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X-COM XCOM 2 + War of the Chosen Expansion Thread

Discussion in 'Tactical Gaming' started by Morgoth, May 26, 2015.

  1. ArchAngel Arcane

    ArchAngel
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    Only mod that changes gameplay I am interested in is one that will bring this game closer to original Xcom. Otherwise I will play it once more on L/I once its bugs are fixed with some mods that help with information only (like alien hp being displayed as numbers) and wait for Xenonauts 2.
     
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  2. Bliblablubb Arcane

    Bliblablubb
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    So I restarted the whole shit and this time the RNG likes me a LOT more (read: it's fair-ish). Enemies actually occasionaly miss my goons now, while 80%+ hit chances mean I hit most of the time. Guess something really bugged out on my first attempt.
    Build the gorilla cage for the extra squadmate first and ignored magnetic weapons, now I am finally expanding and making progress! Background music in the Avenger has already changed to the 2nd act music it seems, I hope I didn't trigger some impending doom by interrogating the 'dex and revealing that site too early. I am always suspicious about hidden triggers...
    Turns out the missions scale to your level tho. :decline: Since I waited a while before starting the first blacksite, enemies had turned into Mootons and a Codex, with a second Mooton pod adding from a patrol. Too my big surprise, I managed to kill them all with only one minor wound on Andheira, the sacricificial lamb token rookie. Yeah, I know I suck...

    Codexi are just adorable when flashbanged. :hug:

    No seriously, the most important tip about the tacticool part of the game is: bring flashbangs! Even better, bring 2 grenadiers with flashy bangs and double grenade use. It almost feels like cheating that way, when you stun a whole pod for 2 turns.

    And yeah, a sword ranger is a huge bringer of fun at that early stage, too bad the game doesn't have some horriburu engrish voice set for him. The pretty princess has more kills than the rest of the Kriticool Kodex Konsensus squad together...
     
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  3. ArchAngel Arcane

    ArchAngel
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    There is nothing decline about this. These are not random bandits on road with Daedric gear.. Elders see your resistance becoming a real nuisance so they upgrade the troops at important sites.
     
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  4. veevoir Klytus, I'm bored Patron

    veevoir
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    Well, there is already a no free move mod..
    But I'll tell you that, browsing about 900 mods on steam is a pain. Some of them are great though.
     
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  5. Galdred Studio Draconis Patron Developer

    Galdred
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    The game could definitely use a better UI. Not being able to see LoS from one tile to another (I know you can see whether you will see each enemy or not from a tile, but it doesn't work if you plan to lob a grenade somewhere, or if you need LoS to an objective) is a real pain, as is not knowing what will be your chances to hit and to crit before making the move.
     
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  6. Jimmious Arcane Patron

    Jimmious
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    Wouldn't all these be a tad bit too much information? I mean if you know everything before each move why would you ever take anything else that the optimal choice?
     
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  7. Bliblablubb Arcane

    Bliblablubb
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    But I hadn't done anything yet to warrant it, less missions than on the first try. Plus they had no way of knowing I would waltz into their supersecret smoothy factory.

    EDIT: Ah wait, I did the blacksite after torturing the Codex. Welp, guess that was the trigger I expected to happen. Should have listened to my subconciousness screaming not to rush through story missions...

    The AI certainly knows and probably exploits it on higher difficulties. So it's more of a question how much of a disadvantage you want. Jagged Alliance had LoS indicator as well IIRC, but I rarely used it. I didn't notice it as much of a problem in this game so far, and lowered grenade ranges behind high cover is a bug it seems.
    Seeing 2hit chances BEFORE you go somewhere is definitely too much tho. When in doubt, lob a grenade.
     
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  8. ArchAngel Arcane

    ArchAngel
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    I don't want no free move, I want them to run out of darkness on their turn into cover and shoot at my guys. I want aliens to react to gunfire within certain range. I want alien groups on maps whose sole purpose is to wait until other aliens survive until their turn with sight to your troops and then start moving towards that position and join the fight if you are still there (simulate surviving aliens calling for help).
    Free move is just a "hotfix" for lack of proper AI and gameplay.
    Firaxis said mods tools are good, so I hope this can be done eventually.
     
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  9. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    https://www.rockpapershotgun.com/2016/02/24/xcom-2-too-hard/

     
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  10. ArchAngel Arcane

    ArchAngel
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    I hope they add one more difficulty at the bottom and another at the top. The one at top makes all enemies have 50% resistance to explosives and Psi attacks :D
     
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  11. Zombra An iron rock in the river of blood and evil Patron

    Zombra
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    Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    You're not kidding. Steam Workshop needs a one-click "hide this mod forever" button so I can discard 20,000 Jennifer Aniston voice packs.
     
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  12. veevoir Klytus, I'm bored Patron

    veevoir
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    Uggh, voicepacks. Then again... http://steamcommunity.com/sharedfiles/filedetails/?id=627110990 :incline:


    Makes me hope for a mod that adds more actions to game and rebalances action point cost of skills etc.. so actual APs ;)


    EDIT: Ahahaha, I knew this will happen sooner or later, sucide vests: http://steamcommunity.com/sharedfiles/filedetails/?id=624820879
     
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  13. Zeriel Arcane

    Zeriel
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    Is this really the consensus we've arrived at? XCOM 2 is hard? The talk I've seen in the community is that it is too easy, because of the classical design problem of being the same fundamental game where everyone has already learned how to exploit the systems and not enough changed to make old players readapt.
     
    Last edited: Feb 24, 2016
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  14. Zombra An iron rock in the river of blood and evil Patron

    Zombra
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    Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Is this really the forum etiquette we've arrived at? Quoting the entire article again is cool?
     
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  15. dukeofwhales Arbiter

    dukeofwhales
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    The problem with "being okay with losing someone" is it makes the rest of the mission harder increaing the risk of a squad wipe. If you get careless/unlucky and lose someone at the start of a mission then there's a good chance you'll lose more just because you have less actions. Having to wipe out or disable pods on the turn you activate them frequently becomes unfeasible if you lose a soldier as encounters are balanced for a full squad. And this is true even though the game cheats in your favour. The game never really encourages you to bail if things are going badly, either, which is often the optimum thing to do (other than save scumming).

    XCOM2 does have a really bad snowball effect too, the fact that Venteran is a bit too easy meant I had a team of supersoldiers after the first couple of months and would never lose people, but I'm struggling in commander (because I am bad at games). That was true for EW too, but the increased deadliness of the aliens seems to highlight it.

    I like the timer mechanic but I do miss the meld-style missions where beating the timer was good but not essential, and the more interesting bomb diffusal missions, and I would expect them to come back with the inevitable expansion. Move-overwatch is boring but I understand the timer frustration given the pod mechanic means you're at such a massive advantage revealing enemies with the your first soldier's first action than at the end of your turn (again moreso because of the increased alien deadliness). Maybe they should have the "enemy noise" indicator which currently triggers when you haven't spotted enemies for a few turns show up every turn if a squad is around you so you have a better chance of revealing enemies when you expect to without having to move-overwatch. The increased player information could be countered with bigger pods to keep the difficulty about the same.
     
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  16. veevoir Klytus, I'm bored Patron

    veevoir
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    I found a pretty good discussion on reddit about the difficulty and TL; DR: the game encounters are kinda binary. Either you wipe the pod in first turn or it wipes you, because both xcom and alien abilities are cranked to 11.

    I find it true from beginning up to midgame
     
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  17. baturinsky Arcane

    baturinsky
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    EU and especially LW had lost of defensive options. Such as high cover and smoke that gave substitutional bonus. And suppression that was actually shutting down enemies. That made prolonged fights possible.
    In XCOM2 defence is either useless, or in one particular instance, OP.
     
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  18. veevoir Klytus, I'm bored Patron

    veevoir
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    That instance being fucking dodge?
     
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  19. ArchAngel Arcane

    ArchAngel
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    Meme beacons.
     
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  20. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Mega-interview with Jake Solomon at RPS: https://www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/

     
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  21. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    [​IMG]

    Good game ruined by the passive 'hibernating until activated' 3-unit pod system that makes a lot of mechanics pointless. With 6 men you can kill any pod before it can do any damage to you. Even two pods can be easily neutralized with in a single turn. Power armor built-in weapons are ridiculously powerful and the weaker armor tradeoff doesn't mean anything because odds are, you won't be hit anyway. The final mission was a cake-walk because I saved all these one-shot weapons for the avatar fight and the poor bastards didn't know what hit 'em.

    Overall, I like the first game a lot more. Focusing on a single aspect (urban missions) might have worked but they didn't really do anything with it. It's like taking a Civ game and removing city/empire building to focus on the warfare but leaving it virtually unchanged. It's a game that pretends to give you more but actually gives you less.
     
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  22. Mozg Arcane

    Mozg
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    My hostile interview questions for Solomon would be getting him to explain the thinking behind the dodging mechanic (and not doing the arithmetic for the player in the to-hit calculation too), why they switched to one-die-roll for to-hit instead of conditional rolls, and why they removed the armor HP mechanic, because all that shit is inexplicable to me. That's not me complaining that they're stupid, I just literally can't figure out why they did any of it.
     
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  23. Ivan Arcane

    Ivan
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    Vault Dweller Under what circumstance did you suffer your sole loss?
     
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  24. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    It was a protect device mission. An accidental explosion destroyed the device even though I reached it in time and killed all aliens.
     
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  25. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    A very telling interview.


    It's interesting to note that early, weakest enemies killed the most (because you have a smaller squad and you don't really know what you're doing yet) whereas by the time the tougher enemies are rolled out, you have a full squad that can kill them before they get their turn, which makes it a very dull gameplay.

    It's a strategy fucking game. Who needs a "I want to see the cinematics/story" mode and why should it be called a Veteran mode? Veteran of fucking what? Watching YouTube videos?

    They still don't and the player is still breezing through the game.

    That's what it is. You nailed it, buddy. More difficulty levels!

    :what the fuck am I reading:
     
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