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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. Declinator Arbiter

    Declinator
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    What the hell is better about it? It's more simple? You don't have to think as much? What, did you think there were too many options in the original? Do you want your mother to hold your hand while playing?

    Frankly, I think the original AP system is better in every single way but I recognize that 2 AP system is probably an easier sell.
     
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  2. Cyberarmy Love fool Patron

    Cyberarmy
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    Divinity: Original Sin 2
    Actually there can be interceptions still but reversed, aliens launching them fighters to ground our base and we send some fighters to stall/destroy them. Or we can intercept some of their trade/supply routes.
     
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  3. bonescraper Guest

    bonescraper
    :retarded:

    I have no problem with the 2 AP system, but the TU system isn't really the pinnacle of good game design. AP's make sense in Jagged Alliance, where you have a shit-ton of actions your mercs can perform, in X-Com you can't even go prone or gradually spend your points for higher hit chance, so it's redundant. It could be streamlined to something like 4 ponints for movement and 4 points for action, where every movement point covers a couple of meters, and different actions cost different amount of action points. This way you don't fucking have to count your moves every time you move or act, and you learn use your points more efficiently, without ending your turn with 13 useless points, when the cheapest action costs 14, because reasons.
     
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  4. Alienman Arcane Patron

    Alienman
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
    Maybe you intercept convoys and stuff like that, to get supplies. I hope it is something like that anyway :)
     
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  5. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    -R&D
    -base building & economic management
    -tactical ground combat
    -UFO interception

    These are the pillars of a true X-COM title.
     
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  6. bonescraper Guest

    bonescraper
    M'kay, so you're admitting that XCOM is a true X-COM title.
     
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  7. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    X-Com Enemy unknown:

    -R&D 6/10
    -base building & economic management 5/10
    -tactical ground combat 8/10
    -UFO interception 0/10

    Everybody that played the originals know that the new X-COM is a heavily dumbed down version with the accent put on combat only.
     
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  8. Ulminati Kamelåså! Patron

    Self-Ejected
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    Meanwhile, Xenonauts:

    -R&D 9/10
    -Base building & econ 7/10
    -Tactical ground combat 10/10
    -UFO Interception 15/10
     
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  9. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    Vanilla Xenonauts is almost as bad as the new X-COM.
    Tons of features are just for show. It's like the designer begun to make a true successor but along the way he said "fuck this shit. I'll take all the shortcuts I can get"
     
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  10. Jaedar Arcane Patron

    Jaedar
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    Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    You crazy Grotesque.

    TU's and interception alone put xenonauts way above neuxcom.

    Anyway, firaxis had the same reliance on scripted sequences in neuxcom promotional material. Would not expect it to change.
     
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  11. Ulminati Kamelåså! Patron

    Self-Ejected
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    - I don't mind unlimited ammo (but unlimited free grenades as soon as you tech is dumb). But I do miss being able to produce gear to sell.
    - R&D is missing the flavour serearches (we get automatic autopsies and there's no funky mindreader), bu ton the flip side we get another tier of weapons to research.
    - Ground combat is missing destructible UFOs and Psionics are crap. Otoh, suppression works really well as a mechanic and shotguns, shields etc are bretty gud too. Map diversity was bad at first, but the CE map pack fixed that. All in all I'd say for every thing Xnaut combat is missing compared to classic UFO, it gains another.
    - UFO Interception in Xnauts has both NUXCOM and classic UFO beat by a mile. It requires more investment, more choices (can't intercept all UFOS, which one do you let slip through) and the minigame has a surprising amount of depth you'll need to master on higher difficulties.

    Atmosphere in original UFO was way cooler, I'll concede. And the game could've used 2-3 more alien races to mix things up. UFOs being more wrecked from crashes would also be good. It's in the game, but just very infrequent.

    But Xnauts trumphs NU-XCOM any day
     
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  12. cvv Arcane Patron

    cvv
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    Oh look! It's XCOM Lego!

    [​IMG]


    Awww, cute. Very clever work with those plastic pieces.

    Now, where's some gameplay footage from the XCOM2 proper?
     
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  13. CthuluIsSpy Arcane

    CthuluIsSpy
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    Clearly, the Danes were the first to kneel before the aliens :P
     
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  14. whatevername Arcane

    whatevername
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    Turn based Mass Effect
     
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  15. ArchAngel Arcane

    ArchAngel
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    Not true, you can autoshot, snapshot or aim shot and each costs more and more TU and has higher hit chance.
     
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  16. 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
    I did see one explanation that was interesting. There are a couple of bad things about a full AP system:

    1) Since you can spend TU on anything, and since attacking is so crucial to success, the incentive is to not move very much, just find a good spot and attack attack attack. This makes battlefields less dynamic.

    2) There is the thing where you step around a corner, attack, and then hide again with NO RISK of being counterattacked. Some players may love exploiting this, but enabling this behavior is actually lame.
     
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  17. Jimmious Arcane Patron

    Jimmious
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    Let's be honest there is another good thing about the 2-part system: It's much less micromanaging and therefore tedious.
    I really enjoyed TUs back then but when I try to play Ufo Defense nowadays I get really bored at times, trying to micromanage every single dude.
    I guess I'm becoming a lazy old fart but still...
     
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  18. bonescraper Guest

    bonescraper
    I guess you haven't played Jagged Alliance then, or you're having problems with reading comprehension.
     
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  19. cvv Arcane Patron

    cvv
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    People defending the 2AP system should walk naked through the town with an ugly fat nun clinging a bell and shouting "Shame" behind them.
     
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  20. ArchAngel Arcane

    ArchAngel
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    You said you cannot spend more TU to increase your hit chance in Xcom and I just showed you that you can. I don't care how JA2 did it.
     
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  21. hoverdog dog that is hovering, Wastelands Interactive Developer

    hoverdog
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    Project: Eternity
    that's what overwatch/interruptions are for.
     
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  22. Raghar Arcane

    Raghar
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    So these are from Mass Effect, and we are fighting against them. I like it. Now when they would add an actual inventory system it might be playable game.
     
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  23. ArchAngel Arcane

    ArchAngel
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    They already said no inventory but since their code will be totally open to modders, hopefully someone else does it.
     
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  24. bonescraper Guest

    bonescraper
    I know how it's done in X-Com, and it can easily be streamlined into a more elegant system without compromises. You can't do that in JA2, otherwise you'd dumb the game down. X-Com is a p. simple game, but spergs like you hide behind your precious TUs trying to prove otherwise, because bigger numbers and higher values look "less popamole" :lol:
     
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  25. 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
    Sounds like my usual Sunday afternoon anyway.
     
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