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X-COM Firaxis - XCOM: Enemy Unknown + Enemy Within Expansion

Discussion in 'Tactical Gaming' started by Peter, Jan 5, 2012.

  1. ArchAngel Arcane Sad Loser

    ArchAngel
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    He did it because after he reduced numbers everyone complained how they have not started playing Long War so they go back to Xcom 1 vanilla soldier numbers.
     
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  2. Thane Solus Arcane

    Thane Solus
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    I see, then, a better options was 6 soldiers, and +2 on upgrades, how it was a couple patches ago. You have some progression to buy +2 spots, and so on. Also i liked more the vanilla LW, how you managed to get upgrades on tactical (the sum of ranks, instead now of missions number). I ll wait another patch to upgrade:P
     
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  3. ArchAngel Arcane Sad Loser

    ArchAngel
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    Every patch is like a box of candy, you never know what you are going to get.
     
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  4. ArchAngel Arcane Sad Loser

    ArchAngel
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    Personally I like the 8 man teams from start, feels more like UFO. Also it never made sense that because your soldier became a ranked dude or you did X missions suddenly there was more room in your craft... felt too gamey and stupid.

    Long War 2 also has no limits to squad size, you are more limited by how easy or hard it is to infiltrate missions. The biggest missions (base or area assaults) also let you take max numbers while others are left for you to decide if you want to have bigger squads and more aliens to kill or other way around.
     
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  5. ArchAngel Arcane Sad Loser

    ArchAngel
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    I have been playing through my MEC run over the weekend and yesterday. I finally got my first MECs on Sunday and they are even more fun now. I kind of got the mod author to buff all MECs aim (whining works :D) and now that I also had a Japan start that gives +10 to all MECs and SHIVs even my low level MECs are owning. Squaddy Jaeger with 91 aim.. :D
     
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  6. Zero Credibility Arcane

    Zero Credibility
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    I'm nearing endgame myself, just starting to build plasma weapons. And yeah, MECs are what makes this game work for me as well. My base is in Germany though, to take advantage of cheaper MEC gear. I've invested tons of Meld so that I can take two MECs even on a routine mission. And when the going gets tough, I roll out 4 MECs. That makes all the difference, as they can dish out so much damage in a single turn even multiple pods can't overwhelm them. A Mayhem Jaeger for example can consistently move, take 4 shots and then reload, all in one turn when surrounded by hostiles, which is when consistency is most important. A Close Encounter Marauder simply shreds Berserkers - immune to panic, can move, take a free shot from close distance, then another shot when Berserker moves closer, then finish it if it's still standing. Everyone else is just support for my mechanized troops at this point.
     
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  7. Zero Credibility Arcane

    Zero Credibility
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    Aaaaand I am now sick of it. What broke it for me was one single change - plasma weapons now require UFO power sources to build and not alien weapons. All those weapons I captured in preparation for building my own plasma guns? Worthless. Instead I need 1 UFO power source to even build a fucking pistol. Yeah, that makes sense. Why the fuck is a stun gun a primary weapon now if it is almost never actually needed? There is no reason to capture more than 1 alien of a particular species. Fuck it, I'm done.
     
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  8. Falksi Arcane

    Falksi
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    Gonna have to return to this soon. Loved it with the EW expansion. Way better than any of the X-Com 2 stuff IMO
     
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  9. mastroego Arcane

    mastroego
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    The stun gun becomes great also for repairing SHIVs, though. Give it to a Scout or a Medic together with a Blaster or something, it works wonders.
     
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  10. ArchAngel Arcane Sad Loser

    ArchAngel
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    SHIVs and more importantly - MECs.
     
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  11. ArchAngel Arcane Sad Loser

    ArchAngel
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    I have been playing my 2nd run some more over the weekend. I have reached Gauss weapons now. Exalt missions are harder then ever now with how their numbers have increased. And Ucross is making crazier decisions with every patch. I have again decided to not upgrade to next one as now he is doing stupid nerfs again. He is nerfing both scouts and motion tracker on SHIVs in one patch lol. Fuck em. Also Heavy MECs losing one weapon and utility slot... and all damage now does at least 1 damage no matter how much armor you got. Oh and nerfs to Xcom psi powers and buffs to enemy Psi units.. FUCK EM! I am not going to upgrade to that version even with some bug fixes and some nice changes in it.

    I am waiting for more complete version of LW2 for WotC or PP, which ever comes out first and is more playable and then I am not ever coming back to LWR.
     
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  12. Lunac Arcane

    Lunac
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    Looking at the geoscape...
    Someone on a gaming reddit mentioned there are as many as SIX(6) FMVs before even the first mission begins (in one of the nuXcom games). Some are even un-skippable FMVs! I know RPGcodex skews towards the hardcore "will-play-any-damn-thing-including-flash-malware-web-gaem" demographics, but WHY would anyone PAY for anything like that?!

    ...
    ..
    .
     
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  13. Psquit Arcane

    Psquit
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    You can skip most FMVs.
     
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  14. Yaar Podshipnik Arcane Patron

    Yaar Podshipnik
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    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
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  15. Xamenos Magister Patron

    Xamenos
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    Pathfinder: Kingmaker
  16. mastroego Arcane

    mastroego
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    Since the Long War Rebalance ModMod got MASSIVELY updated since the last time I played, I decided to give it another go.
    After several hours with this new version, I feel like it deserves a new mention and mini-review.

    Now, the author keeps tinkering with it - this hasn't changed - but a new baseline seems to have finally been found, and I have to say the result is impressive.
    In short, this really seems like the "definitive" version of Long War, and it makes for a really solid strategic/tactical game all around.
    Since the changes are massive and all-encompassing, not to mention painstakingly detailed in the mod's presentation (the nexus page I mean), I'll focus on a few points that deserve to be highlighted.

    • There are now even more UI and QoL improvements. An incredible amount of them I mean. Basically every annoyance LW players (and we're talking long-hours players here) used to encounter seems to have been dealt with. Ordered lists, context-colored texts, auto-switches, you name it. A lot of stuff seems to have required hard-coding (or semi-hard at least). I didn't expect this level of UI refinement, after all this time too. Almost worth it by itself.
    • Some of the biggest issues with the modmod have been addressed with a total rethinking of the general rebalancing approach. For instance (and most notably), Terror Missions got to be insane (even more insane than the LW ones) since the new (improved!) pod-activation system, introduced by this modmod, could not really be optimized for small maps. Terror Missions have to be ultra-challenging, which means lots of critters, which means increased chance for each of them to have summonable help nearby, and increased again when this is combined with small maps. Which basically used to mean total enemy activation on Turn 1 - or disasters of a similar scale. In the new version of the modmod it's terror missions that limit the number of soldiers, so the number of enemies could be scaled back accordingly.
    • Meaningful options and hard choices everywhere. Everywhere! Multiple abductions sites are now a thing again (LW changed this to 1 single abduction mission, which also used to make the UI selection screen meaningless). You can even do all of them if you have the strenght and are able to work with the required flight times. More likely you'll have to pick 1 or 2 sites, basing the choice on the expected rewards (perhaps you really need those 2 extra engineers!) and/or the most pressing panic-management needs among the countries targeted for abduction.
    • More meaningful options for the building queues too! Simultaneous production is limited by the number of workshops, so you'll definitely have to think about what you need to build FIRST. It seems grouping multiple copies of 1 item effectively lets you bypass the limit, but you still have to front more money and resources to produce things in bulk, and more often than not you won't be in a position to manage things that way.
    • More meaningful options for the black market too. Market values fluctuate which means you could be tempted to sell something you were planning to keep, or that you'll be forced to wait in order not sell valuable for scraps.
    • More meaningful options for soldiers builds, because honestly with the new changes I'm finding that all paths are interesting, I don't see obvious picks anymore, and the reworked trees, when you get into them, seem really solid and capable to define unique units. Most of this was achieved by cleverly moving skills around for the various classes, but several skills have been heavily reworked and/or created from scratch for the purpose.
    • Changes at the tactical level abound as well. Perhaps the most important is the reworked overwatch mechanic: both x-com and aliens can now only overwatch if the enemy is in sight, and ONLY previously spotted enemies can be effected by it! Overwatch now basically means "keep that foe(s) in your crosshair and shoot if he moves". Now this might appear a bit controversial but the intent was to prevent stagnation and lousy abusive tactics, and after playing with it for several missions I've come to the conclusion that it changes the feel of the battle a lot, and for the better.
    Ok, I'll stop now, I think this is enough to display the nature of the changes.
    Gives this mod(mod) a try, it really makes for a fresh and worthy Long War experience.
    Of course I'm "just" three months into this new campaign, so there's lots of things I haven't seen yet.
     
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  17. cvv Arcane Patron

    cvv
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    Sounds interesting. Haven't played XCOM 1 in yeeeaaars, maybe it's time for another go.
     
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  18. Tuco Benedicto Pacifico Arcane

    Tuco Benedicto Pacifico
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    I tried a couple of times but it inevitably made me realize how much I grew into having a net preference for XCOM 2 over it, by a wide margin.

    Well, to be specific, XCOM 2 + War of the Chosen.
    I should probably check the "Long War of the Chosen" mod at some point, but I'm a bit scarred by the fact that I thought Long War 2 was absolute garbage as a first impression.
     
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  19. Jasede Prestigious Gentleman Arcane Patron Sad Loser

    Jasede
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    Honestly, XCOM 2 + Chosen, despite many flaws and weaknesses, pushed the nu-XCOM boardgame-style modernshit from "eh it's okay I guess" to "hey, this is very different, and I hate the small squads, but it's still fun; it's got sauce!" for me. Looking forward to the third installment.
     
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  20. Tuco Benedicto Pacifico Arcane

    Tuco Benedicto Pacifico
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    Well, I don't even need to pretend to be a grumpy grognard.
    I just fucking love it.

    I used to be rather lukewarm about the Fireaxis reboot, especially the first one, but the more I replayed the sequel with WOTC the more I had to admit to myself "I'm having a fucking blast every time I replay a new campaign".
    I think I may actually enjoy it even more than the original UFO, all things considered, which is something that I could never see myself saying a couple of years ago.
     
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  21. Jasede Prestigious Gentleman Arcane Patron Sad Loser

    Jasede
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    I don't think I love it, because, well, it's too different from the original. But I think this is the best we can get in the modern day that is still a mass-marketable product, so I am pretty happy with it!
    That said, it can never compare to the original, simply because I played UFO 1 and TFTD 1000+ hours as a kid and it is just burnt into my memory as amazing.
     
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  22. MadMaxHellfire Arcane

    MadMaxHellfire
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    this is something i'll never accept or even understand. "x-com alliance", the never delivered rainbow six ante litteram in the x-com world, geoscape and headshotting sectoids, i wetted my pants at night dreaming of it and i still would, because a good game is a good game. it's not about being different, it's about being good, nuxcom just ain't.
    both long wars do a hell of a job trying to salvage these fallout 3 level of trainwrecks but they can only so much.
     
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  23. Tuco Benedicto Pacifico Arcane

    Tuco Benedicto Pacifico
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    Bollocks.
    Aside for the fact that the game IS fun and rather good, regardless of its roots on a glorious franchise of the past, what's even more bollocks is your follow up.
    LW2 is a perfect example of what happen when you are a modder and "AUTISM" is the driving principle in your attempt to designing new mechanics. "Attempt to salvage a trainwreck" my hairy ass.
     
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  24. MadMaxHellfire Arcane

    MadMaxHellfire
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    oh yes, the fun of a single base and a single skyranger, the fun of cutting almost all the economy and production, the fun of saving the world with 6 men and losing one early often means losing the game thus the fun of quickloading, the fun of the pods, the fun of almost completely removing explosives, the fun of no free aim, the fun of random classes but mandatory skills, the fun of the fixed maps...
    oh so much fun!
     
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  25. Jasede Prestigious Gentleman Arcane Patron Sad Loser

    Jasede
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    But you are comparing it to the original and not a game of its own merits. Try treating it as a boardgame and I think you will see it's at least okay.
     
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