betray the world than let the world betray me." -Cao Cao - Oct 8, 2012 4:21 pm GMTLOL, Snap Shot builds.
But yeah, Gunslinger is good for any sniper due to sniper rifles' innate close-to-mid-range accuracy penalty.
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"Today, science fiction - tomorrow, science fact." ~ Isaac Asimov
"What's the point of living if you don't believe in anything?" ~ Me - Oct 8, 2012 6:20 pm GMTThat is one thing that bums me out. That you can't forgo the pistol (it's only mandatory because it has infinite ammo, to make it fair so at least you can fight back a little before getting destroyed).
What bums me out the most is the limited weaponry. No fancy grenades, incendiary ammo, etc. And the worst is you can't research enemy items and use them with your squad.
Whatever though, I'm going to play this game until my eyes bleed. Luckily I've got the next two days off from work. - Oct 8, 2012 6:32 pm GMTDuneMan posted...
Oddly Snipers are best served with a good pistol. This is due in part to their Gunslinger perk, should you choose to take it. If you capture a Plasma Pistol from a Sectoid it should deal 6 damage with Gunslinger, IIRC. That's better damage than the standard Sniper Rifle. I'd personally consider on Snap Shot builds, for use on maps with a known interior zone.
With a pistol, you don't need Snap Shot, since you can still shoot after you move. But I agree, I think the pistol is best used by the Sniper class. I'm thinking Gunslinger, Disabling shoot and Double Tap. Even if I don't kill the target, it won't be able to shoot back. - Oct 8, 2012 7:51 pm GMTKroguys posted...
With a pistol, you don't need Snap Shot, since you can still shoot after you move. But I agree, I think the pistol is best used by the Sniper class. I'm thinking Gunslinger, Disabling shoot and Double Tap. Even if I don't kill the target, it won't be able to shoot back.
I know 80% of Snipers will follow the Dead Eye line of perks as seen in multiplayer, i.e. Squad Sight with Damned Good Ground and Opportunist. But I think having a Snap Shot sniper as a second string unit might be beneficial on certain maps, mostly multi-building urban maps or large interior maps like alien bases. This is admittedly assuming that you an still use special shots after moving, which all require use of the sniper rifle.
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"I'd rather betray the world than let the world betray me." -Cao Cao - Oct 8, 2012 8:41 pm GMTHmm, if all of the special shots require the sniper rifle, then Snap Shot would be the way to go for sure. But at the same time, the pistol just got a ton weaker. Still worth carrying with Gunslinger perk I guess, especially since we don't really have a choice.
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The Pistol should also be optional
XCOM: Enemy Unknown
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- Publisher(s): 2K Games
- Developer(s): Firaxis Games
- Genre: Strategy
- Release:
- PEGI: 18+
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