[QUOTE=warmarine;51822068]I tried it last year.... I was weird[/QUOTE]
If you ignore the weird ass bootypedia images it's a really fun mod.
The amount of content is mindblowing.
I still haven't managed to finish it because the campaigns take so much time and I usually end up dying in an ill-prepared base defence.
Not that iv'e kept up with anything he's said but iirc he's not a fan of conga lining, overwatch creep or proxy mine spam either, it was more to do with the game being designed in such a way that made those the best and most optimum strategies to use and you'd be a fool not to use them. And that's not exactly wrong.
With the way Xcom is designed i honestly don't see how that could be worked around and concealment is imbedded into the core design of it. The maps are all too 'open', LOS range is massive and pods are always spaced close enough that every time you take a flank there's invaribly an enemy pod sitting in the wings to dick you over.
Personnaly i'm a firm beliver that xcom 2 just has too many windows. You don't get back alleys anymore which allow you to sneak up undetected and fight contained battles.
[QUOTE=Fr3ddi3;51822529]Not that iv'e kept up with anything he's said but iirc he's not a fan of conga lining, overwatch creep or proxy mine spam either, it was more to do with the game being designed in such a way that made those the best and most optimum strategies to use and you'd be a fool not to use them. And that's not exactly wrong. [/quote]
Yeah, he isn't wrong there, I'm more thrown off by the fact that he considers what amounts to LoS cheesing somehow more "skillful" than what XCOM2 and LW2 offer. These are just two different things entirely. Maybe too different for some, and that's fine, but not in any way less complex.
[quote]With the way Xcom is designed i honestly don't see how that could be worked around and concealment is imbedded into the core design of it. The maps are all too 'open', LOS range is massive and pods are always spaced close enough that every time you take a flank there's invaribly an enemy pod sitting in the wings to dick you over.
Personnaly i'm a firm beliver that xcom 2 just has too many windows. You don't get back alleys anymore which allow you to sneak up undetected and fight contained battles.[/QUOTE]
I totally agree with that. The maps are way too transparent and there're no dead zones or alleys. The variety of guerilla ops maps (which is the majority of the game) boils down to pretty much visuals only and wilderness is just large open space with a few LoS obstructing objects here and there.
I'd love to either make a mod, or see an xcom 3, set after a human victory (of either XCOM 1 or 2 scenarios, an option for either in the game would be neat) in which the world is fragmented by the aliens and many extremist groups arise, some benefiting from what you sold on the black market (X1) what the aliens left behind (X2) and others benefited from surviving aliens going into hiding and selling services.
Most factions would be groups like Exalt or religious nuts, but I'd be interested in seeing a new advent, or advent remaints. I think alien intervention would be a lot of oppertunity for countries with disagreements to go to war (I'm absolutely sure the Korean war could reignite if, say, an alien wanted to take advantage of a dictatorship lacking technology, or if the powerful corporations of hell got a hold of drastic technological advancements, but I'm really not sure how the conflict would play out)
Korea on it's own going nuts sounds too much, but I guess if a lot of places go nuts with new tech, it'd seem in fair place.
Key features:
-The player has to be really careful with who they cater to. Not all requests are from the council. The world could get really out of whack if you give too much technology to one faction or nation, or maybe it could right itself if you made some donations. Some nations might advertise itself as it is, though claim they're wanting to use the laser rifles to fight 'radical alien worshipers' rather than than dissidents or neighbors, but EXALT might try to buy Ethereal corpses as some innocent seeming medical company.
-each enemy organisation has adopted some aspects of the aliens in order to suit their ideology. Exalt will prioritise genetics and psionics over mechs and such tech, while a corperation might be in the business of selling power armour, Mechs or Muton clones to other factions.
-Imagine we're playing a civ game where people want different victories and have different means to get them. Maybe if you win the game as X-COM, you can unlock the other factions.
-The lower alien races (Mutons especially, but also sectoids and snaeks) are easy to clone.
-As XCOM, you start the game with plasma weapons, advanced armours, and whatnot. You probably begin the game trying to find out how to make your own elerium or alloys, honestly. Firstly though, you can't do everything with plasma and titan, because you need to control how widespread your tech is, you can't just have one team do everything.
secondly, all your technology was rather rushed to combat the aliens, and there's many ways you can improve on them. Some technology you outright missed (you never captured a cyberdisk or it's weaponry in X1, and honestly to play on the harder difficulty I found it prudent to skip luxuries like skeletal armour, the alloy cannon, the titan variants..)
Lastly, you know that there will be a second, more powerful alien attack. You need earth to be ready for this event, which means earth needs to be peacefull enough that you have the forces to fight but also advanced enough that your force size counts for anything.
[QUOTE=Mort Stroodle;51822024]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]
my thoughts exactly, after my first playthrough of xcom 2 i thought the meta had taken a turn for the worst. nothing wrong with turn timers as a concept, but because they're so prevalent in the game the alien's and soldiers abilities had to change dramatically as a result.
what's worse is that there's (to my knowledge at least) no mods out there that do a complete revamp of the game, getting rid of turn timers, concealment and changing things up so that it feels different. i was hoping lw2 would do that but they decided to double down on the mechanic
[QUOTE=gudman;51822627]Yeah, he isn't wrong there, I'm more thrown off by the fact that he considers what amounts to LoS cheesing somehow more "skillful" than what XCOM2 and LW2 offer. [/QUOTE]
from reading his posts on reddit, it's less that he feels that its more "skillful" and more that it gives extra opportunities to do something else.
in xcom ew you didn't have to conga line if you didn't want to. it wasn't the optimal way to play the game but it was possible to beat the game without doing it. his problem with xcom 2 is that firaxis just decided to make the meld timers a core feature of the game in order to counter the strategy, instead of changing the game's mechanics/map design so that it would be less optimal or not as easy to execute. as a result the game shoehorns you into one strategy and removes some creative freedom the player had before.
[del]Most of[/del] all of my strategy for X1 has been: set up heavy on sides, sniper on high ground and rest scattered around. Then overwatch all.
More often than not it would do significant damage to enemy pods but when cyberdisks and other higher enemies showed up it would all fall apart.
I like the slow methodical approach to getting the best cover and springing the trap that X2 was going for, but I get the impression that LW2 takes that away.
[QUOTE=_Maverick_;51822876][del]Most of[/del] all of my strategy for X1 has been: set up heavy on sides, sniper on high ground and rest scattered around. Then overwatch all.
More often than not it would do significant damage to enemy pods but when cyberdisks and other higher enemies showed up it would all fall apart.
I like the slow methodical approach to getting the best cover and springing the trap that X2 was going for, but I get the impression that LW2 takes that away.[/QUOTE]
Sadly that's the best way to play X1, Meld in EW adds an incentive to maybe move a little more than you would have in EU but that's about it.
[QUOTE=The Jack;51822648]I'd love to either make a mod, or see an xcom 3, set after a human victory (of either XCOM 1 or 2 scenarios, an option for either in the game would be neat) in which the world is fragmented by the aliens and many extremist groups arise, some benefiting from what you sold on the black market (X1) what the aliens left behind (X2) and others benefited from surviving aliens going into hiding and selling services.
Most factions would be groups like Exalt or religious nuts, but I'd be interested in seeing a new advent, or advent remaints. I think alien intervention would be a lot of oppertunity for countries with disagreements to go to war (I'm absolutely sure the Korean war could reignite if, say, an alien wanted to take advantage of a dictatorship lacking technology, or if the powerful corporations of hell got a hold of drastic technological advancements, but I'm really not sure how the conflict would play out)
Korea on it's own going nuts sounds too much, but I guess if a lot of places go nuts with new tech, it'd seem in fair place.
Key features:
-The player has to be really careful with who they cater to. Not all requests are from the council. The world could get really out of whack if you give too much technology to one faction or nation, or maybe it could right itself if you made some donations. Some nations might advertise itself as it is, though claim they're wanting to use the laser rifles to fight 'radical alien worshipers' rather than than dissidents or neighbors, but EXALT might try to buy Ethereal corpses as some innocent seeming medical company.
-each enemy organisation has adopted some aspects of the aliens in order to suit their ideology. Exalt will prioritise genetics and psionics over mechs and such tech, while a corperation might be in the business of selling power armour, Mechs or Muton clones to other factions.
-Imagine we're playing a civ game where people want different victories and have different means to get them. Maybe if you win the game as X-COM, you can unlock the other factions.
-The lower alien races (Mutons especially, but also sectoids and snaeks) are easy to clone.
-As XCOM, you start the game with plasma weapons, advanced armours, and whatnot. You probably begin the game trying to find out how to make your own elerium or alloys, honestly. Firstly though, you can't do everything with plasma and titan, because you need to control how widespread your tech is, you can't just have one team do everything.
secondly, all your technology was rather rushed to combat the aliens, and there's many ways you can improve on them. Some technology you outright missed (you never captured a cyberdisk or it's weaponry in X1, and honestly to play on the harder difficulty I found it prudent to skip luxuries like skeletal armour, the alloy cannon, the titan variants..)
Lastly, you know that there will be a second, more powerful alien attack. You need earth to be ready for this event, which means earth needs to be peacefull enough that you have the forces to fight but also advanced enough that your force size counts for anything.[/QUOTE]
[url=https://www.gog.com/game/xcom_apocalypse]That feels a lot like x-com apocalypse[/url]
Large Post Incoming!
Today is Valentine's Day, so I'm gonna share some screenshots of my work that I've accomplished over the last two months. This is most of the new weapons that's gonna be in the weapon megapack:
Battleworn M14:
[T]http://images.akamai.steamusercontent.com/ugc/84842371570700738/070A2000D08DC664A7C3BCB0DFBFC1E859A271DE/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842371570700316/7E5E27A0092C686C65E126ADB48598D15E61ECC2/[/T]
HK91A3:
[T]http://images.akamai.steamusercontent.com/ugc/84842615011322857/AF31D7104F7F6E4DD7669D8F6E45F8B4F0952BA7/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842615011322173/F492C43A0536C5E765BF097C561FB033A631B9AF/[/T]
G3 (Battleworn HK91A3):
[T]http://images.akamai.steamusercontent.com/ugc/84842615011322544/50C8E88BCB04CA8B2925B238797DFB4802F6DE15/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842615011323102/1D1DEAD3D9BEFA16717491B8B831A938476D2654/[/T]
M16A2:
[T]http://images.akamai.steamusercontent.com/ugc/84842745061034020/5BF5B40AF175D22F69C8DE31A9D55E171FAA5B3F/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842745061034232/A34E8A29AC7E8DAB2F7AF18D96FB6DD63EE8A5E2/[/T]
C7A1:
[T]http://images.akamai.steamusercontent.com/ugc/84842745061034469/C62C015CDB5D97B862398E8F549FD3ED26D33343/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842745061034645/4D49AD3C331F347A34621A4EAD1C80BB4C0D18F3/[/T]
An actual M16A4:
[T]http://images.akamai.steamusercontent.com/ugc/84842745062917202/AF622EB2B1F6D6033500E3CB1A8C1D73128E1476/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842745062917594/05A8252E40571F65A3DB0DD72375965583C62689/[/T]
P90:
[T]http://images.akamai.steamusercontent.com/ugc/84842745065796816/C70A741E34BBB84A8D78F2824F2D71CD1B01B196/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842745065797237/61E08FDA71DF0C267DE6C216B563A90A18BE29E4/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842745065797638/A51D6CE657E4C88D2CC334490B70E2CD30E7DD73/[/T]
NV4 (Mag version of the M4), from Call of Duty: Infinite Warfare:
[T]http://images.akamai.steamusercontent.com/ugc/84842993827972000/F48E967007CA53C37014A794F59E30962ADC38D2/[/T]
Old Look:
[T]http://images.akamai.steamusercontent.com/ugc/84842993824383877/2B25F2F6EF8AE83A0C65BA0BB9ABD1378B537CD7/[/T]
SPAS-12:
[T]http://images.akamai.steamusercontent.com/ugc/84842993827970905/6901EDCF03925910E452838771DDC79B285DC6E8/[/T]
Old Look:
[T]http://images.akamai.steamusercontent.com/ugc/84842993827793538/29556238464EB8C1D3D6847009072AA2A8E7ADB0/[/T]
Rack-9:
[T]http://images.akamai.steamusercontent.com/ugc/84842993828138046/0FE41D63172E6E63FE238FA88491A0D760BAD0CA/[/T][T]http://images.akamai.steamusercontent.com/ugc/84842993828137839/167B491B4002B92251CA3DE0E293B855325513A5/[/T]
Beretta ARX-160:
[T]http://images.akamai.steamusercontent.com/ugc/84843180090884700/2754065B75795940CD17D8AA4CD70BBF7FE054EE/[/T][T]http://images.akamai.steamusercontent.com/ugc/84843180090884923/CD95A9CCF080201D8D1DF56399F0EF9FE1297625/[/T]
EBR-800 (Mag version of the M14):
[T]http://images.akamai.steamusercontent.com/ugc/84843325407466408/7C2C7E83E3E4517C71138BFC1E4FE83072BE4177/[/T][T]http://images.akamai.steamusercontent.com/ugc/84843325407465025/A395CE973CDC9C840C6D9B99D41A960804F7565E/[/T]
Oni Energy Pistol:
[T]http://images.akamai.steamusercontent.com/ugc/84843445631411007/8AF8E384241109F43BAE928A18775AA8D32EC92A/[/T]
Glock 19/Kendall 44:
[T]http://images.akamai.steamusercontent.com/ugc/84843445631411195/8F0E7206708AA13FAE604CE64011D030D8F442D7/[/T]
M1014 (Benelli M4 Super 90):
[T]http://images.akamai.steamusercontent.com/ugc/84843445632104992/CAC65EC195BCC41731950C15B1B490E6ABABBA33/[/T][T]http://images.akamai.steamusercontent.com/ugc/84843445632105192/A76271678FD83C0F53397ABD2AAB98C00122FD90/[/T]
W1200:
[T]http://images.akamai.steamusercontent.com/ugc/84843445635064180/87D219FC4FC3D2546589374A6FD82B6A6757888C/[/T][T]http://images.akamai.steamusercontent.com/ugc/84843445635064396/E911EDA321290C8315940B7313E672F0D6DCAA32/[/T]
Later, I'll post some videos of these weapons in action (most of them are animated, especially the pistols).
Oh my god, they all look beautiful.
I'm going to get some SG1 vibes from the P90
And a spas12 too, it's perfect. is there any way to give it, it's iconic folded stock?
[QUOTE=_Maverick_;51823313]Oh my god, they all look beautiful.
I'm going to get some SG1 vibes from the P90
And a spas12 too, it's perfect. is there any way to give it, it's iconic folded stock?[/QUOTE]
I'll look into it, but no promises. CoD: IW didn't have any bones for the stock, so it might be difficult to manipulate the stock, but not impossible.
[editline]14th February 2017[/editline]
Anyways, here's some clips of my weapons in action. I re-used CoD: MWR animations for some weapons, and made some animations of my own.
M249 SAW. The ammo belt dances when firing. The handle moves too.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuNGZzczFJNm95UlE[/url]
RPD. Again, the Ammo belt, and some of the lids near the drum moves as well.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuNEJkdzhoY1RsRTQ[/url]
USP .45. Beagle suggested that I should use the MultiFire Animation for the pistols, instead of the one shot ones. Also the slide moves.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuMWNwVEtlRzI3ejg[/url]
M60E4. The ammo box lid and the handle moves.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuMklNU21GZnBRQkU[/url]
The M14 RAS. Ejection and the Charging port moves when firing.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwucVlqaWx5TW9pYTg[/url]
1911 pistol, animations about the same as the USP .45.
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuekpmWkRTbEVGMUE[/url]
And finally, the Glock 17 pistol:
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuUm03aTc0UFhSdU0[/url]
This video was recorded after the firing sound was fixed:
[url]https://drive.google.com/open?id=0B_18-VCZ-UwuNHEyWjRMTGJtTjA[/url]
I don't know how to embed Google drive videos, although I swear the links are supposed to be enclosed in [media] tags.
Use [video] tags.
[QUOTE=Viper123_SWE;51824258]Use [video] tags.[/QUOTE]
Just tried that. It didn't do anything. All it did was remove the hyperlinks.
[QUOTE=Blueridge;51822794]
from reading his posts on reddit, it's less that he feels that its more "skillful" and more that it gives extra opportunities to do something else.
in xcom ew you didn't have to conga line if you didn't want to. it wasn't the optimal way to play the game but it was possible to beat the game without doing it. his problem with xcom 2 is that firaxis just decided to make the meld timers a core feature of the game in order to counter the strategy, instead of changing the game's mechanics/map design so that it would be less optimal or not as easy to execute. as a result the game shoehorns you into one strategy and removes some creative freedom the player had before.[/QUOTE]
Well I didn't read his posts on reddit, so I'm just going off of what he said in the video. He should've made it more clear since he had some time to clarify.
I think timers can really work. But they have to:
a) not end in an instant mission failure, maybe add secondary objectives that can expire (so more like the meld);
b) be long enough so you're not constrained to excessive amounts of stealth and combat avoidance;
c) short enough so that activating multiple pods, resulting in a prolonged shootout, is undesirable.
What to do with overwatch creep, which in my opinion should be [i]heavily[/i] discouraged (since it's basically game mechanics abuse), I have no idea. LW2's Yellow alert reaction fire is a nice idea, but it can fuck you even if you're not overwatch creeping, that's bad.
The stealth could use a complete overhaul to actually make it a viable tactic. I'd love to see things like:
Hiring a civilian to cause a large distraction (like in one of the cutscenes) causing nearby patrols to spend a few turns investigating it.
Having a throwable that would attract an alien patrol for a turn.
Being able to knock out or hell even bribe a civilian to not [YELLING] instantly alerting every patrol to your presence just because you approached them.
Sacrifice all of your armor and primary weapons, go into a mission equipped with only a pistol and one consumable, but you will not alert any aliens to your presence until you fire a shot. Risk/reward trade off.
Of course at that point it almost isn't XCOM, but it would really fit with the whole overwhelmed resistance theme. Combat in XCOM is a must, you've practically got boss battles in some cases, but I think being able to use a really fleshed out stealth system when you need it would be awesome.
I like the timers but True Concealment is a must. It just doesn't feel fair without it. Not in an XCOM "Man that fucking sucks but it's my fault" but in a "What were they thinking" kind of fair.
[QUOTE=JCDentonUNATCO;51825378]The stealth could use a complete overhaul to actually make it a viable tactic. I'd love to see things like:
Hiring a civilian to cause a large distraction (like in one of the cutscenes) causing nearby patrols to spend a few turns investigating it.
Having a throwable that would attract an alien patrol for a turn.
Being able to knock out or hell even bribe a civilian to not [YELLING] instantly alerting every patrol to your presence just because you approached them.
Sacrifice all of your armor and primary weapons, go into a mission equipped with only a pistol and one consumable, but you will not alert any aliens to your presence until you fire a shot. Risk/reward trade off.
Of course at that point it almost isn't XCOM, but it would really fit with the whole overwhelmed resistance theme. Combat in XCOM is a must, you've practically got boss battles in some cases, but I think being able to use a really fleshed out stealth system when you need it would be awesome.
I like the timers but True Concealment is a must. It just doesn't feel fair without it. Not in an XCOM "Man that fucking sucks but it's my fault" but in a "What were they thinking" kind of fair.[/QUOTE]
I think that's the biggest problem with vanilla [b]and[/b] LW2. In Vanilla the concealment mechanic wasn't meant for anything but to give you an edge on your first activation and that's it, however the consequence of having [i]mandatory[/i] game over timers on top of it took control of the overall design, creating this "kill every pod on the spot or you're fucked" mess. LW2... well I'm not sure they know where they were going with their stealth overhaul. I can kind of see the idea of creating some diversity and variety in missions, but the balance is way off: there shouldn't be missions where stealth [i]is the only approach[/i], neither there should be missions where it's clearly preferable to any other. It's supposed to be an option.
I honestly suspect the issue is that stealth as a core mechanic is just plain incompatible on a fundamental level with the implementation of the gameplay model of modern XCOM games. Continuous stealth was simultaneously frustratingly unreliable and broken as heck balance-wise in EU as well. LW1 did a good thing by nerfing it back to slightly more tolerable levels.
I think the only way to make stealth work as a core mechanic around which to base the strategy game would be to completely overhaul how line of sight works, and/or redesign the maps to allow better LOS management.
So, I've been playing the same LW2 game for about two weeks now, taking my time and slowly building up my troops. I did my first Avenger defense mission and after the first two turns, once the reinforcements hit, the game always crashes on their turn. Is this a known thing or bad luck? Because the crashing literally ended my entire playthrough since I just can't get around it. Anyone else experience that?
[QUOTE=Hexagon;51832402]Nice aim.
[video=youtube;UEdrUZFoSzI]http://www.youtube.com/watch?v=UEdrUZFoSzI&feature=youtu.be[/video][/QUOTE]
At that point they deserve whatever shots they take.
Welp, lost another campaign. Couldn't get the Shadow Chamber up and running in time bwcause couldn't get enough elerium to build it.
Not sure if it's been posted here already, but from [url]https://www.reddit.com/user/Beaglerush/[/url] :
[QUOTE="Beaglerush"][QUOTE]I think it's a bit unfair to say LW2 isn't a tactical overhaul, considering you've only gotten 6 missions into it.[/QUOTE]
I don't understand the point of just saying my opinion on LW2 is unfair because I haven't played it enough. If you disagree with what I've said, tell me what you actually disagree with so there's some discussion to be had. Ignoring the time I spent playing it prior to this campaign and the knowledge I've gained from speaking to its developers for the last year - I can say LW2 isn't much of a tactical overhaul because I spent the majority of 2016 trying to find a good XCOM 2 tactical overhaul. When I couldn't find one, I started trying to create one. I've yet to be truly satisfied with where I've taken X2 but that said, the place I got it to was a tactical overhaul I found a hell of a lot more interesting than vanilla. LW2 just feels like going back to vanilla in that regard. Playing it feels like all the steps I took throughout the year to move away from vanilla's problems were a fever dream that never happened. Timers are still there and missions are still a breakneck race to the objective. They're still focused on Concealment which guts the gameplay. The AI still fluctuates between predictable to braindead. Reinforcements still drop on your head like lemmings. Maps are still the same homogenized array of wide-open unrestricted-sightlines encounters. Having a drawn-out fight is still out of the question because of timers. Wide flanking is still akin to saying "I feel like activating another pod right now". It's not unfair to look at this and say LW2 is more concerned with being a strategic overhaul than a tactical one. It's unfair to say that I need to spend anymore than the handful of missions I've played to be able to instantly recognize everything I hate about X2 vanilla, still front and center in LW2's tactical missions.
If you're personally a fan of the strategy changes and the infiltration system and the overall package, that's fantastic. But call it what it is. Things like fixing the LoP system are a great start - if LW2's development had been focused on providing critical tactical improvements like that, I'd be obsessed with it. But it wasn't, and I'm not. Throwing new perks and classes and enemies into the mix does not a tactical overhaul make, and I don't need to play anymore of the mod to explore or justify that claim - I've spent enough time trying to fix X2 already to know it for a fact.
I've said it for coming up on a year and I'll continue to say it - XCOM 2 has huge foundational flaws in tac and of them, LW2 retains most and those that it has fixed seem to have been addressed very late in the mod's development. It is no sin for the mod to have been focused on strategic and geoscape changes, but there is no point to ignoring the reality of that focus. For me, it's why the mod isn't something I want to play.[/QUOTE]
Basically exactly what we discussed earlier regarding X2s tactical layer. Hits the nail on the head in my opinion.
I hate concealment and I hate timed missions, especially when the game has an alien ruler appear.
To be honest, if the devs instead had majority of enemy forces come off map when you fuck up such as Going Too Loud (explosive overuse), leaving stragglers so they call in reinforcements, or high-priority targets like officers noticing that something is off. I feel that way you aren't constantly in fear of running into more pods, unless you fuck up by being noticed/do not execute your enemies fast enough. In addition, in regards to specific mission objectives, not killing things means that once you accomplish your mission, you will get bum rushed by everyone you left alive. So your choices are either slowly trickling in enemies by leaving survivors to call in reinforcements, or to get the mission done quietly, and then hope that you can evac before you get overrun.
In regards to the timer, LW2 could actually do something rather good for them: Balance Infiltration in regards of Enemies VS Timer: More time spent on infiltration reduces the number of enemies on a mission, but also reduces the number of turns remaining for the mission.
I feel alone in saying this, but vanilla XCOM2 feels like you have to kill the enemies before they can react because otherwise there's simply too much damage to take. Where as in XCOM1 it felt more often like you could survive a Muton shooting at you, or something else terrible happening.
I feel LW2 went the right way in adding things like grazes and the armor items, but then they also buffed the enemies too much so it almost invalidates the additions.
I don't know, I feel like a game where you don't have to stop every enemy on the first turn or you're 95% likely to lose a soldier isn't that... enjoyable.
For me the only thing they improved over EU were modding and the visual design. Everything else was a step back and i wouldn't mind if they skipped on any further DLC for XCOM 2 and went straight for the next game.
[QUOTE=A B.A. Survivor;51858032]I hate concealment and I hate timed missions, especially when the game has an alien ruler appear.[/QUOTE]
I'm fine with timed missions, but for fuck's sake 90% of all missions are timed, and in LW2 you're just playing them non-stop. Typical month for my campaign: 6-7 timed missions, 1 gatecrasher, 1 ambush, 1 supply convoy if I'm lucky and have troops and more than 0 days 0 hours on it. I'm quite fucking sick of cheesing the game with Shinobis at this point, I myself am not sure if I want to play LW2 anymore.
What's even fucking worse is that LW2 devs decided that the game doesn't have enough timers apparently, and added these doom reinforcements on missions that don't have hard timers. Whoops you're being too careful, here, have RNFs every turn. What the fuck?
[editline]22nd February 2017[/editline]
[QUOTE=Jetamo;51858743]I feel alone in saying this...[/QUOTE]
You joking, mate? That's the most common criticism of XCOM2.
[QUOTE=gudman;51859467]
[editline]22nd February 2017[/editline]
You joking, mate? That's the most common criticism of XCOM2.[/QUOTE]
Well, most of the mods I've looked at don't exactly seem to try to fix it, so yeah.
[QUOTE=Jetamo;51859499]Well, most of the mods I've looked at don't exactly seem to try to fix it, so yeah.[/QUOTE]
There's a whole array of mods that try to deal with timers and the like, but to actually attempt to fix something like that you need an overhaul the scope of LW2, sadly. It seems to be one of the core principles the game's built around, so you can't 'fix' it without bringing the whole structure on top of yourself. Maybe in time we'll see more 'mods' for LW2 that try to deal with that, since it gives a lot to work with - aim rolls rebalance, graze band, cover rebalance, perks that improve survivability...
[IMG]http://cdn.mos.cms.futurecdn.net/uCazevFedRskkmTNjCUphU-970-80.jpg[/IMG]
[URL="http://www.pcgamer.com/you-can-play-an-early-demo-of-xenonauts-2-now/"]You can play an early demo of Xenonauts 2 now - PC Gamer[/URL]
[URL="https://www.gog.com/game/xenonauts_2_demo"]https://www.gog.com/game/xenonauts_2_demo[/URL]
[QUOTE]You'll need GOG's Galaxy client to play the (currently one mission) demo, and it'll be deleted when Goldhawk launches the paid alpha, so you won't be getting access to the final game.[/QUOTE]
Awesome news, the dev for the original Xenonauts just released a free demo for Xenonauts 2, it's only one mission right now, but it's more for testing than anything else.
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