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

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,744
Location
California
mimic beacons are sooooooo OP

can't believe I didn't knpw/use them until Commander

also, Bluescreen Rounds are great. Make Sectopods less fearsome
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Infuriating. Just going through the last mission and the game bugs out on me.

The last enemy avater mindcontrols one of my guys. My avater fires a rift at the enemy avater. Cue the usual hit which is at the end of the alien turn followed by the massive usual explosion. Enemy avater not to be seen. Mindcontrol of my guy stays but without the line to show where it is from. After two turns the mindcontrol stops. Not knowing what to do I go on for about 8 turns. Hold my own against the reinforcements but can't find the enemy avater. Say fuck it and spend a turn running all my guys to each corner of the map. Enemy avater is simply gone. Making the mission impossible to win. WTF.

I had the same issue. The last avatar teleported to the previous room (human zoo) which I only realized when enough enemies had spawned to force me to retreat there.

Well, that gave a little hope. Unfortunately the mission is just glitched out entirely. Run to certain areas and old cutscenes play again and so on. No avatar in sight. I'll restart the bloody slog.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
529
Location
Mordor
They should have done 2 different maps for the last mission (its too big), I destroyed lots of structures on my way to the last part and that hit my FPS by a lot.
Is it possible to stop the reinforcements respawn (like destroying or activating some kind of console) other than killing the avatars asap?
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,744
Location
California
No. But I do think there's a cap to the reinforcements. I just draw them out to the bridge before the antechamber.
 
Joined
May 5, 2014
Messages
1,677
Hmm heres an interesting attempt to change the way stats work.

http://www.nexusmods.com/xcom2/mods/284/?

Dynamic Stats Development

ABOUT
This mod adds a dynamic soldier stats development on the battlefield a la Jagged Alliance (and probably many other games like that). By performing actions during missions your soldiers improve their stats - after all it's like a real training for them! Be careful though! If they get shot, their abilities decrease, after all it's pretty hard to run around when you're impaired!
  • Your soldiers develop their stats during missions by performing actions.
  • Getting shot is bad for you!
  • Highly customizable through configuration file* - can even be turned into cheat mod if you so desire!
CURRENT FEATURES

Note: All stats developed during missions are happening in addition to normal stat progression - like level ups.
  • Shooting/Slashing improves your Aim
  • Killing improves your Will
  • Running improves your Mobility
  • Dodging improves your Dodge (duh...)
  • Hacking improves your Hack (duh...)
  • Getting shot decreases the statistics
  • Stat gain is modified by your chance to hit - easier hits -> smaller bonus
  • Stat gain is modified by your soldier rank - it's harder to develop, but also harder to be broken!
  • All of the above things can be changed through the config!


PLANS FOR FUTURE
  • Add soldiers development based on:
    • More skills other than the basic ones
    • Psi abilities
  • Give more power to end user -> place more things in the configuration file
  • Clean up some things in the code
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
FYI people, don't grenade mission critical components. I accidentally did that to a relay that I had to hack and got no input about it, it just was not there when I arrived any more. Only the green "starred" tiles around it.
 

Mozg

Arcane
Joined
Oct 20, 2015
Messages
2,033
Hmm heres an interesting attempt to change the way stats work.

http://www.nexusmods.com/xcom2/mods/284/?

Dynamic Stats Development

ABOUT
This mod adds a dynamic soldier stats development on the battlefield a la Jagged Alliance (and probably many other games like that). By performing actions during missions your soldiers improve their stats - after all it's like a real training for them! Be careful though! If they get shot, their abilities decrease, after all it's pretty hard to run around when you're impaired!
  • Your soldiers develop their stats during missions by performing actions.
  • Getting shot is bad for you!
  • Highly customizable through configuration file* - can even be turned into cheat mod if you so desire!
CURRENT FEATURES

Note: All stats developed during missions are happening in addition to normal stat progression - like level ups.
  • Shooting/Slashing improves your Aim
  • Killing improves your Will
  • Running improves your Mobility
  • Dodging improves your Dodge (duh...)
  • Hacking improves your Hack (duh...)
  • Getting shot decreases the statistics
  • Stat gain is modified by your chance to hit - easier hits -> smaller bonus
  • Stat gain is modified by your soldier rank - it's harder to develop, but also harder to be broken!
  • All of the above things can be changed through the config!


PLANS FOR FUTURE
  • Add soldiers development based on:
    • More skills other than the basic ones
    • Psi abilities
  • Give more power to end user -> place more things in the configuration file
  • Clean up some things in the code

Funny that he cites JA for learn-by-doing and not X-Com
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,645
Location
On the internet, writing shit posts.
Hmm heres an interesting attempt to change the way stats work.

http://www.nexusmods.com/xcom2/mods/284/?

Dynamic Stats Development

ABOUT
This mod adds a dynamic soldier stats development on the battlefield a la Jagged Alliance (and probably many other games like that). By performing actions during missions your soldiers improve their stats - after all it's like a real training for them! Be careful though! If they get shot, their abilities decrease, after all it's pretty hard to run around when you're impaired!
  • Your soldiers develop their stats during missions by performing actions.
  • Getting shot is bad for you!
  • Highly customizable through configuration file* - can even be turned into cheat mod if you so desire!
CURRENT FEATURES

Note: All stats developed during missions are happening in addition to normal stat progression - like level ups.
  • Shooting/Slashing improves your Aim
  • Killing improves your Will
  • Running improves your Mobility
  • Dodging improves your Dodge (duh...)
  • Hacking improves your Hack (duh...)
  • Getting shot decreases the statistics
  • Stat gain is modified by your chance to hit - easier hits -> smaller bonus
  • Stat gain is modified by your soldier rank - it's harder to develop, but also harder to be broken!
  • All of the above things can be changed through the config!


PLANS FOR FUTURE
  • Add soldiers development based on:
    • More skills other than the basic ones
    • Psi abilities
  • Give more power to end user -> place more things in the configuration file
  • Clean up some things in the code

Funny that he cites JA for learn-by-doing and not X-Com

Ai, that mechanic existed in the 1993 game as well.
So its either he didn't play it, or he didn't know that mechanic existed.

It doesn't really tell you, so I wouldn't be surprised if it were the latter.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Obviously you're all stupid; that mechanic is from December 17, 1988, Final Fantasy 2.

A crying shame you don't know this. *shakes head disapprovingly*
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
You haven't lived until you've leveled Ninja to Master in Dungeon Master by throwing random shit at monsters.

(according to this definition, I haven't lived either)
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Oh man, didn't realize Dungeon Master was from 1987. For its age it aged amazingly. Hell, I'd rather replay it than Wizardry for the nth time.
 

Mozg

Arcane
Joined
Oct 20, 2015
Messages
2,033
I defend my pedantic note on the basis that it's an Xcom mod and also that it's genuinely weird that he would know JA mechanics but not X-Com mechanics
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
FYI people, don't grenade mission critical components. I accidentally did that to a relay that I had to hack and got no input about it, it just was not there when I arrived any more. Only the green "starred" tiles around it.

I accidently destroyed mission components and usually got either a message telling me that I messed up and had to leave or simply less of a reward. Another bug I guess.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
FYI people, don't grenade mission critical components. I accidentally did that to a relay that I had to hack and got no input about it, it just was not there when I arrived any more. Only the green "starred" tiles around it.

I accidently destroyed mission components and usually got either a message telling me that I messed up and had to leave or simply less of a reward. Another bug I guess.
It was pretty weird actually because I had to bomb some aliens outside a train where the relay was. I saw the bomb would hit the wall of the train but in the heat of the moment I didnt think it would destroy the relay too. So I threw the damn grenade which didnt even destroy the train wall but apparently destroyed the relay.
The dude kept saying that I must hurry, I arrive there 2 turns before the timer runs out and the tiles with the stars are there but there is no relay ans no "hack button" either. Annoying to say the least
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,357
Divinity: Original Sin Divinity: Original Sin 2
I can't wait for this game's future DLC to shit all over the legacy of Terror From the Deep!
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Yes, the noble legacy of a quick palette-swap cash-in with changes so minute you needed a microscope to find them. Please go on and share more of your valuable insights.
 

Stargazer_

Guest
Yes, the noble legacy of a quick palette-swap cash-in with changes so minute you needed a microscope to find them. Please go on and share more of your valuable insights.
Truth, and I even liked Tftd for its harder difficulty (took 16 retries to beat on Superhuman/Ironman) , and IMO better balance. (say what you want lobstermen dont compare to the BS of Ethereals).
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
I just started playing this on normal difficulty and it's already frustrating the shit out of me. Yes, I suck. But I am still resisting the urge to go down to "consoltard difficulty"!
How do people end up presenting their "Legendary Ironman" end statistic with 2/3 of their missions being flawless (nobody gets hurt)? I get shot from half across the map while sitting in high cover so often, it really lives up to their "Spearman kills Tank, we cannot into RNG" tradition. And those ironmen can't even reload that shit. Or hack towers.

If there is a "turns restarted" stat at the end of the game, I hope they reserved enough bits to display mine, or the game will crash.
Assuming I even get that far, since the game does it's best to confine me to Kwamerica forever. And since I forgot to skullfuck a commander early on, I now have to do that while being surrounded by Snaketits and Mootons, who are pulled in by the horrible unforgiving entity fittingly named after this site. :argh:

Still, it's a rewarding type of frustration if you manage to.. not leave anyfag behind. :salute:Stupid mission timer
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Don't worry. The game is hard and don't let the guys here convince you otherwise. They are either really good or lying or cheating.
Take your time and try to fight one "pod" at a time and try to kill it off completely at your turn. Letting them shoot once can easily mean one of your guys dead and 2 more panicking.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,204
I just started playing this on normal difficulty and it's already frustrating the shit out of me. Yes, I suck. But I am still resisting the urge to go down to "consoltard difficulty"!
How do people end up presenting their "Legendary Ironman" end statistic with 2/3 of their missions being flawless (nobody gets hurt)? I get shot from half across the map while sitting in high cover so often, it really lives up to their "Spearman kills Tank, we cannot into RNG" tradition. And those ironmen can't even reload that shit. Or hack towers.

If there is a "turns restarted" stat at the end of the game, I hope they reserved enough bits to display mine, or the game will crash.
Assuming I even get that far, since the game does it's best to confine me to Kwamerica forever. And since I forgot to skullfuck a commander early on, I now have to do that while being surrounded by Snaketits and Mootons, who are pulled in by the horrible unforgiving entity fittingly named after this site. :argh:

Still, it's a rewarding type of frustration if you manage to.. not leave anyfag behind. :salute:Stupid mission timer
Use 2+ grenadiers. Remove cover from enemies before shooting at them. Put snipers on high ground. Use Phantom Ranger to keep scouting for you after the rest of the team is out of concealment.
If it looks like enemies would survive, throw a flashbang at survivors or use a Mimic grenade. Or use Aid protocol on your forward guy.
 

Mozg

Arcane
Joined
Oct 20, 2015
Messages
2,033
First insight that will lead to all the others is that you should almost never reveal more map after your first move of the turn.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,666
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
I get shot from half across the map while sitting in high cover so often, it really lives up to their "Spearman kills Tank, we cannot into RNG" tradition. And those ironmen can't even reload that shit. Or hack towers.

Git gud. :smug:


071F7B78BB83E0CD9E3955323C5CE3BB49A3841D
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,204
You are better than my first Commander/Ironman playthrough. I only had 17 flawless missions but more than 40 played. Also I lost 3 missions, and lost 2 soldiers. One of those was killed in 2nd mission and another was one shot by a heavy turret through high cover :D

As for lost missions, one was due to faceless spawning and attacking my ranger but due to his aoe attack also blowing up the car where VIP was in, another was burning building destroying an artifact I needed to defend 1 turn before I killed all aliens and I don't remember how I lost the 3rd one.

I also had to leave one of my guys behind on one mission where he was 1 square away from evac zone ( :( ) but I had a rescue mission later and got him back.
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
Use 2+ grenadiers. Remove cover from enemies before shooting at them. Put snipers on high ground. Use Phantom Ranger to keep scouting for you after the rest of the team is out of concealment.
If it looks like enemies would survive, throw a flashbang at survivors or use a Mimic grenade. Or use Aid protocol on your forward guy.
I actually tried most of that, since I had some memories from XCOM 1 left. Most of my problems are spending supplies to fast (bought magnetic guns because snipers couldn't kill shit), built the medbay first, while an extra squadmember might have been the better choice. But the next one MUST be the radio room or I can't expand. Haven't even done the first blacksite yet, because the game throws gorilla ops or retaliation strikes at me like lies from a politician.
I only had one Faceless corpse, so no mimics for me yet.
Also I sure hope there are random events removing blibs from the avatar count, since it's already half full without me making real progress, or it is going to be a short game.

And of course that RNG. When you see a snaketits run past your firing line of ovenwatch doom, only to have all 3 guys miss it, than watch him grapple your sniper on the hill behind high cover for a makeout session, revealing your ghost in the process, who only deals 2 dmg with a half missed shot......... you just want to bite your keyboard.
Sorry keyboard.

At least the game offers funny bugs:
On my "save civilians" mission Volourn, the pink powerranger, got to close to 4 civs on a house roof, revealing my first faceless. At least Kingcomrade's ovenwatch triggered and hit him. He then started to walk on the spot (because civies blocked the way) for a while, teleported down and charged at my Codexian Defense Line. All of them missed of course, since a 20 feet tall blob walking towards you is hard to hit, amirite? When he stopped right in front of them and started his attack animation, my finger was already moving towards F9, when... he got pulled back to the roof by an invisible rubberband, fell through that roof and died.
So the 3 guys had an excuse for missing, because the blog was never there, but Volourn "R00fles" Biowhore got punished for his stupdity with heart shaped pattern on his pink armor. :obviously:
 

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