• XCOM V3: Hyphens are SO last decade
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[QUOTE=The Jack;48005740]Wait... Did people not like MECs and meld? They were cool![/QUOTE] We like MECs and Meld in combat warfare like XCOM:EW I don't see them fitting in at ALL in a guerrilla XCOM 2.
[QUOTE=CGNick;48005885]We like MECs and Meld in combat warfare like XCOM:EW I don't see them fitting in at ALL in a guerrilla XCOM 2.[/QUOTE] If you can fly a dropship in, you can bring in a MEC. Also, None of the genetic mods conflict with the Guerrilla aspect of the game at all.
i knew people would forget XCOM EU was already fantastic game before MECs and gene mods were even on the table and i really hope people don't obsess over this
[QUOTE=The Jack;48005956]If you can fly a dropship in, you can bring in a MEC. Also, None of the genetic mods conflict with the Guerrilla aspect of the game at all.[/QUOTE] Gene mods sure, but MECs really don't fit in XCOM 2 as a friendly unit, not in that environment. Plus if they make MECs to be Enemy only, they will finally be balanced. Vanilla-wise MECs are just a case of "Why wouldn't you do it, given the fact it's the best thing ever?", even though it's possible to beat the game without building even 1. And in Long War they are something you MUST do. At least in the form of an enemy, it feels more balanced, cause you get the jump on it in addition to unloading more varying damage in it.
If MECs were in XCOM2, I'd like to see that as something you have to steal. You have no capabilites of manufacturing them, but if you capture an ADVENT guy and... acquire his augments then maybe you can use them yourself.
It's Firaxis so they will sell MECs and stuff as an expansion later on I guarantee it. Their base games generally lack a bit in content (just going from their previous stuff), and they always release expansions with more stuff later on.
Mobs will obviously fix the Meld problem, when time comes. Unless there is something too similar to Meld and/or its mechanics that's already in XCOM2.
Mods can also fix the MEC problem as well. The animations are there, plus I'm sure the models can be reused somehow.
MECs makes sense in the escalation of conflict; it'd be pants if we stay guerilla forever. Ofc we shouldn't get them straight away, and in stealthy missions they'd be a terrible idea.
at the end of the day e3 just showed us a tiny vertical slice of the early game so we know shit all else, let's just wait and see?
I wouldn't mind a kinda merge between gene modding and MECs from EW into a singular class and pretty much make them Adam Jensen. Augmented, soldier sized but still robotic and still with a multitude of abilities. Problem with that might be having balancing a downside to using them.
What are forums for if not for the spread of information,misinformation, opinion and speculation? Nah takuat. I would really like a mix of Bio,mechanical and nanite modifications. Maybe some aliens too. I'd also love to see psionic MEC troopers, (assuming having mind powers is still a player thing) You could balance it if there were more things with anti-mec bonuses/anti psi bonuses.
[QUOTE=Sunkite;48005558]So where can I find the actual 15d download?[/QUOTE] That [i]is[/i] the 15d download, they just named it wrong. Trust me, it works.
[QUOTE=CGNick;48005885]We like MECs and Meld in combat warfare like XCOM:EW I don't see them fitting in at ALL in a guerrilla XCOM 2.[/QUOTE] It could definitely work as a late-game thing. XCOM is of course going to have a harder time getting resources, but I'm sure that by the endgame XCOM will be decked out and fucking shit up with the best of them, while ADVENT drops the facade and goes all-out war-mode on them. [QUOTE]While I also like MECs and gene modding, I can understand why they would remove them. I see no realistic way to build MECs on a mobile base, let alone store all the materials needed to build the damn things. Same goes for the genetics. I don't see any way they could pull off something this big without the support of the entire planet to finance and provide materials for XCOM. just my 2 cents on the matter[/QUOTE] Both Gene Mods and MECs could be researched and built really early-game in XCOM:EW. Hell, they were some of the cheapest rooms you could build, and could be researched right off the bat along with weapon fragments and alien materials. Obviously MELD made made genetic manipulation and MECs really easy and not very resource-intensive (save for the really powerful stuff like MEC-3 and memetic skin). I'm sure XCOM won't have the same resources in XCOM 2, but it's hardly the most prohibitive technology out there. Laser weapons took at least a month and a half to develop them if you were rushing them, while you could have MECs by the end of month one. In terms of space concerns, let's look at the size of the Avenger. [t]http://i.imgur.com/XXF2sVV.jpg[/t] I took the size in pixels of the closest person to the Avenger. For simplicity's sake I assume the assume that person is right next to the Avenger, but realistically the Avenger would be a bit further back, so the number I end up with should be a bit smaller than the actual size. Assuming they're 6 feet tall, that makes the pixel/feet ratio 2.5/1. It looks to me like the average height of the Avenger which contains usable space is around 605 pixels, or 242 feet tall. I also measured the nose so I could compare it to the next image. [t]http://i.imgur.com/3uUDCjz.png[/t] That nose is 1.8 times smaller in this image, therefore the Avenger is 1.8x further away. That makes the length of the Avenger about 1122 feet. That's 198 feet shy of a quarter mile, and nearly the height of the Empire State Building. Lets compare that to the dimensions of the EU XCOM base. [t]http://i.imgur.com/sNdG8Pb.png[/t] Using Bradford for reference in this one. Factoring in 4 build-able floors and the height of the hangar bay , that's still only 609ft by 340ft, compared to the Avenger's 1122ft by 242ft. The Avenger may be a bit shorter vertically, but it's way longer than the EU base. They've got room to spare for supplies and facilities. Plus, most of that space is going to be usable, because it was a supply ship before they repurposed it. Obviously this is all estimations, so it isn't going to be spot on, but the Avenger is clearly larger than the XCOM base. There's nothing stopping them from building MECs and using MELD from a technological standpoint. Given the popularity of MECs, I very much doubt they'd get rid of them, especially since they've already made animations and models for enemy MECs and their guns. They definitely won't put them early game, due to the guerrilla tactics and balance concerns, but I'd eat my hat if MECs aren't available by the lategame. [QUOTE=Dirf;48006397]I think it'd be cool if instead of researching mecs in general and getting the whole mec package we have to research and build individual robotic limbs. Like arms would provide aim bonuses or the ability to use bigger weapons or new melee opportunities and legs would give mobility boosts and super jumps. Eventually you'd be able to slap all the parts onto a single soldier and create the equivalent of the EW mec. The progression makes sense in a story perspective, since suddenly researching and getting a huge robot soldier doesn't quite work with the guerrilla theme.[/QUOTE] That's basically just gene mods though, but less interesting because you can't do stuff like altering their brains or giving them an extra heart.
I think it'd be cool if instead of researching mecs in general and getting the whole mec package we have to research and build individual robotic limbs. Like arms would provide aim bonuses or the ability to use bigger weapons or new melee opportunities and legs would give mobility boosts and super jumps. Eventually you'd be able to slap all the parts onto a single soldier and create the equivalent of the EW mec. The progression makes sense in a story perspective, since suddenly researching and getting a huge robot soldier doesn't quite work with the guerrilla theme.
I think we'll see a return of MECs and genemods. They're both useful for two different things. MECs would be good for essentially the XCOM version of a terror/assault mission, which genemods would be useful for anything to do with spying, infiltration or blending in.
Nah, I mean Individual limbs? No thanks. But, I'd be up for MORE customisation and research. Maybe a few item slots for example. For examples Arms- Powerfist, Flamethrower, Grenade launcher, Rocket launcher, minigun, anti material rifle, giant shotgun, Arc thrower... Laser/plasma/special versions of these Body: A jetpack, A Psi-shield, A cloaking device, Loadsa amunition. Legs:Standard legs, Running legs, Jumping legs, Dodging legs, Hunkerdown and turnyourself into demonic artillery... legs. Shoulder- Smoke grenade, Gas grenade, Healing grenade, point defence gun, grappling hook I'd kinda want a skull gun too. But that's me and gunther just being overboard. Most of this stuff should be in the engineering pile. Only the alien stuff needs to be science.
I am wondering about something else, though. Since the aliens are attempting to integrate humans into their zoo of vassal species, adapting alien technology to fight against them might be kinda desperate at best, and in a way going against the XCOM2's idea of resisting their influence. Could possibly the game take a bit different approach in the sense humans would try to distance themselves from the aliens, somewhat prude in what's acceptable? For instance there could be more focus on advanced powered armour and exoskeletons, rather than on trying to merge humans with alien technology of meld.
[QUOTE=Awesomecaek;48006642]I am wondering about something else, though. Since the aliens are attempting to integrate humans into their zoo of vassal species, adapting alien technology to fight against them might be kinda desperate at best, and in a way going against the XCOM2's idea of resisting their influence. Could possibly the game take a bit different approach in the sense humans would try to distance themselves from the aliens, somewhat prude in what's acceptable? For instance there could be more focus on advanced powered armour and exoskeletons, rather than on trying to merge humans with alien technology of meld.[/QUOTE] That'd be interesting, and disctinct too. Really, I don't care what they do with XCOM2 as long as it feels like a distinct sequel, rather than EU or EW with procedural map generation and a moving base. I guess what I'm saying is that while it'd be disappointing for XC2 to launch with less in the way of units and possibilities than EU (no mecs/meld/gene modding/etc), it'd be even more disappointing for those same units and mechanics to just be copy-pasted over-- I'm really hoping we get them back, but redesigned in the same way the classes have been.
the only thing i don't like about mecs is that you couldn't send a mec trooper in with a standard gun, when they have badass metal bodies. why wasn't that an option?
[QUOTE=Awesomecaek;48006642]I am wondering about something else, though. Since the aliens are attempting to integrate humans into their zoo of vassal species, adapting alien technology to fight against them might be kinda desperate at best, and in a way going against the XCOM2's idea of resisting their influence. Could possibly the game take a bit different approach in the sense humans would try to distance themselves from the aliens, somewhat prude in what's acceptable? For instance there could be more focus on advanced powered armour and exoskeletons, rather than on trying to merge humans with alien technology of meld.[/QUOTE] That's impractical as fuck. Also, Rather illogical. You can have laser rifles without needing to turn yourself green, they'r two distinct technologies. You're asking someone to ignore the knife before them because one day they might build a dirk. They need that knife now. Also: the aliens had powered armour and exoskeletons first. The thing is, Xcom DO tend to make their own shit using alien tech. The plasma sniper rifle, the alloy cannon. It's also probable that the humans, eventually, might have independently invented the alien technologies. Edit: The only thing I don't like about MECS is that they can't use cover. That's pretty much the point of being a man-shaped robot monster. Otherwise you might as well be a SHIV
[QUOTE=Rahkshi lord;48006997]the only thing i don't like about mecs is that you couldn't send a mec trooper in with a standard gun, when they have badass metal bodies. why wasn't that an option?[/QUOTE] Dual wield fucking plasma LMG's.
Is it possible for your squad to get maimed but be still alive and controllable? It would be kinda lame if it was bound to either incapacitated or dead.
[QUOTE=Rahkshi lord;48006997]the only thing i don't like about mecs is that you couldn't send a mec trooper in with a standard gun, when they have badass metal bodies. why wasn't that an option?[/QUOTE] Because then they cant use the god damn flamethrower. If there is anything Alien taught us, It's that aliens don't like getting torched. Plus, we gotta burn away the filth that is the xenos scum.
Im not greedy, all i want are Flame throwing eyes. Is that to much to ask?
[QUOTE=A B.A. Survivor;48007408]Is it possible for your squad to get maimed but be still alive and controllable? It would be kinda lame if it was bound to either incapacitated or dead.[/QUOTE] what do you mean? if you get hurt but don't go down you can still fight.
Man, it seems like I am just [I]constantly[/I] broke. I only have like five or six sets of armor, and use almost entirely EXALT or alien gear (I don't think I've made a single plasma gun) because I simply can't afford to.
[QUOTE=Corndog Ninja;48008444]Man, it seems like I am just [I]constantly[/I] broke. I only have like five or six sets of armor, and use almost entirely EXALT or alien gear (I don't think I've made a single plasma gun) because I simply can't afford to.[/QUOTE] What difficulty are you on? You should never really be rich though.
Just normal. I usually can get up to the low 300s at times but by the time I build a satellite and the objective I have enough cash for like one suit of armor.
are you selling your extra corpses and stuff? [editline]19th June 2015[/editline] yet another reason to roll XCOM Africa
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