• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=Heigou;51667165]Just got the game on Humble Bundle and I'm so bad, holy shit. It feels like I have the time to do nothing. In missions, I end up needing to do everything in 10 turns which doesn't go very well since I'm terrible at the game and outside missions, I literally can't scan anything. Mid scan, some important mission always comes up that if I don't do within what feels like seconds, some bad shit happens and the avatar project gains a tick. I've literally been able to fully scan what must have been 1-2 things in my entire game right now. Also are facilities placement important? I don't know what the hell I'm doing at all in this game. How fast should weapon and armor upgrades be, etc[/QUOTE] Facility placement isn't too important, though it's better to place Workshops in the central column, if you can build a power generator over a ruined Alien generator then that's good, but it shouldn't be a big deal.
Just to add in a minor bit, you'll hardly ever be able to start a scan and finish it without being interupted during the early / mid game when your racing aroudn the world being overwhelmed with everything. So don't worry. And the Avatar Project, while a game ender you need to keep on top off, is really easy to delay and set back, it also has a generous 20 day countdown when all the pips are full. And better yet, you can reset that countdown just by delaying / setting back the project. I don't think you can get the full 20 days back on lower difficulties but on Legend I always got 8 days as the base line. And you can do that indefinately (untill you can no longer delay the project). Most people, myself included, play the game with the intention of going down to the wire with the doomcounter, early and mid game it's the best course of action while you focus on building up a dependable force. Just make sure you have missions open to you that you can go on to reset the clock at a moments notice. Those are Facilitiy missions which remove pips and delay for 4 weeks, Story missions and a couple of one off side objectives you can do while on any mission both which set back without delaying. When it comes to the Guerrilla Ops, it might feel like you should always stop the Avatar Breakthrough or the Facility but that's not always the case. And retaliation missions are a fucker but you are told almost exactly when one is about to happen, the first 1 is always your 4th mission (rarely 5th) and you can fail that first one with a negigable punishment, the goal is to get all your troops through it alive. You can also lose the 2nd retalliation mission aswell, but that's dependant on you not contacting another region first because after you expand outwards on the map the Retalliation mission will no longer be in your HQ. (the punishment for failing the mission is losing contact with the region meaning you gotta spend intel and time getting it back, you can't lose the HQ sector so the punishment is not that bad at all), but delaying expansion is somewhat of an intermediate technique might not work out too good for you.
[QUOTE=Fr3ddi3;51668501]Just to add in a minor bit, you'll hardly ever be able to start a scan and finish it without being interupted during the early / mid game when your racing aroudn the world being overwhelmed with everything. So don't worry. [/QUOTE] This really messed with my peace of mind throughout XCOM2. While sitting around waiting for something to happen on the geoscape wasn't that stimulating, I found it incredibly frustrating to not being able to finish up scans I specifically expended time to fly over to. It's just something to get used to, though.
[QUOTE=Im Crimson;51669811]This really messed with my peace of mind throughout XCOM2. While sitting around waiting for something to happen on the geoscape wasn't that stimulating, I found it incredibly frustrating to not being able to finish up scans I specifically expended time to fly over to. It's just something to get used to, though.[/QUOTE] I've always loved XCOM-style games though the last 2 iterations have been my first of actual XCOM games but getting dragged into missions has always bummed me out. It's retarded but I think I actually prefer chilling on the strategy layer and planning everything out rather than playing the game itself. Although since I'm the king of accidentally opening up extra monster closets when I'm not ready this game's nothing but an effort in frustration most of the time.
[QUOTE=MuTAnT;51678783]I've always loved XCOM-style games though the last 2 iterations have been my first of actual XCOM games but getting dragged into missions has always bummed me out. It's retarded but I think I actually prefer chilling on the strategy layer and planning everything out rather than playing the game itself. Although since I'm the king of accidentally opening up extra monster closets when I'm not ready this game's nothing but an effort in frustration most of the time.[/QUOTE] Buy civ
[QUOTE=MuTAnT;51678783]I've always loved XCOM-style games though the last 2 iterations have been my first of actual XCOM games but getting dragged into missions has always bummed me out. It's retarded but I think I actually prefer chilling on the strategy layer and planning everything out rather than playing the game itself. Although since I'm the king of accidentally opening up extra monster closets when I'm not ready this game's nothing but an effort in frustration most of the time.[/QUOTE] I've had several people I've spoken to IRL mention they'd prefer the base management aspect of the game was expanded with more micro-managing. I remember the Geoscape mode in the old UFO Defense requiring slightly more extensive managing, though I'm not sure shuffling items between base inventories to make room really counts as gameplay. I wonder if there'd be any merit in transforming the base management-part of XCOM into a sandbox-y kind of base-building game.
[QUOTE=Mort Stroodle;51679010]Buy civ[/QUOTE] Hilarious, but I'm serious like the above poster mentioned the base management could potentially be a fun part of the game. I've played other games and mods like various iterations of UFO which is pretty much the same thing where base management is a core part of it and it's actually pretty fun. I think an example of what I mean might be 'Xenonauts' which I won't pretend didn't have some major flaws but was cool being able to build multiple bases for specific purposes. XCOM 2's storyline naturally wouldn't accomodate that and that's totally fine. I think I'm less bitter now than I was earlier as my campaign's finally turned around and I haven't gotten jerked over by a string of bad rolls for awhile. [editline]16th January 2017[/editline] [QUOTE=Im Crimson;51679034]I've had several people I've spoken to IRL mention they'd prefer the base management aspect of the game was expanded with more micro-managing. I remember the Geoscape mode in the old UFO Defense requiring slightly more extensive managing, though I'm not sure shuffling items between base inventories to make room really counts as gameplay. I wonder if there'd be any merit in transforming the base management-part of XCOM into a sandbox-y kind of base-building game.[/QUOTE] Definitely happy not to see heavy inventory management come back. That was definitely a welcome change.
I once made my girlfriend redo a whole two months because she fucked up the base building in a campaign we were doing together while I wasn't with her, we lost a country and we were researching something crap. She only really likes the combat and treats the basebuilding like an optional chore. Big mistake. We're on track and haven't lost a single member of the council, even though we've got to plasma rifles (skipping light plasma rifles. We also went a long time without precision lasers) on classic difficulty with a lot of second wave settings turned on.
[QUOTE=The Jack;51679640]skipping light plasma rifles.[/QUOTE] B-but the aim boost
We're using not all soldiers are created equally. We scrap the shit and keep the ones with good stats. Most of our soldiers have scary aim, and we need more damage because damage roulette is a motherfucker. We also picked the one that messes up the abilities that soldiers learn. So we have a harder time getting medics, but lots of them have shooty abilities anyways.
[QUOTE=The Jack;51680338]we need more damage because damage roulette is a motherfucker.[/QUOTE] 4 Soldiers shoot at a single Floater at Classic. First three do 1 damage each. The last one misses, gets shot up, everyone panics and die. Damage Roulette is NEVER AGAIN mode for me.
But when you're at 2 health, get hit by two elite mutons, and survive, you're laughing daisies. /this never happens to me.
DR never did anything less than MAXIMUM DAMAGE on my guys. Ever.
LW2 strategy layer changes [url]https://xcom.com/news/xcom-2-long-war-2-mod-brings-big-changes-to-the-strategy-layer-on-pc[/url] More details from JL [url]http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23373[/url]
[QUOTE=Takuat;51684614]LW2 strategy layer changes [url]https://xcom.com/news/xcom-2-long-war-2-mod-brings-big-changes-to-the-strategy-layer-on-pc[/url] More details from JL [url]http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23373[/url][/QUOTE] Let's just hope the balance of LW2 won't consist of "If someone can beat it, it's not hard enough"
[QUOTE=Géza!;51684840]Let's just hope the balance of LW2 won't consist of "If someone can beat it, it's not hard enough"[/QUOTE] Or, 'if you can't be beat it, it's not our fault- YOU just need to get better.' I hate Long War for that exact reason- amazing content, horrific fake balance.
[media]https://twitter.com/FiraxisGames/status/821431907116167168[/media]
I'm going to assume, hope, pray that LW2 is kept in check. I stopped enjoying it in EW because they just did not know when to quit.
[QUOTE=bloboo;51685301]if its just as configurable as LW1 was then it should be alright. I was able to config LW1 to a point where I could actually get to gauss weapons before I'd get bombarded with cyber dicks and mutons[/QUOTE] Making it configurable is not an excuse for shit balance. Maybe I COULD try to balance it myself, but a. I'm not a game designer and b. I don't have 100 hours of tweaking ini files and testing to spare. Basically the amount of sheer work and game balancing know-how to balance a game as big as xcom 2 (bigger b/c of long war) is fucking insane and most players aren't going to be able to do it. Now of course that's not to say the LW devs are obligated to put in that amount of time for their free mod, but I'M sure as fuck not going to balance it, and if THEY'RE not going to balance it, then I'm certainly not going to play it. We've got a decently balanced vanilla game already after all.
The obvious answer is of course someone sharing their pre-made config of a "Shorter War 2".
So I'm playing A Better Advent 2 with Commander Ironman. I've noticed, among other things, that it is a bit harder than the base game... [img]http://images.akamai.steamusercontent.com/ugc/97225730275194217/2B5DBD3779E0C63988A3767E635A1F975517D237/[/img] This is more casualties than my other runs combined.
Anyone else feeling the gap that Beagle leaves every damn time he's on hiatus?
[QUOTE=mageye;51686162]Anyone else feeling the gap that Beagle leaves every damn time he's on hiatus?[/QUOTE] The guy is still streaming every week, he's probably batch editing videos so he can have a release schedule for a while. That train is fucking hard to keep rolling. But yeah, I miss Beags daddy.
[QUOTE=ChickenMan99;51684951]Or, 'if you can't be beat it, it's not our fault- YOU just need to get better.' I hate Long War for that exact reason- amazing content, horrific fake balance.[/QUOTE] I bet the devs can't even beat it
[quote]Long War Balance Rants[/quote] [QUOTE=Ghost656;51688658]I bet the devs can't even beat it[/QUOTE] [thumb]http://i.imgur.com/0gg5292.png[/thumb] At the end of the day, Long War was started as a difficulty mod, if you can't deal with it, don't play with it.
[QUOTE=ReligiousNutjob;51688722][thumb]http://i.imgur.com/0gg5292.png[/thumb] At the end of the day, Long War was started as a difficulty mod, if you can't deal with it, don't play with it.[/QUOTE] This mentality just leads to any feedback regarding difficulty to be ignored. Unless, ofcourse, it's too easy! You can beat any game with horrible balancing with proper planning, that doesn't make the balancing any less shit though.
Long War doesn't have "fake balance", what are you talking about? It's a lot more balanced than vanilla, especially early game. Just play on normal/classic, there's no need to power on through Impossible on Ironman. EDIT: [quote=Long War] Impossible - Unforgiving and not particularly fair. While technically winnable, this is really more of a test of how long you can survive[/quote]
looks like someone got bootyblasted by a thinmint it's ok it happen to the best of us
:cry:
It's time [url]https://steamcommunity.com/sharedfiles/filedetails/?id=844674609&searchtext=Long+war+2[/url]
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