I would advise to avoid any sort of mods which add new classes, edit perks, change tech tree or generally shift balance as the game is really tight in that manner. If you add new building with new tech like Officer School from Long War Studios or whatever that mod was then either it will be OP and you will rush it every time or you will avoid it as you will focus on more pressuring matters. Same goes for the timers, if you increase them then you will have old XCOM "no enemies after first actions spent, then overwatch all".
Best to tread carefully and only use mods which overhaul whole game like Long War mod as otherwise you will ruin the balance and make game trivial or impossible to play.
I think it becomes less about making the game drastically harder or easier, but about seeking a "fresh" feeling to the game
This has not been my experience in Xcom 2. EU was easier on Commander difficulty (or Classic as it was called there), and EW was a breeze with OP MECs and even more OP gene mods. Only hard parts of EW was 4 man missions vs those modded humans (or were 4 man missions only in LW?!).By the way, "no enemies alive after actions spent" was a BIGGER problem in XCOM 2 than in EU/EW, with timers and everything else. The game is fundamentally easier than EU/EW on the highest difficulty levels.
Not to me. I have same level problems on both difficulty in both games. But in EU/EW you had overwatch traps and hunker down tactics followed by blowing up cover from enemies. In Xcom 2 that rarely works because of damn timers. If you are moving backwards to set up overwatch traps you are lessening your chances to get to your objective in 8 or 12 rounds. If you are hunkering down you are inviting Sectoid psi attacks or Stun Lancers to come rape you.The gulf between Commander and Impossible was huge. Hence "highest difficulty levels". Maybe I should have left out the plural there. I meant comparing Legend to Impossible. Legend is closer to Classic than it is to Impossible.
I found Impossible Iron-Man too brutal to play it every time I did EU/EW, I tended to default to C+I when I wanted to just have fun. On X2 I default to L+I, it feels about the same to me. Anecdotal experience, but that's been how it is for me.
The problem isn't enemy counts. The problem is they are not moving and doing theirs stuff. When you have pods that spawns, you can effectively deal with them one after another, and because the game is balanced to deal with one after another, you are screwed up when you activate three.I think X2 was a lot more fun if you increased the timers a little, and increased enemy counts by a lot.
Well - Long War mod also ruined balance. Don't get me wrong, it improved a lot of things, but balance went out the window pretty fast when I tried it.Best to tread carefully and only use mods which overhaul whole game like Long War mod as otherwise you will ruin the balance and make game trivial or impossible to play.
It is super easy to increase Xcom squads. LW toolkit mod lets you do that easily.I'm still waiting for a mod that eliminates the pod system entirely (all enemies converge once concealment breaks) _and_ still feels playable. Obviously 16 advent vs 4 xcom isn't going to be balanced.
That doesn't need mod, it needs proper game design, and competent game developer who knows about guerila warfare. When these troops are at that position ONLY to create opponents for player, of course they converge and make it unwinable. But in real combat stuff like that doesn't happen. Can they prove it's not a trap, and XCOM2 craft will not arrive and fire heavy bombs at them when they'd concentrate? Can they know it's not a diversion, while real target would attack them from behind? Or worse would get to its target without firing a single riffle shot because all troops were on opposite side.I'm still waiting for a mod that eliminates the pod system entirely (all enemies converge once concealment breaks) _and_ still feels playable. Obviously 16 advent vs 4 xcom isn't going to be balanced.
You're basically arguing against the point of modding. I do recommend playing through the vanilla game first to understand how it was built, but people mod specifically to get a different experience. For some people that will mean making the game more complex and more difficult, for others it will be mean making it easier. Believe it or not, but there are people for whom the base L+I game is too easy. They can have that opinion while not liking timers, too.
Now for most of us, I think it becomes less about making the game drastically harder or easier, but about seeking a "fresh" feeling to the game--through new enemies, tech, etc, while still maintaining whatever difficulty you found "balanced" originally.
By the way, "no enemies alive after actions spent" was a BIGGER problem in XCOM 2 than in EU/EW, with timers and everything else. The game is fundamentally easier than EU/EW on the highest difficulty levels.
Well - Long War mod also ruined balance. Don't get me wrong, it improved a lot of things, but balance went out the window pretty fast when I tried it.
Can they know it's not a diversion, while real target would attack them from behind? Or worse would get to its target without firing a single riffle shot because all troops were on opposite side.
As far as I know, neither the base game nor All Pods Active can do that. When concealment is broken, the enemies know where you are, so they know if you have one guy just waiting for them to leave the prison and cross the map to your diversion so you can break your guy out. I suppose you could make that one guy a phantom ranger so they still don't know, but that feels like a workaround rather than a proper solution.
JA2 from decades ago was able to do this though I don't remember if diversions really gave you any tactical advantage there.
That's nice idea! However on most missions time wasn't a problem. Which brings me to a general evaluation of X2.As for timers mods, I would like to see a mod that does this: Once your timer runs out your skyranger says it is going to lead away enemy Air and try to come back for you in a bit. The effect is that it comes back in 3 rounds and stays for exactly one round (kind of a fast pickup). And in those 3 rounds enemy drop packs from transports every round. It would make timed mission 100% more interesting (it would only not work for a few where the package is going to explode in 8 turns or something)
Maybe I just need to git gud, but I find myself missing Bronzeman terribly.
ABA + Better pods makes the early game brutally unforgiving of mistakes.
My suggestion is for proper difficulties, not your noob oneThat's nice idea! However on most missions time wasn't a problem. Which brings me to a general evaluation of X2.As for timers mods, I would like to see a mod that does this: Once your timer runs out your skyranger says it is going to lead away enemy Air and try to come back for you in a bit. The effect is that it comes back in 3 rounds and stays for exactly one round (kind of a fast pickup). And in those 3 rounds enemy drop packs from transports every round. It would make timed mission 100% more interesting (it would only not work for a few where the package is going to explode in 8 turns or something)
The game is quite enjoyable so far, I'm in the late phase (just encountered an avatar). It's also quite easy. The hardest part was mid-game with the Alien Kings present. I'm playing on Veteran and there is very little save scumming, mostly on a few hack attempts or missing a 90% to-hit shot in a critical situation, so the game is pretty straightforward until now.
Only lost one rookie in a very hard mission where the Berserker Queen popped out of nowhere, my team was quite weakened and I was carrying a VIP. So overall no casualties.
The DLC's SPARK unit is pretty powerful, but at this point my squad can carve through any 2 given enemy groups (3 groups at the same time is another story).
I have to say I miss the air combat of X1, in general I can't say they have nailed down the geoscape part, sometimes it feels like one of those browser games where you build and wait, but X1 suffered from that, too. Thankfully there's some variety to spend your time on.
I like how every class is important for filling a role, assaults are OP as usual, medics can heal the entire team, snipers can mess aliens up even with a pistol, heavies shred armor and blast cover.
As usual, cover and overwatch are to be abused, but sending a Ranger with Bladestorm and Untouchable to slash an enemy can lead to great win and lulz.
Hacking and controlling enemy mechs is nice, but when you reach the point where you can pop a sectopod in 4 shots, do you even bother?
Dude obviously a mod fucked up game balance. Find which one or tone down the difficulty to make things more fair. Hard is OK, plain unfair and unbeatable unless you reload 100 times is stupid.This game trolls me so much. I was able to get pretty far on L/I (got full magnetic weapons, was half research to plated armor) but they kept oneshotting my top level guys in mission where they would be promoted and I could not make captain no matter how much I tried. So I could not get to 6 squad members. Then I could not delay anymore and needed to do the story mission that reduces Avatar progress and got owned there. Again two of my guys get one shot through cover
Then I start over and now I am dying in 2nd mission constantly. There are 3 packs of enemies on the map + 1 reinforcement and you only got 8 turns to do it. I it is basically impossible. I am not sure if something was changed in this 2nd mission because of Long War mods but this shit is crazy.
At this point it seems 2nd mission expects you to restart 200 times until RNG goes your way enough so you stop missing half 70% shots like I seem to do...