• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
I wouldn't blame Beagle for abandoning LW2 considering it's downright stupid pod spawns and enemy density
Pretty sure he stated that timers are only one dimension of the problem and it goes beyond LW2. As I see it, the lethality of every enemy in X2 is turned up to 11, especially in the maneuverability dept, and on top of timers it frontloads every engagement so that pods have to die on sight. Examples are the stun lancer, or the faceless who can reveal and attack in the same turn, the codex in so many ways, the viper's tongue ability, etc. I think in XCOM 2 a lot of the enemy abilities are designed to entirely circumvent tactical gameplay or disrupt it rather than impose the chessboard mechanic of its prequel. The end result, for me, is that it truncates the tactical play - those multiple turn firefights in EU that build in tension and have a bigger emotional payoff. It's just not quite the same. And I actually think it gives you more time and reasons to accept that you made tactical errors and adjust if you do lose. RNG was more sidelined when you were making some conservative decisions, but in XCOM 2, when you can't kill a pod in one turn, it's literally up in the air whether or not the mission is over. Both because a soldier could die even if you're well prepared for contact, and then of course timers. It's just gotta be guns blazing or go home every time you proc a pod in 2.
I never could place why I had a craving for Xcom 1 over 2, I 'sorta' liked the ambush mechanic but didn't at the same time. I guess that nails the reason.
The only way I was able to enjoy XCOM 2 was by getting that mod that removed the timers entirely and made it so that once the enemy was alerted it'd call in reinforcements every few turns with increasing numbers and lethality the longer the mission went on which isn't exactly ideal either but it gave me a reason to hustle without having to resort to a hard fail state.
[QUOTE=Jake Nukem;52470442]I never could place why I had a craving for Xcom 1 over 2, I 'sorta' liked the ambush mechanic but didn't at the same time. I guess that nails the reason.[/QUOTE] Me neither until I read beagle's huge post about why he didn't want to continue his LW2 gameplay, more specifically about the problems X2 had that LW2 didn't fix. Basically almost every major change from EW has created problems with the core gameplay.
I dunno about you lot, but I never actually completed EU/EW, unlike X2, so something they changed must have clicked with my playstyle.
Going back to EW after a 155 hour campaign of LW2 really did put into perspective how amazing a lot of XCOM 2's QoL improvements and mods are though. LoS/Flanking indicators, being able to pick up and evac with critically wounded soldiers, the character pool, and the entirety of the Gotchya mod are a godsend that I sorely miss.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=974478357&searchtext=]And the Advent Pathfinder (formerly Scout) mod is out[/url] [t]https://steamuserimages-a.akamaihd.net/ugc/853846905691512344/E74A50D64D6709F3B971FC09F6DFDD90E4707610/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/853846905691528807/52BB48B5BEBC8DF053C16A4B0538418435D18320/[/t]
XCOM 2, what's the most optimal line of research early game ? I usually rush mag weapons but I'm sure there are better and more effective research out there.
[QUOTE=myon;52474833]XCOM 2, what's the most optimal line of research early game ? I usually rush mag weapons but I'm sure there are better and more effective research out there.[/QUOTE] I usually get alien biotech first just because of how vital the awc is to heal soldiers early game, and because you can lose out on awc perks entirely for some soldiers if you wait too long. From there it's modular weapons, and resistance comms. Then I consider whether or not to go for mags
[QUOTE=myon;52474833]XCOM 2, what's the most optimal line of research early game ? I usually rush mag weapons but I'm sure there are better and more effective research out there.[/QUOTE] I usually try and push mag weapons quickly, the early game enemies are weak enough that it makes a big difference, though you cannot neglect resistance radio which is a huge issue for me anyway. It usually boils down to whether I want to shorten encounters by soldiers doing more damage, or being able to last longer with armor.
I go mag weapons because XCOM2 pushes you to end engagements quickly, and I've found my soldiers survive longer by eliminating the enemy first rather than trying to heal from incoming attacks.
[QUOTE=myon;52474833]XCOM 2, what's the most optimal line of research early game ? I usually rush mag weapons but I'm sure there are better and more effective research out there.[/QUOTE] Having tried a few build / tech orders, this isthe one i settled on as my default for Legend difficulty. Research order. Bio chip > Res Com > Res Radio > Modular weap > Mag. Focus here is more so on being able to access black / facility missions as early as possible (but never actually going on said missions untill the timer is like 1 day away from game over). Some people will research Advent Soldier corpses at the first chance they get for Scanners, but thats 1 less grenade or flashbang, I don't really recomend that for new players. I will stop everything and research modular weapons if I find a Stock Attachment of any quality. But aside from that I don't deviate. Build order, GTS > AWC > Power Relay > Res Com > Proving Grounds You want to avoid people getting hurt in the first place but I know thats not always possible hence the AWC is not a bad purchase. BUT Wounded Soldiers will miss missions even with the AWC up, this means you'll be fielding replacement troopers no matter what. The GTS means you can have every single soldier in your barracks already assigned a class of your choosing, and thus you won't ever need to bring a rookie along. At the same time, the AWC needs to be staffed by an Engineer, and in the early game you're likely to only have 1, I personnaly find It is a far better to have engineers salvaging supplies / clearing out rooms for later use than tying them down to healing a soldier that you could have replaced. Some will also opt for the AWC first because a soldiers bonus AWC skill can be missed. *Annecdotal warning*, I myself have never had a soldier miss their AWC bonus perk with the AWC built second, litterally hundreds of soldiers been through the process now, I could be really lucky of course but for me the AWC bonus is not as important to me as the GTS safety net and the early 5 man squad upgrade you can get. For me, thats the most simple and straight forward foundation to build from. [sp] I actually prefer AWC > Provoing grounds, But not because it's easier. But because It's more unpredictable, early Exo Suits and random weapons like Acid Grenades are fun to toy around with on early game enemies. But it's a far more risky approach IMO, which is why I would not recommend it[/sp]
My favorite bug in this game is when the game doesn't spawn in special ammo types when you build or find them, and you have to used fucking random.org to choose an ammo type to spawn in via console
Even more WOTC [video]https://youtu.be/XyAQdUn46Sk[/video]
Wow, Templars look fun - and pretty much makes melee rangers completely obsolete (as if they weren't already) In fact, all the new Hero classes look spectacular. Like another user said, the Chosen themselves are probably the most boring aspect of the expansion.
Yeah I'm playing with Samurai Class mod and it feels way too risky. I remember my Rangers from other runs in end game and I respecced them always from melee bonus to whatever gun skills they had. This hero seems to be exceptionally fun.
I finally found out what the expansion aliens remind me of [video=youtube;DYlc4T8dxqA]https://www.youtube.com/watch?v=DYlc4T8dxqA[/video]
So the skirmishers are ex-advent and reapers are just dudes in gasmasks who are good at sneaking, but what is the story behind the templars? Why do they have all this hi-tech equipment and weapons and why are they so good at psi stuff? Honestly, I think it would work better if they made them either some kind of exalt leftovers or maybe some kind of spiritual/new age resistence cult group that unlocked their psi potential in a low tech hippie way
[QUOTE=WhyNott;52482695]So the skirmishers are ex-advent and reapers are just dudes in gasmasks who are good at sneaking, but what is the story behind the templars? Why do they have all this hi-tech equipment and weapons and why are they so good at psi stuff? Honestly, I think it would work better if they made them either some kind of exalt leftovers or maybe some kind of spiritual/new age resistence cult group that unlocked their psi potential in a low tech hippie way[/QUOTE] [url]http://steamcommunity.com/games/268500/announcements/detail/2170023648252371745[/url] [QUOTE]The Templars – led by Geist, one of the original Psionic soldiers – stayed away from ADVENT and their city centers after surviving the fall of the XCOM Project. In their isolation, they developed an almost religious zeal for collecting Psionic energy. Experimenting upon themselves, they even created weaponry that taps into their latent skills. As ADVENT and the Chosen Warlock begin siphoning Psionic energy across the planet, the Templars are now preparing to strike back.[/QUOTE] so maybe the three furies will return?
But psionics are a late endgame tech and xcom is supposed to have fallen before they even finished the grappling hook armor (The novel says two UFOs into the game but I dont think its canon anymore) Also if they are ex-xcom them why do we have to bring them to our side to begin with, surely they trust brand and the commander, wouldnt they? [Sp]Am I looking too deep into the plot of this cheesy tactical game about fighting aliens[/sp]
I really did want more content related to the first game. For example, maybe a mission where you're fighting through the old, abandoned xcom base for a mcguffin left behind by shen/vahlen. Or rescue/recruit soldiers from the original project, complete with armor, ballistic, maybe even laser weapons. Maybe some side content dealing with exalt, other than the one bandanna option. Luckily through cosmetic and weapon mods I can fix most of that. But still.
[QUOTE=WhyNott;52482912]But psionics are a late endgame tech and xcom is supposed to have fallen before they even finished the grappling hook armor (The novel says two UFOs into the game but I dont think its canon anymore) Also if they are ex-xcom them why do we have to bring them to our side to begin with, surely they trust brand and the commander, wouldnt they? [Sp]Am I looking too deep into the plot of this cheesy tactical game about fighting aliens[/sp][/QUOTE] Perhaps 20 years of living outside of society, they are only interested psionic energy. It seems to me that they weren't fighting ADVENT until very recently, and helping is only a means to an end for them. I really like the faction system so far. Hopefully any further sequel will expand on it, like Apocalypse.
Is there any QoL mods that I should install of the workshop before doing my first go at xcom 2?
[QUOTE=DigitalySane;52490114]Is there any QoL mods that I should install of the workshop before doing my first go at xcom 2?[/QUOTE] Gotcha, adds icons that tell you if you would flank an enemy [url]https://steamcommunity.com/sharedfiles/filedetails/?id=629910798[/url] Evac all, self explanatory [url]https://steamcommunity.com/sharedfiles/filedetails/?id=618669868[/url] Stop wasting my time, removes the pauses after taking an action [url]http://steamcommunity.com/sharedfiles/filedetails/?id=620600092[/url]
I just started XCOM 2 and I already hate all these timed missions. [editline]20th July 2017[/editline] makes me already miss the simplicity of EU/EW. I like all these customization options tho for my soldiers.
[QUOTE=Rammaster;52490284]I just started XCOM 2 and I already hate all these timed missions. [editline]20th July 2017[/editline] makes me already miss the simplicity of EU/EW. I like all these customization options tho for my soldiers.[/QUOTE] Luckily, you can mod those out/make them more lenient. I think the new expansion gives a second wave option to turn those off too.
[QUOTE=WhyNott;52482912]But psionics are a late endgame tech and xcom is supposed to have fallen before they even finished the grappling hook armor [/QUOTE] I still think the Overseer UFO is the best place for it to have been cut when you think about it. In XCOM 2 they get really pissed when you kill an Elder, so it's reasonable to believe that shooting down the Overseer UFO and killing the Ethereal inside would have made them chance plans and go for a full scale attack. Alternatively there was nothing wrong with the original ending. From the dialog, the Lead Ethereal expected XCOM to stand down once they reached the control room, having passed the final test. Instead, XCOM engaged them as if they were any other aliens, and killed them, then scuttled their ship. This could have been seen as a refusal to cooperate willingly, thus requiring the cavalry to roll in and take Earth by force.
[QUOTE=Mr. Someguy;52490543]I still think the Overseer UFO is the best place for it to have been cut when you think about it. In XCOM 2 they get really pissed when you kill an Elder, so it's reasonable to believe that shooting down the Overseer UFO and killing the Ethereal inside would have made them chance plans and go for a full scale attack. Alternatively there was nothing wrong with the original ending. From the dialog, the Lead Ethereal expected XCOM to stand down once they reached the control room, having passed the final test. Instead, XCOM engaged them as if they were any other aliens, and killed them, then scuttled their ship. This could have been seen as a refusal to cooperate willingly, thus requiring the cavalry to roll in and take Earth by force.[/QUOTE] But then you have to think of a really good excuse as to why there is not a single bit of technology left over from that war thats better than it 'Advent took it all'. Because if Xcom managed to hide a skyranger they'd damn well manage to hide a few laser rifles in the back of it (well both of them).
[QUOTE=Fr3ddi3;52490603]But then you have to think of a really good excuse as to why there is not a single bit of technology left over from that war thats better than it 'Advent took it all'. Because if Xcom managed to hide a skyranger they'd damn well manage to hide a few laser rifles in the back of it (well both of them).[/QUOTE] But this isn't the same skyranger as the one they were using before. They stole/repurposed the new one from Advent. I always assumed that the gear and research just had to be left behind because the base was getting raided by the aliens. They didn't really recover much of anything from the original XCOM project.
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