• XCOM V5: Grazed shots still count as hits
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[QUOTE=honestfam;51802407]-snipped- because i'm still not sure how the whole reinforcement at objective completion works, but i swear it has nothing to do with infiltration.[/QUOTE] There is a second value which changes depending on Advent Force Strength and can be reduced through increased Infiltration, it is the one labelled "Advent Readiness: Defended" or some shit below the troop strength. That value defines how often reinforcement pods come and how strong they will be. I don't know the exact relation between terms and reinforcement strength, but the more menacing sounding a term, the more will come. That and every mission has a soft timer before reinforcement pods start coming constantly, so you don't spend forever on non-timed missions (I believe) - This timer is accelerated upon you completing the objective in missions where you have to extract, iirc.
I've made my best character yet. [t]https://cdn.discordapp.com/attachments/176857755930460161/279724212443152384/XCom2_2017-02-10_13-23-50-32.png[/t]
[url]https://steamdb.info/app/268500/dlc/[/url] Steam just got updated with a new DLC depot for XCOM 2. (Also Jake Solomon is giving a talk at PAX East and Pete Murray has been told to "put a demo together" for something, to be demoed somewhen)
Still hoping for a new expansion but unless they've had a separate team working on that 24/7 since release it's too soon for that. Cautiously optimistic...
[QUOTE=Viper123_SWE;51810105]Still hoping for a new expansion but unless they've had a separate team working on that 24/7 since release it's too soon for that. Cautiously optimistic...[/QUOTE] Not really - it has now been longer than the time between XCOM Enemy Unknown and XCOM Enemy Within. And if they were working on an expansion (and I seem to recall Shen's Last Gift originally launched with references to assets labelled "xpac" which weren't used, and later patched out) they would almost certainly have been doing it concurrently with the DLC.
I think sectopods highlight some visual problems of Xcom Your hit chance is unusually low, but they're huge most of your misses end up going through them I hacked a drone, it got knocked to one health, and it used about five bursts of it's cannon to kill it.
[QUOTE=The Jack;51813025]I think sectopods highlight some visual problems of Xcom Your hit chance is unusually low, but they're huge most of your misses end up going through them I hacked a drone, it got knocked to one health, and it used about five bursts of it's cannon to kill it.[/QUOTE] I always thought it was odd that larger enemies aren't easier to hit. Robotics cant use cover, but an Advent Mec is almost twice as tall and wide as a person, it shouldn't be that hard to land a hit on.
See, I would've thought the advantage of using a mech, rather than a mini tank with all the same features, would be in that you can take cover like a human.
Heres a question for you lot. Or rather a series of questions that depend upon previous answers. If I make one of my Shinobi's an officer, can they use command on an ally without breaking concealment? And Can you use Command on Civilian's / VIP's? Do Civilian's / VIP's benefit from Oscar mike? The reason why, (im sure some of you have worked out already) I've been succesfully running 2 man VIP rescues with a Shinobi and a Specialist, largely because i was given some rather kind AWC perks that make these 2 a stupidly effective team for high risk / reward city ops. Both bolt across the map to the EVAC, double back to the prisoner, specialist sit just outta range to hack the door while the shinobi paths the VIP out to the EVAC. Weightless free flashbang and smoke, smaller detection radius, coupled with Speed PCS's, no extra equipment on either and both using SMG's puts both soldiers upward of 20 tiles of movement makes this a peice of cake with 2 spare troopers, i'm able to take on missions i'd otherwise flat out ignore due to the time constraints (though i'm aware i am playing with fire on this). The problem is the civilian lacks the mobility to keep up once the door is open. Usually requiring 1 more turn in the AO than i'd like whereby the VIP sits in a cloud of smoke and aid protocol. Naturally having an officer grant mobility buffs would be of great use. I'm just reluctant to waste an officer slot on a spare Shinobi if it's not gonna work.
Apparently Beagle is stopping his LW2 series.
I'm having a really hard time playing vanilla XCOM 2 on normal difficulty. I'm about 10 hours in and I'm losing at least 1-2 soldiers every mission and even failing quite a lot of them. I'm running out of experienced soldiers fast. That's not really fun. What could I be doing wrong? I don't remember having so much trouble with XCOM:EU
[QUOTE=Robber;51816754]I'm having a really hard time playing vanilla XCOM 2 on normal difficulty. I'm about 10 hours in and I'm losing at least 1-2 soldiers every mission and even failing quite a lot of them. I'm running out of experienced soldiers fast. That's not really fun. What could I be doing wrong? I don't remember having so much trouble with XCOM:EU[/QUOTE] How do your missions typically go down?
[QUOTE=Robber;51816754]I'm having a really hard time playing vanilla XCOM 2 on normal difficulty. I'm about 10 hours in and I'm losing at least 1-2 soldiers every mission and even failing quite a lot of them. I'm running out of experienced soldiers fast. That's not really fun. What could I be doing wrong? I don't remember having so much trouble with XCOM:EU[/QUOTE] Having a medic specialist on every mission is absolutely critical. And for me even on max difficulty you can beat every mission comfortably by having at least two Grenadiers with a variety of grenades. Enemy priority is also very important. Certain enemies need everything thrown at them you can, like Stun Lancers and Vipers in the early game.
[QUOTE=Robber;51816754]I'm having a really hard time playing vanilla XCOM 2 on normal difficulty. I'm about 10 hours in and I'm losing at least 1-2 soldiers every mission and even failing quite a lot of them. I'm running out of experienced soldiers fast. That's not really fun. What could I be doing wrong? I don't remember having so much trouble with XCOM:EU[/QUOTE] We need to know how you approach situations to get an idea of what you're doing wrong. However based on the little info youv'e given. Live to fight another day is the code you should abide by in the early game. You are 'allowed' to fail missions here and not be punished too severly for it. If at any point the objective looks to be out of reach within the timer, give up and focus on either getting ALL your troops out alive and or killing the remaining enemies. You can mitigate dark events, you can get intel and supplies from elsewhere, even buy or find the odd scientist / engineer, but you cannot replace experienced troopers.
[QUOTE=Kartoffel;51815287]Apparently Beagle is stopping his LW2 series.[/QUOTE] Aw shit, why? I always really looked forward to seeing them in my sub box...
To put it short, he's been saying he doesn't like XCOM 2, and LW2 hasn't fixed his problems with it [img]http://i.imgur.com/RmCNC1K.png[/img] A real shame, because I think, given maybe two or three updates, LW2 could've fixed a fair amount of his problems. A number of his LW2 specific problems were just poor explanation of new mechanics and the stronger-than-before focus on the concealment invisibility cloak. Not long after the Long War 2 Announcement, Beagle shared an [URL="https://docs.google.com/document/d/1PLGD6pF1E3fBq9YP_5H5fLEgpNf3UDQ5ZDB2nx4Z6nE/edit"]unfinished script[/URL] he wrote for a video about his thoughts on XCOM 2, saying he will rewrite it after he's tried LW2
Why Why is there a prostitution mod for X2
[QUOTE=_Maverick_;51818491]Why Why is there a prostitution mod for X2[/QUOTE] Loverslab man, they sexualise EVERYTHING.
[QUOTE=_Maverick_;51818491]Why Why is there a prostitution mod for X2[/QUOTE] Wait, really? [QUOTE]added a simple prostitution button to the soldier menu in the armory. takes 1 to 3 days to finish, when finish you get some random resource, and the soldier you used gain 1 kill. giving soldiers kills were the only way to level them up it turns out.[/QUOTE] [QUOTE]when finish you get some random resource, and the soldier you used [B]gain 1 kill.[/B][/QUOTE] :what:
[QUOTE=gufu;51818851]Wait, really? :what:[/QUOTE] Black Widowing Advent Collaborators or some shit, I guess.
[QUOTE]added some simple statistics display and [B]pregnancy functionality.[/B][/QUOTE] LL is a fucking magical place.
[QUOTE=gufu;51818863]LL is a fucking magical place.[/QUOTE] That it is, the mythical dildocorns prancing through the mysterious phallic forests... Also, I'm not sure why MAVERICK of all people (His adventures in LL for the name of science are legendary) is surprised that XCOM 2 has a prostitution mod.
[QUOTE=gufu;51818863]LL is a fucking magical place.[/QUOTE] more RNG to fuck me over.
[QUOTE=Im Crimson;51816814]How do your missions typically go down?[/QUOTE] [QUOTE=JCDentonUNATCO;51817022]Having a medic specialist on every mission is absolutely critical. And for me even on max difficulty you can beat every mission comfortably by having at least two Grenadiers with a variety of grenades. Enemy priority is also very important. Certain enemies need everything thrown at them you can, like Stun Lancers and Vipers in the early game.[/QUOTE] I did have a medic specialist on most missions, but one of them died and the has been injured for a while now. "Throwing everything at them" doesn't really work with my playstyle which might be the problem. When most of my guys can get killed in 2-3 shots I spend more time running away than shooting since enemies die in more than 3 shots (especially including misses) and I'm also MASSIVELY outnumbered. [QUOTE=Fr3ddi3;51817442]We need to know how you approach situations to get an idea of what you're doing wrong. However based on the little info youv'e given. Live to fight another day is the code you should abide by in the early game. You are 'allowed' to fail missions here and not be punished too severly for it. If at any point the objective looks to be out of reach within the timer, give up and focus on either getting ALL your troops out alive and or killing the remaining enemies. You can mitigate dark events, you can get intel and supplies from elsewhere, even buy or find the odd scientist / engineer, but you cannot replace experienced troopers.[/QUOTE] Thanks, that sounds like great advice. I was prioritising mission success over my soldier's lives.
XCOM 2 is all about wiping pods in a single turn and there's way less defensive play compared to EU, some enemies can't be allowed to have their turns, others are predictable and relatively harmless. If you're doing a fully vanilla thing i suggest getting [url=http://steamcommunity.com/sharedfiles/filedetails/?id=619816174]this[/url], makes the super aggressive dashing a lot more bearable. [QUOTE=Senscith;51820835]Also bring flash bangs and use them liberally if you want to blow through everything. They drastically reduce enemy aim, movement ability, and prevent the use of special skills (like Viper Spit). Then when you get proxy mines you can literally blow through everything. I've had the stars align a few times and managed to wipe the entire mission right out of concealment in vanilla. Its something special when your Grenadier comes home with +25 additional kills from one mission.[/QUOTE] Oh yeah, i almost forgot about the liberal use of explosives and flashbangs. It's absolutely key in this game, don't be afraid to blow everything up, grenadiers are essential.
[QUOTE=honestfam;51820816]XCOM 2 is all about wiping pods in a single turn and there's way less defensive play compared to EU, some enemies can't be allowed to have their turns, others are predictable and relatively harmless.[/QUOTE] Also bring flash bangs and use them liberally if you want to blow through everything. They drastically reduce enemy aim, movement ability, and prevent the use of special skills (like Viper Spit). Then when you get proxy mines you can literally blow through everything. I've had the stars align a few times and managed to wipe the entire mission right out of concealment in vanilla. Its something special when your Grenadier comes home with +25 additional kills from one mission.
Have you guys tried X-Piratez for OpenXCOM yet?
Honestly, thinking about it, the switch to "wipe the whole pod in one turn" gameplay has SEVERELY harmed the game overall. Being able to just invis your way up to each pod and smash them with a grenadier for basically zero risk makes the whole experience pretty mindless. Remembering the tension of not knowing when another pod is going to appear, slowly moving through the map in EU, XCOM 2's waltzing through with a scout in the front really ruins the whole tone. You could do this in EW too with the mimetic skin. When every fight lasts one turn there's not much in the way of tactics at all. In LW2 it's not much better, instead the new strategy is to sneak past everything because you don't have much time to get to the objective and there's lots of enemies. But XCOM2 isn't a game with very satisfying sneak mechanics. In invisible Inc, there's lots of mechanics designed to be consistent because if you get fucked from standing on a tile that you thought was safe in a stealth game, it's the most frustrating thing in the world. But in LW2 you don't have a consistent sneak system, you have XCOM2's finicky as fuck concealment system where you're rolling the dice every time you step within a tile or two of the alleged concealment breaking radius. Having to rely on such a finicky stealth system sucks massive dick. Honestly I'd like to see a mod that just straight up removes mission Timers and concealment, just to see how it plays.
[QUOTE=Ghost656;51821953]Have you guys tried X-Piratez for OpenXCOM yet?[/QUOTE] I tried it last year.... I was weird
[QUOTE=ReligiousNutjob;51818444] A real shame, because I think, given maybe two or three updates, LW2 could've fixed a fair amount of his problems. A number of his LW2 specific problems were just poor explanation of new mechanics and the stronger-than-before focus on the concealment invisibility cloak.[/QUOTE] He hated the concealment feature altogether though, so that won't ever be fixed. I was really turned off when he complained about it and timers in his first vid on LW2, stating that it makes it too simple or some-such and that it "dilutes skill". Because conga-lining troops, overwatch creep and proxy mine abuse is the pinnacle of complexity and skill, apparently. I don't like timers too (hence why I don't play with true concealment on), but come on. [editline]14th February 2017[/editline] [QUOTE=Mort Stroodle;51822024] Honestly I'd like to see a mod that just straight up removes mission Timers and concealment, just to see how it plays.[/QUOTE] I remember there was an "all pods active" mod, I think it wasn't updated in a while so its outdated. Played like shit tbh, XCOM 2 just isn't designed around that. Stuff is too deadly.
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