has there been any mention of meld other then the orange blood of ADVENT soldiers?
I really like the design of those Advent cities. They look really authentic as far as the 'aliens trying to trick people into believing that everything's k' aspect goes.
XCOM 2's art design is fucking perfect so far, Firaxis is showing the world what a sequel should look like.
[url]https://xcom.com/news/en-the-environments-of-xcom-2-wilderness[/url]
looking pretty good
[t]http://i.imgur.com/QpHjHNk.jpg[/t]
this image makes me uncomfortable
[QUOTE=ScottyWired;49149572][url]https://xcom.com/news/en-the-environments-of-xcom-2-wilderness[/url]
looking pretty good
[t]http://i.imgur.com/QpHjHNk.jpg[/t]
this image makes me uncomfortable[/QUOTE]
Is it the poor positioning of the sniper?
[QUOTE=mralexs;49149745]Is it the poor positioning of the sniper?[/QUOTE]
More like the good positioning of Advent, his spot counts as flanking.
[QUOTE=ScottyWired;49149572][url]https://xcom.com/news/en-the-environments-of-xcom-2-wilderness[/url]
looking pretty good
[t]http://i.imgur.com/QpHjHNk.jpg[/t]
this image makes me uncomfortable[/QUOTE]
Can't wait to do night-ops in the wilderness zones.
New environment post
[url]https://xcom.com/news/en-the-environments-of-xcom-2-small-town[/url]
[T]https://downloads.2kgames.com/xcom2/blog_images/TWN_Train_02.jpg[/T]
holy shit that advent train looks badass
Alright so, I've been working on this on and off for a few weeks now. The Long War [URL="https://drive.google.com/file/d/0B9DX0UcHIkSTSnp0ZlV1M3djeHM/view?usp=sharing"]Facepunch Rework[/URL]. What a name.
Anywho, the previous one I had tossed together awhile ago was just a few ini changes here and there, but this time around I decided to go a bit deeper and edit a lot of the mechanics in order to make the mod less uh... painful/annoying/uncategorized. While I can't really recall every single change I've done here are the most notable ones:
- There are now only 6 classes. I removed the 4th supra-class, which pretty much results in getting the Assault and Scout / Engineer and Rocketeer merged.
- Perks have been lowered in the amount of choices you have now. No longer are you going to be choosing a mess of 18 perks for just 1 class. I've tightened them up a bit while still being able to make yourself 3 "builds" out of each class.
- MEC class skilltrees have been dumbed down. They are already Big hulking pieces of metal, so I think they should all have their own unique purpose instead of just having 1 or 2 MEC classes useful.
- Weapons are completely overhauled. No longer is the game about rushing for better weapons. Each weapon tier has it's own set of special properties and penalties, making all weapon-tiers viable even late game.
- Air game is less painful now. All of your interceptors have +15 Aim from the get-go. Interception time is doubled and damage is cut in half. Also I've made that the interceptors are now at speed 2000 (used to be 1500) so now there won't be any of that "chasing a scout right on it's tail for 30 minutes, not being able to reach it and then it gets away" shenanigans. Repair time is also made a lot shorter.
- Soldiers are now at 25, fatigue is cut at about half. I feel that 40 soldiers makes the game feel like you're in control of an army, when I think XCOM's charm comes from having unique soldiers that stand out.
Those are the most notable changes I can think of. I'm still testing this to see how it handles so far. From the outsider testing I got thus far, I've seem to have made early game a lot more fun and rookie train up easier. But yeah, for those who wanna try out a more fun and pleasant long war, I suppose this would be it. I might have made a few spelling errors here and there, so shout em out so I can fix them.
I'll definitely give it a try, the biggest issue I had with long war was the fucking interceptor game, so if you've managed to make that less retarded I might be able to enjoy it.
[editline]25th November 2015[/editline]
Shot down a UFO with one Interceptor.
10/10
[QUOTE=Robinate;49184871]New environment post
[url]https://xcom.com/news/en-the-environments-of-xcom-2-small-town[/url]
[T]https://downloads.2kgames.com/xcom2/blog_images/TWN_Train_02.jpg[/T]
holy shit that advent train looks badass[/QUOTE]
Those maps look perfect for Chryssalid Infestation Missions.
[QUOTE=CGNick;49184897]Alright so, I've been working on this on and off for a few weeks now. The Long War [URL="https://drive.google.com/file/d/0B9DX0UcHIkSTSnp0ZlV1M3djeHM/view?usp=sharing"]Facepunch Rework[/URL]. What a name.
Anywho, the previous one I had tossed together awhile ago was just a few ini changes here and there, but this time around I decided to go a bit deeper and edit a lot of the mechanics in order to make the mod less uh... painful/annoying/uncategorized. While I can't really recall every single change I've done here are the most notable ones:
- There are now only 6 classes. I removed the 4th supra-class, which pretty much results in getting the Assault and Scout / Engineer and Rocketeer merged.
- Perks have been lowered in the amount of choices you have now. No longer are you going to be choosing a mess of 18 perks for just 1 class. I've tightened them up a bit while still being able to make yourself 3 "builds" out of each class.
- MEC class skilltrees have been dumbed down. They are already Big hulking pieces of metal, so I think they should all have their own unique purpose instead of just having 1 or 2 MEC classes useful.
- Weapons are completely overhauled. No longer is the game about rushing for better weapons. Each weapon tier has it's own set of special properties and penalties, making all weapon-tiers viable even late game.
- Air game is less painful now. All of your interceptors have +15 Aim from the get-go. Interception time is doubled and damage is cut in half. Also I've made that the interceptors are now at speed 2000 (used to be 1500) so now there won't be any of that "chasing a scout right on it's tail for 30 minutes, not being able to reach it and then it gets away" shenanigans. Repair time is also made a lot shorter.
- Soldiers are now at 25, fatigue is cut at about half. I feel that 40 soldiers makes the game feel like you're in control of an army, when I think XCOM's charm comes from having unique soldiers that stand out.
Those are the most notable changes I can think of. I'm still testing this to see how it handles so far. From the outsider testing I got thus far, I've seem to have made early game a lot more fun and rookie train up easier. But yeah, for those who wanna try out a more fun and pleasant long war, I suppose this would be it. I might have made a few spelling errors here and there, so shout em out so I can fix them.[/QUOTE]
I found a bug. I picked the base location which provides a Master Sergeant at the start of the game. After my first mission he got the Tactical supra-class, and when I picked Run N' Gun his class changed to "Old_Assault" with no perks.
[img_thumb]http://i.imgur.com/3BHBJGP.jpg[/img_thumb]
Oh right, should have mentioned. I haven't fixed country bonuses to not affect the 4th supra-class. I suggest you either go for a no Bonus oriented start or a bonus that doesn't affect classes.
Not sure if I just have bad luck or there's a problem, but after a few missions all of my rookies are promoting to the "tactical" class, like it's been 7 in a row now
More than likely it's just bad luck. When I did test promotions it was usually balanced out. Plus you can always turn on Commander's Choice and you can select the class of a soldier before getting promoted.
I love how XCOM 2 is turning out visually. It's really pretty
Xenonauts is 50% off right now Y/N?
[QUOTE=Robinate;49184871]New environment post
[url]https://xcom.com/news/en-the-environments-of-xcom-2-small-town[/url]
[T]https://downloads.2kgames.com/xcom2/blog_images/TWN_Train_02.jpg[/T]
holy shit that advent train looks badass[/QUOTE]
[i]"Yes hi, is this the Advent Administration? Yeah, this is the Combine. We'd like to know how to make our trains as cool as yours."[/i]
Jokes aside though, like Sini said I'm really diggin' how much effort they're putting into the maps.
[QUOTE=ScottyWired;49190892]Xenonauts is 50% off right now Y/N?[/QUOTE]
Y
I really, really like it. Played a couple of campaigns in it (They're similar in length to old X-Com)
Xenonauts improves on the classic x-com gameplay formula quite a lot, so it's a shame I don't like it at all. It lacks the charm of the old game, and I'm not even saying this out of nostalgia, I first played x-com in like 2012.
I think it's the art direction
[QUOTE=Rahkshi lord;49191201]Xenonauts improves on the classic x-com gameplay formula quite a lot, so it's a shame I don't like it at all. It lacks the charm of the old game, and I'm not even saying this out of nostalgia, I first played x-com in like 2012.
I think it's the art direction[/QUOTE]
It works for some and doesn't for others. I quite liked it because it was more muted and realistic (Felt kind of Early Stargate to me), but for others they can't stand it.
(Also I'm a sucker for cold war styled stuff)
I just really like the Saturday morning cartoon aesthetic of x-com, which the rebooted firaxis ones manage to capture quite well.
[QUOTE=Rahkshi lord;49191267]I just really like the Saturday morning cartoon aesthetic of x-com, which the rebooted firaxis ones manage to capture quite well.[/QUOTE]
I like that too, just feel there is room for both.
[QUOTE=ScottyWired;49190892]Xenonauts is 50% off right now Y/N?[/QUOTE]
I think the gameplay is good, except I hate interceptions in every game like this. I hate the art style though, it is utilitarian to a fault.
Those suburban maps look/feel just like EU maps, got to be a deliberate choice. Nice.
[URL="https://drive.google.com/file/d/0B9DX0UcHIkSTT3JWRGZHNlZGUEk/view?usp=sharing"]Facepunch Rework V0.6[/URL]
- Fixed the country starting bonuses relating to the soldier classes. (The Kiryu-Kai Commander can no longer be the 4th supra-class; Cadre gives lieutenants of the proper 3 supra-classes)
- Secondary country bonuses have been adjusted. Russia no longer has "Spetsnaz" (granting +1 HP for the 4th supra-class), but now has "We have ways" (25% reduction in interrogation time). And since that used to be a USA bonus, now they get "Independence Day" (-10 panic to liberated countries)
So yeah, if any of you were waiting on that, now it should work just fine and dandy.
[QUOTE=CGNick;49193258][URL="https://drive.google.com/file/d/0B9DX0UcHIkSTT3JWRGZHNlZGUEk/view?usp=sharing"]Facepunch Rework V0.6[/URL]
- Fixed the country starting bonuses relating to the soldier classes. (The Kiryu-Kai Commander can no longer be the 4th supra-class; Cadre gives lieutenants of the proper 3 supra-classes)
- Secondary country bonuses have been adjusted. Russia no longer has "Spetsnaz" (granting +1 HP for the 4th supra-class), but now has "We have ways" (25% reduction in interrogation time). And since that used to be a USA bonus, now they get "Independence Day" (-10 panic to liberated countries)
So yeah, if any of you were waiting on that, now it should work just fine and dandy.[/QUOTE]
Will this screw up your save if you install it during a current long war playthrough?
[QUOTE=mralexs;49195800]Will this screw up your save if you install it during a current long war playthrough?[/QUOTE]
It shouldn't. I tried it on my own campaign and it works fine, no crashes.
Well it turns out Xenonauts is actually an XCOM clone whodathunkit?
Fucking AWFUL first play. Decided to go veteran, didn't inch my way forward, didn't scout, didn't realise how soft a scout car is, tl;dr first UFO served my ass on an alloy plate
[editline]28th November 2015[/editline]
This is pretty fun though
I am usually not one to be bothered by graphics but DAMN the artstyle in Xenonauts is fucking balls
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