[QUOTE=Senscith;48306068]Have we seen anything about any sorta LMG or any machine gun in XCOM 2?
But the Exalt flavor text from the crap you steal from their house points to them existing long before the Aliens even attacked.
Also it just occurred to me that Exalt probably has people inside XCOM, which is how they're able to fuck with your finances and research, as well as how they get their hands on Gene Modding tech, alien nades, and the hologlobe. I guess if XCOM failed before it really got underway Exalt would never get those tech advances.[/QUOTE]
Plot twist, Bradford was an EXALT sleeper agent all along.
[QUOTE=Hogie bear;48305980]Now that thing looks like it can do some damage. Not like the little pea-shooter from the first.[/QUOTE]
Separate thought, unrelated to gameplay-
I've always firmly believed that sound design can make [I]anything [/I]be a cool weapon. Done properly, with a bit of chunkiness and reverb, that pistol could easily be a gun that just never gets old no matter how many times you use it. If they can create the illusion and sense of loudness without *actually* blowing my ears out that'd be great.
Enemy Unknown was a bit of a mixture. Pretty much all the plasma weapons didn't sound dangerous at all, but the ballistic LMG managed to feel useful despite sounding more like a [URL="https://youtu.be/wq36UUtRbIw?t=7m54s"]lawnmower[/URL] [URL="https://youtu.be/T6RFYLzmGkU?t=28s"]engine[/URL] than any sort of firearm.
[editline]28th July 2015[/editline]
Going by that gameplay trailer the ADVENT weapons sound perfect
[QUOTE=ScottyWired;48306091]
Enemy Unknown was a bit of a mixture. Pretty much all the plasma weapons didn't sound dangerous at all.
[/QUOTE]
Speak for yourself. I love the Heavy Plasma when it's supressing. FLAMAMAMAMAMA!
both of those ranger abilities seem OP af
[editline]27th July 2015[/editline]
glad to see they're taking some of the better pages out of long war's book and adding weapon mods and deeper loadout choices tho
[editline]27th July 2015[/editline]
oops i mean sharpshooter
I uninstalled Long War, the only thing I really miss is some slight variation in enemy traits and the increased armoury selections. Alas.
[QUOTE=ScottyWired;48305820]That pistol holy crap. It's the size of the fucking Trigun gun. Move a couple of lines around and it'd be a mirror image.
[IMG]https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/xcom/trigun.JPG[/IMG][/QUOTE]
Ammo is expensive though, its just easier to relay on a computer brain and fucking luck.
[QUOTE=Kommodore;48306663]both of those ranger abilities seem OP af
[/QUOTE]
Imagine what XCOM is up against if [b]those[/b] are early/mid-game abilities. That's the caliber of stuff that vanilla's dudes were getting as the colonel perks.
[QUOTE=gudman;48308757]Imagine what XCOM is up against if [b]those[/b] are early/mid-game abilities.[/QUOTE]
If we're not fighting LW-sized Super Lids by the end, I don't know what to expect.
[QUOTE=gufu;48308778]If we're not fighting LW-sized Super Lids by the end, I don't know what to expect.[/QUOTE]
I hope we get more big robotic stuff that shoots lazors, plasma, rockets and nukes.
[QUOTE=gudman;48308757]Imagine what XCOM is up against if [b]those[/b] are early/mid-game abilities. That's the caliber of stuff that vanilla's dudes were getting as the colonel perks.[/QUOTE]
My guess is we're actually going to see lmaos and ADVENT troopers getting some useful abilities, maybe even sharing them with our troopers.
A big part of what makes the EW/EU lategame so easy is that pretty much everything EXALT and the aliens have is a cheap knockoff of what you can get, or they straight-up don't have anything to match it. (Cough, Resilience and Close Quarters Specialist, Cough.)
I'd love it if aliens got abilities that weren't strong as heck and were used decently often.
For example grenades are nice, but whenever aliens use them it gives them a massive advantage and yours is more of a little tool you use every now and then to break cover and deal 3 damage, even if you get the upgrade that lets you field nothing but alien grenades.
Same with EXALT heavies and their rockets, they're just ten times more effective in the AI's hands since it's not exactly balanced for use against your own guys.
I mainly wish they could tone down the RNG, as little possible it sounds like with it being basically one of the most driving mechanics in the series.
I just have hard time accepting when some soldier dies after 15% hit by the last panicking thinmint left on the map. I always eventually end up savescumming my way through because I end up dismissing the unlikely roll that screwed me over.
They could add depth, more things to consider, more options. Chess doesn't need RNG, neither should XCOM. I want to ensure that if I do the right things, my squad doesn't die, and if some of them die, I want to know for sure it has been by my mistake and not because of unlucky RNG.
xcom isnt chess
xcom without RNG is chess
[editline]27th July 2015[/editline]
people are always quick to whine about dying to a low % shot but never stop to think about how without RNG they might be losing even harder.
Weapons always fire in bursts, and they either hit or miss, and you can get a 8 damage hit with 10% accuracy and a 4 damage hit with 100% accuracy.
[QUOTE=Kommodore;48309543]xcom isnt chess
xcom without RNG is chess
[editline]27th July 2015[/editline]
people are always quick to whine about dying to a low % shot but never stop to think about how without RNG they might be losing even harder.[/QUOTE]
look at this way: Flush and Opportunist overwatch is a trick you use when you're not confident a shot will land because of the RNG. But even those can miss, and then you have to try something else, and so on and so on. And if nothing else works, maybe you have to take that 15% shot and it hits. And that's like a huge moment in the game, you'll post about it - the guy who landed the shot is a memorable entity now. XCOM's tactical game and narrative is based completely on manipulating RNG.
If you tighten up the RNG even a little bit that whole scenario dies and you're left with a chess game. Is losing at chess more fun? At least you have a story to tell in XCOM.
If anything, I'd say make any weapon that shoots a burst of whatever make an RNG roll for each round fired. E.G. a ballistic machinegun that visibly shoots off 10 rounds should roll 10 times, and each bullet does a significantly smaller amount of damage. That way you can at least hit a couple shots of an overall less accurate burst, or shoot one more accurate shot, but if you miss, that's it.
I'd always look at exalt a little strangely. You always expected stupidity from the AI, but once in a while the exalt will do some inspired move. Like fire a rocket at you, damaging you and completely removing your cover so that every other agent gets easy shots this poor coverless sod.
[QUOTE=The Jack;48309986]I'd always look at exalt a little strangely. You always expected stupidity from the AI, but once in a while the exalt will do some inspired move. Like fire a rocket at you, damaging you and completely removing your cover so that every other agent gets easy shots this poor coverless sod.[/QUOTE]
Exalt are reasonably clever when they're not constrained by their focus on the objective.
[QUOTE=Alsojames;48309855]If anything, I'd say make any weapon that shoots a burst of whatever make an RNG roll for each round fired. E.G. a ballistic machinegun that visibly shoots off 10 rounds should roll 10 times, and each bullet does a significantly smaller amount of damage. That way you can at least hit a couple shots of an overall less accurate burst, or shoot one more accurate shot, but if you miss, that's it.[/QUOTE]
This would give suppressive weapons like machineguns a more viable use. Totally down for that.
[QUOTE=Kommodore;48309543]xcom isnt chess
xcom without RNG is chess
[editline]27th July 2015[/editline]
people are always quick to whine about dying to a low % shot but never stop to think about how without RNG they might be losing even harder.[/QUOTE]
I'm fine with RNG but it does play against you. I reckon using 6 men against overwhelming numbers throughout a campaign means the RNG is likely to hinder you more than help.
I've had several turns where I would have been totally screwed up my hooha by 3 EXALT agents coming to flank my dude, but they all just reload.
Which is strange because they didn't shoot them since they appeared.
[QUOTE=Alsojames;48309855]If anything, I'd say make any weapon that shoots a burst of whatever make an RNG roll for each round fired. E.G. a ballistic machinegun that visibly shoots off 10 rounds should roll 10 times, and each bullet does a significantly smaller amount of damage. That way you can at least hit a couple shots of an overall less accurate burst, or shoot one more accurate shot, but if you miss, that's it.[/QUOTE]
I have a good idea for an ability to go with that:
Spray Fire. Choose a spot within bluerange, then pick which side of the line you want to spray. As the soldier moves to their destination they empty half their clip in the chosen direction, distributing a whole bunch of low-accuracy hits evenly amongst all enemies who enter LoS.
Really good for those SWAT-piles where you've got everyone up against a wall but only the two in the middle can actually see into the door.
[QUOTE=A B.A. Survivor;48310616]I've had several turns where I would have been totally screwed up my hooha by 3 EXALT agents coming to flank my dude, but they all just reload.
Which is strange because they didn't shoot them since they appeared.[/QUOTE]
IIRC when you hack one of those EXALT transponder things they all have to reload.
[QUOTE=IrishBandit;48310972]IIRC when you hack one of those EXALT transponder things they all have to reload.[/QUOTE]
Yeah this is made really unclear ingame.
[QUOTE=MuTAnT;48311481]Yeah this is made really unclear ingame.[/QUOTE]
Which is weird as hell, because when EXALT steps up their game and becomes more than a annoyance later on in the game timing those transponder jams is one of the biggest tools available to you.
There's nothing better than rushing your team into flanked positions to kill some EXALT and watch them retreat and reload furiously with the survivors the next turn.
EXALT spam is hands down the dumbest shit about Long War
[editline]28th July 2015[/editline]
i just wiped an exalt mission so bad and i'm so butthurt
[QUOTE=Kommodore;48311971]EXALT spam is hands down the dumbest shit about Long War
[editline]28th July 2015[/editline]
i just wiped an exalt mission so bad and i'm so butthurt[/QUOTE]
It's kind of understandable that LW went for that route. EXALT isn't a threat, and most missions involving them feature eggsalt with a constraint AI with tunnelvision on their objective, so they're also pretty dumb. The only way to make covert missions challenging is to spam them, which isn't necessarily better than outright removing them though.
nothing about them feels dumb when you get rocketed and grenaded in the same turn
[editline]28th July 2015[/editline]
rolled a shit LZ and map so i couldnt chain relays either
Exalt in Long War are bullshit for several reasons. First is the damn spam, most of the maps they come in on aren't made with that many enemy pods in mind, so you hit one and it triggers 3 or 4 pods of 5+ Exalt troopers. Their weapons also aren't restrained by the same damage parameters as XCOM's. I've had a non gene modded Exalt shoot me with a ballistic rifle and crit for 13 damage on one of my dudes. Lastly the rocket launchers with Exalt are horseshit. They ALWAYS are perfect and they have no chance I've ever seen to miss or fuck up a shot.
I'm all for making them tougher but the spam on top of the fact they don't play by the same set of rules makes them horseshit.
So, how the hell does anyone manage the Geoscape in LW when even a fighter with 5 kills and the research task for small UFO's doesnt land a single hit on a small ufo 3 fights in a row.
All my satelites keep getting shot down because I just cannot down ANY ufo's...
Also brought Rents into my game as my new scout, first mission he was on as a rookie he walks up the stairs right at the start and is instantly face with 4 floaters just sitting there waiting for him.
Survived on 1hp, welcome aboard.
[editline]28th July 2015[/editline]
Up to the zombie mission with basic gear and a single shiv.
If I can do this I can do anything.
[sp] Ive failed 3 times already [/sp]
[url]http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038/[/url]
[QUOTE][IMG]http://static1.gamespot.com/uploads/original/416/4161502/2909107-xcom+2_chryssalid_screenshot_01.jpg[/IMG][/QUOTE]
Ayy you ready?
YESYESYESYESYESYES
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