• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
All of these new Aliens are so fucking cool.
[QUOTE=Jetamo;49054987][url]http://2kgam.es/1H8VIiv[/url] [img]https://downloads.2kgames.com/xcom2/blog_images/andro_009.gif[/img] A new alien appears. The Andromedon.[/QUOTE] Can't wait to pop one of these and have him cover my entire squad in dangerous acid.
[QUOTE=Kommodore;49055765]the art & design in X2 is just fuckin :ok:[/QUOTE] Design is top notch but holy hell is it gonna be frustrating to play against those new enemies
[QUOTE=RocketRacer;49057072]Design is top notch but holy hell is it gonna be frustrating to play against those new enemies[/QUOTE] Well supposedly our new units abilities get much more powerful than they did in the previous game, so hopefully that should level the playing field a bit.
Keep in mind also that in XCOM2 aliens are more like squad leaders/minibosses than in XCOM1.
[QUOTE]Our observations have also revealed the [B]Andromedon is immune to fire, poison and acid[/B], so don’t bother wasting your enhanced ammunition when encountering this elite alien unit. We’ve even heard sporadic reports that[B] the Andromedon’s Battlesuit can act independent of its host[/B], though we’re unable to confirm at this time.[/QUOTE] Fuck you too, Firaxis
[QUOTE=ScottyWired;49057257]Fuck you too, Firaxis[/QUOTE] hope we get to hack the suit
[QUOTE=krakadict;49057348]hope we get to hack the suit[/QUOTE] It turns out that they're secretly this game's MEC replacements
[QUOTE=Roman Candle;49057672]It turns out that they're secretly this game's MEC replacements[/QUOTE] But MECs are already in the game: [t]http://vignette4.wikia.nocookie.net/xcom/images/e/e3/XCOM_2_E3_Screenshot_Advent-Mec_bmp_jpgcopy.jpg/revision/latest?cb=20150618183255[/t]
[QUOTE=CGNick;49057703]But MECs are already in the game: [t]http://vignette4.wikia.nocookie.net/xcom/images/e/e3/XCOM_2_E3_Screenshot_Advent-Mec_bmp_jpgcopy.jpg/revision/latest?cb=20150618183255[/t][/QUOTE] not XCOM ones though
I think I'm going to go full Guerrilla/Terrorist if the game allows it. IE: Hitting hard and fast and then getting the fuck out of there. I'm not going to worry about casualties; we can always get more and the Aliens will [B]NEVER[/B] run out. We're on the Offensive, why bother about killing aliens when the objective is the only thing that matters?
there'd better a beret and cigarette in the customization options
I better be able to make my guys look like Arnolds team in Predator.
We are getting an entire UDK for the game, we'll be able to have whatever we want
[QUOTE=Destroyox;49019473][video=youtube;AXzEcwYs8Eo]http://www.youtube.com/watch?v=AXzEcwYs8Eo[/video] That book is like those 90s-Early 2000s adaptations of games and movies into books isn't it?[/QUOTE] [sp]The chief Engineer, I forget his name, fucking works inside an old diesel submarine and that's basically the secondary XCOM base. Its...hilariously written.[/sp]
[QUOTE=Swilly;49062998][sp]The chief Engineer, I forget his name, fucking works inside an old diesel submarine and that's basically the secondary XCOM base. Its...hilariously written.[/sp][/QUOTE] On a scale of 9/11, should I get it or should I get it?
[QUOTE=Swilly;49062998][sp]The chief Engineer, I forget his name, fucking works inside an old diesel submarine and that's basically the secondary XCOM base. Its...hilariously written.[/sp][/QUOTE] [sp]The Hunt for Red Shentober.[/sp]
Hey guys, I'm still working on that rework of LW, and I've reached the weapon tech point and I was wondering if I could get your opinions and even a few suggestions. Right now I'm trying to make it so all tiers of weapons are viable at any point in the game. Also, since I know almost nobody uses Pulse I decided to make them somewhat viable (I'm just afraid if I made them too viable). Anywho, this is what I got, I'd like to hear what you guys think: [CODE]Base rifle: 4 DMG; 3 Ammo (+1); 10 Crit ----- Ballistic: + 0 DMG ; + Bonus Perk ; + 10 Crit ; - Low Env Damage + XCOM operatives have extensive military background, making them proficient with standard ballistic weaponry. + Ballistic weapons are naturally ruinous, granting a +10 Crit bonus. - Minimal force upon impact, resulting in low environmental damage. ----- Laser: + 0 DMG ; + 5 Aim ; + 2 Ammo ; - + This newly developed laser technology shows great potential in it's ammo capacity. + Laser weapons are naturally accurate, granting +5 Aim. - ----- Gauss: + 1 DMG ; + 0.33 DR ; + 1 Mobility ; - Cannot Steady Aim + Gauss technology is fairly lighter, since it's built using alien alloys, giving soldiers a +1 mobility bonus. + Gauss weapons come with greater penetration than ballistics, granting a 1 in 3 chance to nullify a point of DR. - The increased muzzle velocity makes these weapons unwieldy, removing the ability to steady aim. ----- Pulse: + 1 DMG ; + Unlimited Ammo ; + High Env Damage ; - Cannot overwatch + Pulse technology is an evolution of the laser variant with built in capacitors, allowing for unlimited fire. + Pulse tech has substantial shock-impact, resulting in high environmental damage. - The built-in capacitors make the weapons clunky, preventing operatives from overwatching. ----- Plasma: + 2 DMG ; Varying unaquireable stats ; + ; -1 Ammo + Based on the alien's design, plasma weaponry are not only deadly, but user friendly, providing additional bonuses. + - Plasma charge-up is somewhat varying upon fire, lowering the overall ammo capacity by 1.[/CODE] I still need to come up with some negative for lasers and a positive for plasma. It needs testing to be sure if pulse isn't overpowered but I think the lack of overwatch is quite the drawback. But yeah, what do you guys make of these changes?
Go for reduced critical chance. Lasers would instantly cauterize a wound.
[QUOTE=CGNick;49066239]Hey guys, I'm still working on that rework of LW, and I've reached the weapon tech point and I was wondering if I could get your opinions and even a few suggestions. Right now I'm trying to make it so all tiers of weapons are viable at any point in the game. Also, since I know almost nobody uses Pulse I decided to make them somewhat viable (I'm just afraid if I made them too viable). Anywho, this is what I got, I'd like to hear what you guys think: [CODE]Base rifle: 4 DMG; 3 Ammo (+1); 10 Crit ----- Ballistic: + 0 DMG ; + Bonus Perk ; + 10 Crit ; - Low Env Damage + XCOM operatives have extensive military background, making them proficient with standard ballistic weaponry. + Ballistic weapons are naturally ruinous, granting a +10 Crit bonus. - Minimal force upon impact, resulting in low environmental damage. ----- Laser: + 0 DMG ; + 5 Aim ; + 2 Ammo ; - + This newly developed laser technology shows great potential in it's ammo capacity. + Laser weapons are naturally accurate, granting +5 Aim. - ----- Gauss: + 1 DMG ; + 0.33 DR ; + 1 Mobility ; - Cannot Steady Aim + Gauss technology is fairly lighter, since it's built using alien alloys, giving soldiers a +1 mobility bonus. + Gauss weapons come with greater penetration than ballistics, granting a 1 in 3 chance to nullify a point of DR. - The increased muzzle velocity makes these weapons unwieldy, removing the ability to steady aim. ----- Pulse: + 1 DMG ; + Unlimited Ammo ; + High Env Damage ; - Cannot overwatch + Pulse technology is an evolution of the laser variant with built in capacitors, allowing for unlimited fire. + Pulse tech has substantial shock-impact, resulting in high environmental damage. - The built-in capacitors make the weapons clunky, preventing operatives from overwatching. ----- Plasma: + 2 DMG ; Varying unaquireable stats ; + ; -1 Ammo + Based on the alien's design, plasma weaponry are not only deadly, but user friendly, providing additional bonuses. + - Plasma charge-up is somewhat varying upon fire, lowering the overall ammo capacity by 1.[/CODE] I still need to come up with some negative for lasers and a positive for plasma. It needs testing to be sure if pulse isn't overpowered but I think the lack of overwatch is quite the drawback. But yeah, what do you guys make of these changes?[/QUOTE] I'm not an expert in LW, but Gauss and Ballistic weapons look pretty unappealing as late-game options. The biggest problem I have with Gauss is the DR penetration being chance-based. If Gauss had no damage bonus, but 2 DR penetration, it would be a good choice for dealing with armoured targets or taking shots at enemies in cover. The lack of Steady Aim as a downside balances the ability to bypass DR from cover and armour. However, this makes the aim bonus from Lasers seem a bit insubstantial in comparison. Reduce the Lasers ammo bonus by 1 and give +3 to its aim bonus. As a unique negative, Lasers should logically be less capable of critical damage than any other weapon type. I think Pulse is in a good spot. However, Plasma's +2 damage makes the 2 DR penetration of Gauss useless. The text for the positive suggests that Plasma weapons are user-friendly, so they should be a balanced option. Give the +1 mobility bonus of Gauss to Plasma instead. Reduce Plasma's damage to just +1, and keep the ammo penalty so that Pulse still has a considerable advantage over Plasma. This is the best I can come up with, since Gauss having high DR penetration seems perfect to me, and giving any weapon type a +2 damage bonus would break the balance. Here's what it looks like with my suggestions: [code]Base rifle: 4 DMG; 3 Ammo (+1); 10 Crit ----- Ballistic: + 0 DMG ; + Bonus Perk ; + 10 Crit ; - Low Env Damage + XCOM operatives have extensive military background, making them proficient with standard ballistic weaponry. + Ballistic weapons are naturally ruinous, granting a +10 Crit bonus. - Minimal force upon impact, resulting in low environmental damage. ----- Laser: + 0 DMG ; + 8 Aim ; + 1 Ammo ; - 5 Crit + This newly developed laser technology shows good potential in it's ammo capacity. + Laser weapons are naturally accurate, granting +8 Aim. - Lasers lack the penetration of traditional ballistic weapons, therefore reducing the chance of damaging critical areas. ----- Gauss: + 0 DMG ; + 2 DR ; - Cannot Steady Aim + Gauss weapons come with greater penetration than ballistics, penetrating up to 2 points of DR. - The extreme muzzle velocity makes these weapons unwieldy, removing the ability to steady aim. ----- Pulse: + 1 DMG ; + Unlimited Ammo ; + High Env Damage ; - Cannot overwatch + Pulse technology is an evolution of the laser variant with built in capacitors, allowing for unlimited fire. + Pulse tech has substantial shock-impact, resulting in high environmental damage. - The built-in capacitors make the weapons clunky, preventing operatives from overwatching. ----- Plasma: + 1 DMG ; + 1 Mobility ; - 1 Ammo + Based on the alien's design, plasma weaponry is well-balanced for all fighting conditions. + Plasma weaponry is also very user-friendly, providing +1 Mobility. - Plasma charge-up is somewhat varying upon fire, lowering the overall ammo capacity by 1.[/code]
In the end, having plasma do only 1 more damage than a ballistic weapon feels fairly weak, though. The idea of plasma is that it has a lot of kick but you gotta make shots count, plus it's alien tier, meaning that it should defo do more damage than any other tier. Plus, the mobility bonus feels too strong here to give, it should be something a little less boosting. Gauss wise I think having 2 DR is definitely making it OP. I couldn't find it, but I'm planning on making the DR by default be 0.5 and late game when you do the Quenchguns foundry project, it's gonna double it, making it 1. So I think late game having a tier with +1 DMG, -1 DR and +1 Mobility should sound fairly appealing still. As for ballistics, I'm thinking about slightly increasing their crit chances, I'm just not sure if I'll be overdoing it if I put them at +20% crit. Maybe 15 and have reaper rounds work for ballistic guns.
[QUOTE=CGNick;49068182]In the end, having plasma do only 1 more damage than a ballistic weapon feels fairly weak, though. The idea of plasma is that it has a lot of kick but you gotta make shots count, plus it's alien tier, meaning that it should defo do more damage than any other tier. Plus, the mobility bonus feels too strong here to give, it should be something a little less boosting. Gauss wise I think having 2 DR is definitely making it OP. I couldn't find it, but I'm planning on making the DR by default be 0.5 and late game when you do the Quenchguns foundry project, it's gonna double it, making it 1. So I think late game having a tier with +1 DMG, -1 DR and +1 Mobility should sound fairly appealing still. As for ballistics, I'm thinking about slightly increasing their crit chances, I'm just not sure if I'll be overdoing it if I put them at +20% crit. Maybe 15 and have reaper rounds work for ballistic guns.[/QUOTE] As I mentioned, I haven't played much LW so I wasn't taking most of the Foundry and Item effects into account. Your idea for Gauss weapons is perfectly fair, I just personally dislike the idea of a weapon's defining attribute (DR penetration) being based on luck. Plasma doing the most damage is also a good idea, as long as it doesn't make Gauss obsolete. As for Ballistics, I'm not sure what can be done to distinguish it from other weapon types apart from upping the Crit bonus to +15 as you suggested.
[QUOTE=gufu;49064082]On a scale of 9/11, should I get it or should I get it?[/QUOTE] You should get it because through the hilarity, find out at least a little bit as to what's happening to the world.
[URL="https://xcom.com/news/en-the-environments-of-xcom-2-advent-city-center"]A little update on the city maps[/URL] And on one of the pictures, I saw something interesting: [t]https://downloads.2kgames.com/xcom2/blog_images/md_ArtGallery_day.jpg[/t] HUGE pigeons, and one is clipping into the ground: [img]http://4o3.nl/2015113ebaf1eb.png[/img]
Firaxis fix your bugged pigeon tech
That nightclub looks so amazing, they really stepped up with the environment details.
I can't get over how the Advent cities are so alien yet familiar. I'm really looking forward to dirtying them up.
I cannot wait to retrieve alien tech from a discotheque
[QUOTE=Taggart;49103404]I cannot wait to retrieve alien tech from a discotheque[/QUOTE] Alien disco[B]tech[/B]
[QUOTE=Trainbike;49055363]Damn, I love the design of the Andromedon. It's got a cool retro sci-fi throwback feel while not being goofy and still incorporating more modern elements.[/QUOTE] Just like the new Muton does. They both feel like something I'd see from MiB, due to the aforementioned juxtaposition between Old Skool B-Movie designs with modern ones. Shame the Chrysalid still got shafted in the design department. I want my crab people.
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