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

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Nothing wrong with playing on the standard difficulty level, especially if you're already doing ironman and still learning the game for chrissake.

Of course you might risk your reputation as a Codex Tough Guy, and if you lose that, what's left? :roll:
 
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Vibalist

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Guy has been here since Saturday and already he's a full blown Codexian Ubermensch. We're getting good at recruiting them.
 

NotAGolfer

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Divinity: Original Sin 2
Still hanging in there, and a few missions later things don't look as gloomy anymore, even on Commander Ironman.
But maybe I have a lucky streak atm, one rookie casualty and 2 injured in 6 missions, and I already have magnetic weapons.

I think the turning point were frost grenades. These things are ridiculously OP (esp. when fired at enemy groups from concealment). But they need to be, fucking alien leaders are a PITA without them.
Still not sure if this is doable for me. My frequent reloads on commander without ironman say otherwise.
Well, at least it's fun again. :)
 

Mazisky

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I wanna see what they'll invent for expansion.

I'm pretty sure it will be announced this november
 
Joined
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games are too bugged nowadays to be played ironman.
as a matter of fact, since when i played morrowind on a computer with big issues, i've been a fan of "f5 every few steps. press it twice if necessary, or even if not, you never know, just in case".

about this crap: is there an edition with all the important dlcs/expansions i should aim for when/if a new long war mod comes out?
 

ArchAngel

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Xcom 2 is super buggy for me to play on ironman. If I did I would have already failed three missions due to unavoidable bugs (two because I would need to evac although I won the mission objective and one because it was impossible to finish the mission objective).
The general problem with honestman runs is that I seen people reload also when they missclick which is part of the normal game just like bad tactical decisions.
 

PhantasmaNL

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PC RPG Website of the Year, 2015 Grab the Codex by the pussy Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria
Ironman works for me but ill manually copy the save files after a session. Not to revert to a previous situation when things go bad but to cope with corrupt files or wipes ( sometimes xcom high command decides my campaign is not worthy and just deletes it, thanks for that). Current campaign is with all the LW mods as a base. One mod i cannot play without anymore is Grimys lootmod (although it can make the game too easy).
 

Vibalist

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Huh. I haven't had any bugs yet. Game is very stable for me, then again I haven't installed that DLC thingy.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Okay bros, gonna start my first run tomorrow, what tips ya got?
Play Ironman/Veteran, go in cold, and figure everything out yourself.

or

Read all the guides, mine every exploit, use all the tactics developed by other people, generally remove all meaning from your participation, and pretend this makes you a good player.
In fact, just watch an LP on YouTube.

Actually I was thinking about it ... "What would I have wanted to know before starting?" ... and you should know that swords are weaker than they should be in the vanilla game, so lower your expectations for melee or get a mod.
 
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anus_pounder

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Okay bros, gonna start my first run tomorrow, what tips ya got?

Download a shit ton of mods from the steam workshop, edit all of THOSE files and the default vanilla game's files to fit your needs - harder or easier, as you like it. Then play for an hour or two until some other shiny object/game catches your attention. Its what I do. :salute:
 

Mazisky

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Imho Ironman is too damn frustrating.

I prefere Legenadary but with saves before every mission, in Geoscape. Really challenging but not frustrating, just like every game should be
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
I used to backup save every 2 month or so, and keep the save after gatecrasher. It solved the bug issues (but I only got one), and allowed me not to replay Gatecrasher too often.
 

ArchAngel

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Imho Ironman is too damn frustrating.

I prefere Legenadary but with saves before every mission, in Geoscape. Really challenging but not frustrating, just like every game should be
And it removes one of the main reasons Xcom 2 is fun, everything not going perfect. Losing soldiers or having important ones being healed and doing missions is half the fun.
 

Raghar

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Any news about expansions?

XCOM was basically only interesting with EW, without that rebel faction and without that easy battleship. They made things too easy.
 

NotAGolfer

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Divinity: Original Sin 2
Okay bros, gonna start my first run tomorrow, what tips ya got?
Always exhaust all your scouting means each turn before moving any not concealed soldier into areas that are not secured.
Always do all the movement turns of your squad before taking actions like shooting, overwatch, hunkering down (don't ignore that option, it's useful) etc..
So never rush anywhere except when you already secured the area or are still in concealment.

Dont use overwatch as often as in NuXCOM 1, in fact pretty much ignore overwatch traps as long as you don't use special abilities with them or as long as you don't know that you get a high to hit chance because the enemy is very close. You don't want that aim penalty, seriously. Either freeze them (DLC grenade) or let them take cover. They only take cover relative to the soldier they spotted first and ignore the rest of your squad.
Flank with Rangers, destroy cover with grenades and Grenadiers and try to make every shot count (so utility items or retreating and hunkering down >>>> low percentage shots).
I still use overwatch regularly of course, but only on soldiers that are out of concealment and would have to move into unknown areas without backup otherwise.
... or to get rid of reinforcements easily.

Either take that Ranger ability that lets him go back into concealment (and also pick the phantom trait obviously) or at least take some scanners with you if not. Scouting is extremely important in this game.

Don't spread your team out too much, you want to kill or disable each enemy group you encounter in 1 or max 2 turns.

Firepower > utility, so one Specialist is enough. Snipers aren't that great anymore so take one or even skip that and train the sharpshooter into a pure gunslinger. Pistols are much better than you might think at first. I still prefer the Sniper though, kill zone is just too awesome to pass on.

Use flashbangs. Often. They are great when facing more than 1 enemy pod at the same time. Or when you don't get a good shot. They might in fact be better than all the other grenades (except for the frost grenade) because those don't inflict nearly as useful status effects so if the enemy survives the blast he might kill one of yours.

If an enemy is taking cover behind a car or a gas tank then make that explode. Even though cars take a turn to explode the enemy won't be able to attack you and will either retreat or get blown up too (might only apply to low HP enemies).

Research and build mimic beacons asap (faceless autopsy).

Sectoids are not as dangerous as they seem, get rid of the other enemies before wasting bullets on them. If they took control over one of yours kill the sectoid or throw a flashbang at him.

Research better weapons and armor early.

Don't build science labs, they are incredibly useless.
Workshops are only necessary if you don't get enough engineers through mission rewards or the black market.
The first thing to build is the Guerilla Tactics School for the +1 troop size bonus. Ignore the rest of the upgrades there at first, you need all the supplies for buying weapons, armor, expanding your territory and stuff like that. And train all your remaining rookies there asap.
The second thing to build is the Advanced Warfare Center for the halfed healing duration.

Don't worry too much about that Avatar Project progress. It's not as urgent as it seems.
And don't research story advancing stuff too fast.

Make sure to expand your resistance network relatively fast. You need the income provided that way.
 
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Vibalist

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I'm actually at a point where I never use flash bangs, as I find other grenades do a better job. Incendiary, acid, plasma, etc. I find that mimic beacons are enough of a distraction for your enemies, at least if you bring as many as you can for each mission (I bring three at this point, although that is obviously not an option early on due to the scarcity of Faceless). I can then use my other slots for grenades and explosives that actually do damage and remove cover.

Also, crowd control is essential in this game. Bring anything that will debuff, pacify and stun your enemies. Flash bangs are good early on, but later you will want to have your specialists specialize (heh) in haywire protocol and hacking so that you can stun or take over mechanical units (of which there are many). You absolutely need skulljacks, skullmining and upgraded gremlins for this. You get those by running autopsies on mechanical units, though I forget which ones. The other thing I do is train as many psy operatives as possible, as they are really good at incapacitating and mind controlling organic units. If you gain the domination ability you will basically be able to permacontrol one enemy per mission, which needless to say is extremely helpful. I usually go for the shield bearers because I can use their shielding ability on my own soldiers and they're easily dominated, but you could also go for stronger units like Codexes and Andromedons if you're brave.

Build the Proving Ground when you can. Make sure you always pick up loot drops as those elerium cores are needed for the upgrades you can purchase within that facility. Special grenades like incendiary and freezing grenades are good, and so is the shredder gun which does an insane amount of damage within a large area of effect.

Always pick haywire protocol with every specialist, as that other ability (remove negative effects like stun and panic on your soldiers) is not as good as being able to hack your enemies (always be on the offensive whenever possible, don't wait around for the aliens to stun or incapacitate your guys). I'm basically breezing through the game at this point, although I'm only playing on veteran (but iron man), and it's all due to the fact that I have so many stun, hack and mind control abilities the aliens barely get to move. When they do, I make sure to throw a mimic beacon. Don't be stingy with those, by the way. Even if there is only one enemy left, it's better to use it than to risk having one of your men killed by a lucky critical.

Also, your building progression should look like this:

power relay --- resistance comms --- guerilla tactics school
resistance comms --- workshop --- power relay
psy labs --- power relay --- shadow chambers

Where the different spots represent where you're placing each building on the Avenger. The power relay in the upper left corner should be replaced with a Proving Grounds when you build the other two relays. The workshop in the middle will provide extra power and contacts for your comms and relays, meaning you wont have to build that many of them.
I myself haven't built the Advanced Warfare Center, as I find the bonuses are not worth the supplies. It's a secondary building at best, but its advantages are only useful if your soldiers get injured constantly and if you build it early to get extra skills for your soldiers. But you can't build it early, as other buildings are way more essential.
 
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ArchAngel

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I'm actually at a point where I never use flash bangs, as I find other grenades do a better job. Incendiary, acid, plasma, etc. I find that mimic beacons are enough of a distraction for your enemies, at least if you bring as many as you can for each mission (I bring three at this point, although that is obviously not an option early on due to the scarcity of Faceless). I can then use my other slots for grenades and explosives that actually do damage and remove cover.

Also, crowd control is essential in this game. Bring anything that will debuff, pacify and stun your enemies. Flash bangs are good early on, but later you will want to have your specialists specialize (heh) in haywire protocol and hacking so that you can stun or take over mechanical units (of which there are many). You absolutely need skulljacks, skullmining and upgraded gremlins for this. You get those by running autopsies on mechanical units, though I forget which ones. The other thing I do is train as many psy operatives as possible, as they are really good at incapacitating and mind controlling organic units. If you gain the domination ability you will basically be able to permacontrol one enemy per mission, which needless to say is extremely helpful. I usually go for the shield bearers because I can use their shielding ability on my own soldiers and they're easily dominated, but you could also go for stronger units like Codexes and Andromedons if you're brave.

Build the Proving Ground when you can. Make sure you always pick up loot drops as those elerium cores are needed for the upgrades you can purchase within that facility. Special grenades like incendiary and freezing grenades are good, and so is the shredder gun which does an insane amount of damage within a large area of effect.

Always pick haywire protocol with every specialist, as that other ability (remove negative effects like stun and panic on your soldiers) is not as good as being able to hack your enemies (always be on the offensive whenever possible, don't wait around for the aliens to stun or incapacitate your guys). I'm basically breezing through the game at this point, although I'm only playing on veteran (but iron man), and it's all due to the fact that I have so many stun, hack and mind control abilities the aliens barely get to move. When they do, I make sure to throw a mimic beacon. Don't be stingy with those, by the way. Even if there is only one enemy left, it's better to use it than to risk having one of your men killed by a lucky critical.

Also, your building progression should look like this:

power relay --- resistance comms --- guerilla tactics school
resistance comms --- workshop --- power relay
psy labs --- power relay --- shadow chambers

Where the different spots represent where you're placing each building on the Avenger. The power relay in the upper left corner should be replaced with a Proving Grounds when you build the other two relays. The workshop in the middle will provide extra power and contacts for your comms and relays, meaning you wont have to build that many of them.
I myself haven't built the Advanced Warfare Center, as I find the bonuses are not worth the supplies. It's a secondary building at best, but its advantages are only useful if your soldiers get injured constantly and if you build it early to get extra skills for your soldiers. But you can't build it early, as other buildings are way more essential.
Veteran is just normal difficulty named so people feel proud for something they got nothing to be proud of except for those that Xcom 2 is their first such game they played.

Commander has a nice jump in difficulty because enemies get more health and tactical combat is now different.
Legendary gets another jump in difficulty because base building and research is now slower (and all upgrades are more expensive) so that part can also influence how effective you are overall.
 

Vibalist

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I know what veteran is. In case you didn't notice, I was talking to someone who's doing his first run, so naturally my strategy is applicable to that diff. level. I don't know about the other difficulty levels.

Neither am I 'proud' of my achievements in Xcom on the second easiest difficulty level. Who really cares.
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Haven't used flash bangs so far, just gone on with frag grenades and they're doing me fine so far.

This is gonna be a long game though.
 

NotAGolfer

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Divinity: Original Sin 2
Also, crowd control is essential in this game.
I partly agree. But another big part of the game at least for me is changing to hit chances in my favor. Also I often don't even need more crowd control than the frost grenade, at least when I don't have to deal with more than 2 enemy pods at once
but later you will want to have your specialists specialize (heh) in haywire protocol and hacking so that you can stun or take over mechanical units (of which there are many).
I so hope that you're right but up until now the hacking skills don't work reliable enough for me to be that useful. I can stun Advent Mechs with about 60% chance which is freaking low and makes me wonder if my Specialist would be better used if he fired that quite powerful bolt caster at it. ^^

You absolutely need skulljacks, skullmining and upgraded gremlins for this.
Upgraded gremlins? Nice, maybe training a Specialist wasn't a mistake afterall. :bounce:

I myself haven't built the Advanced Warfare Center, as I find the bonuses are not worth the supplies. It's a secondary building at best, but its advantages are only useful if your soldiers get injured constantly
They do. :popamole:
 
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Vibalist

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Yeah, upgraded gremlins will help improve that hacking skill dramatically, as will skull mining which you can purchase in the proving grounds. Those specialists are pretty good to have around. Sometimes I bring two on a mission.

And yup, soldiers do get injured. It's just that I still don't find the Warfare Center worth investing in because it's money you take away from other vital projects and, equally importantly, space you take away from other buildings. You should focus on improving your squad to such a degree that injuries become less frequent, which you ideally would do by building better equipment, a psi lab, by purchasing squad upgrades in the Guerilla Tactics School and leveling up your soldiers to the point where they receive the really useful skills.

Also, any mission or scanning area that yields a new soldier is worth going for, as you can bolster your squad with high level replacements.
 

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