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

Cyberarmy

Love fool
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Divinity: Original Sin 2
If aliens attacked, Japan should have sent out their secret fleet of mecha

They allied with aliens at first day. For tentacles and muttons.
Where do you thing all that Advent mechs and loading screen propagandas came form?
 

veevoir

Klytus, I'm bored
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Shadorwun: Hong Kong BattleTech
Finally doing a bit better mainly due to 3 pieces of advice that I picked up in here:
a) In missions where you start concealed and you have a timer, try to reach the goal in hiding, secure it and then deal with the aliens. I couldn't get rid of my alien extermination habits easily
b) Try to have the aliens find you in their "turn" when concealed
c) Utilize a Ranger with extra concealment for scouting. Helps immensely in "terror" missions with saving civies too

Another protip: don't save civillians. Waste of time and some may be faceless. Just don't even go near them, engage aliens so they shoot you instead, kill'em all and wait for faceless to pop like zits. They always un-hide when you run out of other aliens.
 

veevoir

Klytus, I'm bored
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Speaking of which, Beaglerush just spammed his channel with some quality tactics mixed with luck, I must say that the terror mission is really entertaining. Especially with remarks like "the real danger is the trooper [unlike sectoid] he has a gun that shoots real bullets".
 

ArchAngel

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Speaking of which, Beaglerush just spammed his channel with some quality tactics mixed with luck, I must say that the terror mission is really entertaining. Especially with remarks like "the real danger is the trooper [unlike sectoid] he has a gun that shoots real bullets".
That is only true if the sectoid does not MC one of your guys and you have no explosives to kill him.
 

veevoir

Klytus, I'm bored
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I've never been in situation where you cant focus fire down a single sectoid. What do you give up to achieve that goal (eg. accepting a turn of being under fire from everybody else)- thats a different matter.
 

veevoir

Klytus, I'm bored
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You can flashbang a mind controlling sectoid and the MC drops.
Mind.Blown. That's some good info :hero:

Yeah, but ArchAngel spoke of situations where you have no explosives.


Flashbangs also stop zombies from existing, stunlancers from stunlancing, codex from codexbulshitting, Vipers from poisioning (afaik), everybody from using grenades, mass REMOVES OVERWATCH, DONT stop officers from marking.

When in doubt - flashbang the shit out of people.
Always carry one if not two. Again - flashbang is love, flashbang is life in this game. Flashbang from advanced grenade launcher even more.
 

Disgruntled

Savant
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Sep 17, 2012
Messages
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Im struggling in my early game L/I attempts too. Those extraction missions are a bitch as always, one ended my best run cause my guy missed an 85% shot on the last sectoid and got everyone killed in a domino effect. This latest attempt im playing now had 4 rookies sacrifice themselves so only the vip survived and flew away.

Also lancers fucked me on a couple of tries. Id been instagibbing them too long in my commander run, forgetting how dangerous they actually are. Flashbangs are nice against them, though they typically respond by critting my soldier from a mile away.

TL;DW: Shotguns, Psi and Mimic Beacons
These strats popping up are ruining my mood. I dont want to play it in easy mode once I reach endgame.
Debating on finishing L/I on vanilla or chucking in some harder mods like the explosive nerfs and extra enemies. Is there something to tone down Psis?
 

veevoir

Klytus, I'm bored
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These strats popping up are ruining my mood. I dont want to play it in easy mode once I reach endgame.
Debating on finishing L/I on vanilla or chucking in some harder mods like the explosive nerfs and extra enemies. Is there something to tone down Psis?

They gonna pop up, same as killzone/phantom ranger and other tricks. XCOM2 suffers from the same ailment as 1 - after you get your squad to survive the rookie phase and get some abilities - nobody can one shot them, they can dish reliable damage, game becomes easier and never turns the screw back in.

They tried to counter that with bullshit enemies like turbochrysalids, but in the end it comes down to getting some soldiers wounded or not. Especially you can lay an evac zone any time and just GTFO with the wounded soldier (wonder if that is auto failure if rest of squad remains and finishes the objective). Still, the enemies midgame give more challenge than in XCOM1 if you're that kind of player who wants to go flawless through mission.

Loses are easier to mitigate too, you can grow fully ranked soldiers outside of battle - in a PSI lab.
 

Stompa

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Dec 3, 2013
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531
Yeah, but ArchAngel spoke of situations where you have no explosives.


Flashbangs also stop zombies from existing, stunlancers from stunlancing, codex from codexbulshitting, Vipers from poisioning (afaik), everybody from using grenades, mass REMOVES OVERWATCH, DONT stop officers from marking.

When in doubt - flashbang the shit out of people.
Always carry one if not two. Again - flashbang is love, flashbang is life in this game. Flashbang from advanced grenade launcher even more.

I never managed to check, do bangs stop Codex from cloning herself?
 

Norfleet

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Makes sense to me. If mind-controlling people requires concentration, then having something go off in your face is kind of a major distraction.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
These are all good info. I always find it hard to part from my grenades but I think I'll get me some bangs and beacons to spice things up. I can easily think of situations the beacon would help a lot
 

ArchAngel

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Mar 16, 2015
Messages
21,331
You can flashbang a mind controlling sectoid and the MC drops.
Mind.Blown. That's some good info :hero:

Yeah, but ArchAngel spoke of situations where you have no explosives.


Flashbangs also stop zombies from existing, stunlancers from stunlancing, codex from codexbulshitting, Vipers from poisioning (afaik), everybody from using grenades, mass REMOVES OVERWATCH, DONT stop officers from marking.

When in doubt - flashbang the shit out of people.
Always carry one if not two. Again - flashbang is love, flashbang is life in this game. Flashbang from advanced grenade launcher even more.
I stopped using flashbangs after mid game. Everything died without needing them. I would probably need them if I didn't use PSI OPS but killing adds, damaging the strongest one and using Stasis if it survives works better.
 

veevoir

Klytus, I'm bored
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Shadorwun: Hong Kong BattleTech
Yeah, but ArchAngel spoke of situations where you have no explosives.


Flashbangs also stop zombies from existing, stunlancers from stunlancing, codex from codexbulshitting, Vipers from poisioning (afaik), everybody from using grenades, mass REMOVES OVERWATCH, DONT stop officers from marking.

When in doubt - flashbang the shit out of people.
Always carry one if not two. Again - flashbang is love, flashbang is life in this game. Flashbang from advanced grenade launcher even more.

I never managed to check, do bangs stop Codex from cloning herself?

Yes it does. And stops most of their bullshit skills. The correct order is bang!, shoot, shoot, whos the next enemy?

ArchAngel - Codex is the main reason why I still cary a flashbang later on. I admit, they lose usefulness once you get better at mopping up in one turn, but until solid midgame they really help with survival, turning shit situations into manageable ones.

The aim and move penalty disoriented provides to anyone banged is a cherry on the top.
 

Mozg

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Oct 20, 2015
Messages
2,033
What are some key good differences between X-Com '94 and Xenonauts? I have played X-Com/JA2 down to their component atoms at this point and I need some different shit.

Edit - talking purely the tactical layer
 

barker_s

Cipher
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Mar 1, 2007
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Poland
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut
Fun fact - hacked units show in the mission summary screen as your own:

XCom2%202016-02-15%2019-54-03-52.png


Another fun fact - I killed that hacked Sectopod last and never got its wreck as loot from this mission. Gotta be a bug.
 

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