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

Raghar

Arcane
Vatnik
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Jul 16, 2009
Messages
23,937
BTW they are releasing on consoles.
 

ArchAngel

Arcane
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Mar 16, 2015
Messages
21,149
After the lastest patch and DLC I tried going back to play Xcom 2 again. This time trying to finish Ironman Impossible (did Ironman Commander at release). Fuck, the game is trashing me. Doing first mission with no casualty is not easy. Then second mission is even harder.
Then when you think you got it after you done 3-4 successful missions, those fucking Advent Officers one shot your key characters through heavy cover one after another in one fucking mission. Fucking cheating game. I see Advent Officers are Thin Man from Xcom 1, fucking alien snipers.

I think I will go back to playing it again on Commander Ironman, the RNG Godz hate me.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
Yeah, I don't understand why people think Legend is incredibly more difficult than Commander. The main thing that changes on Legend is the time to perform geoscape actions, which has zero effect on Gatecrasher.

Legend will force you to spend more time at certain tech levels, but that is a separate point of difficulty from the first few missions.

Beagle's guide to mods: http://www.pcgamer.com/how-to-play-your-next-xcom-2-run/

I used to have a mod collection but couldn't keep up with the massive amount of mods being created and obsoleted by new patches and DLC.

It's mostly just the shitty mods and unimportant ones that don't work now. I guess if people are interested I could post my mod recommendations for a total overhaul, but it really doesn't feel like almost anyone on the Codex plays this game.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,149
Well it is more difficult in my experience from yesterday. I was never this trashed on my Commander run. It could be that I just got unlucky with that officer one shotting both my Demos causing me to lose all 4 characters and then in next mission I had no chance to fight vs too many stun lances with no experienced characters (and no chance of ever getting 5th slot upgrade). Basically the game is hard until you can get your 5th slot upgrade.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
Luck has a massive effect on your first few missions, yes. You could play the first month on the same difficulty 5 times and feel like every attempt was on a different difficulty depending on what the dice do.

Seems none of the good mods are updated on Nexus.

Oh, did you pirate it? Yeah, if you don't use Steam the mod situation will be fucked up. Not all of them are that way, but quite a few are only updated frequently on Steam.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,149
Yea I am as poor as a church mouse atm :D

Hopefully I will have enough to buy it at Winter sales.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
I'd wait for the inevitable expansion and package deals with that. It is an alright game, but not worth the deluxe price, especially if you are just paying for the ability to use Steam Workshop.
 

Galdred

Studio Draconis
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Developer
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May 6, 2011
Messages
4,489
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Legend mostly adds more enemies in tactical mission, no?
I have a backup save after a near perfect Gatecrasher, because replaying this mission over and over was driving me nuts.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
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It makes some small balance changes (some later units have altered statblocks, like sectopods going from 30 HP to 40), but mostly it doubles the time (and cost) to perform most geoscape options. It also alters the threat level calculations (which are what determines number of enemies). This effect is almost entirely seen on the higher threat levels, not the lower ones, however. Which means that later missions tend to have more enemies, not that earlier ones have dramatically more.

All of which is to say that Gatecrasher doesn't change that much going from Commander to Legend. The biggest change in terms of statblocks and threat levels is probably going from anything below Commander to Commander+.

I have a backup save after a near perfect Gatecrasher, because replaying this mission over and over was driving me nuts.

Well, that brings up a separate point. If you don't play on Iron Man, the difficulty level is rather irrelevant.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
23,937
Seems none of the good mods are updated on Nexus.
Long war mod wasn't updated for XCOM2, thus mods are largely irrelevant.

(And twitch streamer said something about XCOM2 is somewhat less fleshed out and interesting than original. Thus if you must pay, wait for expansion, or better expansion sale.)
 

Galdred

Studio Draconis
Patron
Developer
Joined
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Messages
4,489
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
It makes some small balance changes (some later units have altered statblocks, like sectopods going from 30 HP to 40), but mostly it doubles the time (and cost) to perform most geoscape options. It also alters the threat level calculations (which are what determines number of enemies). This effect is almost entirely seen on the higher threat levels, not the lower ones, however. Which means that later missions tend to have more enemies, not that earlier ones have dramatically more.

All of which is to say that Gatecrasher doesn't change that much going from Commander to Legend. The biggest change in terms of statblocks and threat levels is probably going from anything below Commander to Commander+.

I have a backup save after a near perfect Gatecrasher, because replaying this mission over and over was driving me nuts.

Well, that brings up a separate point. If you don't play on Iron Man, the difficulty level is rather irrelevant.
I play on Ironman after that, I just skip Gatecrasher most of the times...
 

ArchAngel

Arcane
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Mar 16, 2015
Messages
21,149
I just did the new mission that was added in last DLC. Fuck, on commander it is super hard. Pure luck kept all my guys alive. It is one of the hardest mission I played yet and that is mostly because it comes so early before you got levels and tech to handle it in a good way.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
I just did the new mission that was added in last DLC. Fuck, on commander it is super hard. Pure luck kept all my guys alive. It is one of the hardest mission I played yet and that is mostly because it comes so early before you got levels and tech to handle it in a good way.

You can delay doing those missions as long as you want. So it's up to the player how hard they want it to be.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,149
I just did the new mission that was added in last DLC. Fuck, on commander it is super hard. Pure luck kept all my guys alive. It is one of the hardest mission I played yet and that is mostly because it comes so early before you got levels and tech to handle it in a good way.

You can delay doing those missions as long as you want. So it's up to the player how hard they want it to be.
Wtf?! In game they said I need to hurry and do it LOL
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
I just did the new mission that was added in last DLC. Fuck, on commander it is super hard. Pure luck kept all my guys alive. It is one of the hardest mission I played yet and that is mostly because it comes so early before you got levels and tech to handle it in a good way.

You can delay doing those missions as long as you want. So it's up to the player how hard they want it to be.
Wtf?! In game they said I need to hurry and do it LOL

I haven't actually tested it in Shen's Last Gift's case, but the Alien Hunters DLC has no time limit. It might be a mod I'm running, but my geoscape UI shows the amount of time geoscape missions have left before expiring, the DLC missions don't have an expiry date last time I checked.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
23,937
I missed inventory, and I played UFO:ET recently. Bit mixed about it. The low resolution is really bad for 27'' monitors. Also is there no way to kick out recruits, or slow recruitment?
 

Raghar

Arcane
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Jul 16, 2009
Messages
23,937

Mazisky

Magister
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Rome, IT
I'll be curious to see in 2018 when we'll have the promising Julian Gollum Phoenix Point VS Xcom 2 with EWlike expansion and long war2 mod.

Good battle
 

vdweller

Arcane
Developer
Joined
Feb 5, 2016
Messages
625
I gotta say I haven't been long into this game but so far it seems quite easy. I suspect it's due to Long War's training anal sessions that make everything else seem easy.

Ahh...the good old times of Long War...Aliens practicing half xhamster's tags and categories on my squad...will XCOM 2 reach that point, I wonder? (lol nope)

Edit: Couldn't resist. I think that Bradford is a pretty cool guy. You know how the rest goes.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,928
I gotta say I haven't been long into this game but so far it seems quite easy. I suspect it's due to Long War's training anal sessions that make everything else seem easy.

Ahh...the good old times of Long War...Aliens practicing half xhamster's tags and categories on my squad...will XCOM 2 reach that point, I wonder? (lol nope)

Edit: Couldn't resist. I think that Bradford is a pretty cool guy. You know how the rest goes.

Try A Better Advent + ABA More Pods. There's also some other mods that add in obligatory fatigue or ammo shortages, though I haven't used them myself so can't give exact names.
 

vmar

Savant
Joined
Oct 17, 2015
Messages
210
.will XCOM 2 reach that point, I wonder? (lol nope)
It will if you use mods/ini tweaks to add more enemies. This game can be pretty brutal playing on L/I with added aliens and pods. A Better Advent is a good mod, also check into Increase Enemy Squad Size Plus.

Additional Mission Types adds some really cool siege missions that play like base defense from EW, with reinforcements that will join up with xcom if they survive. I've seen upwards of 70 aliens on a single map (with modded enemy counts) with alien reinforcements dropping in every single turn, it gets pretty crazy. There's also lots of mods that add new enemy types, and one that lets Officers call in reinforcements.
 

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