Turtle-Zone 3000
Arcane
- Joined
- May 5, 2014
- Messages
- 1,677
mm..mm..mods will fix it
Fortunately, there is now an overwatch icon. So none of that bullshit anymore.
Wait, wasn't there always an overwatch icon? Is that something LW added? I could've sworn LW had overwatch warnings for enemies. Either that or I'm just used to making a mental note of who used overwatch, easy enough since you face like 1 'pod' of enemies at a time, most of the time.
And then you need to add up to another 6 to 8 months to buy it at 75% off.These days you should be adding roughly a year to a release date to get the actual release date (of the so-called GoTY/complete/ultimate/enhanced/whatever edition of the game).
Another one for whom cover is a challenging concept.
This one is quite interesting. A move that technically didn't cross any red tiles nonetheless caused environmental destruction that broke concealment. Bug or feature? Could've been avoided by using waypoints.
I have no idea how he mind controlled the stun lancer.
I didn't watch the video, but there is a hacking bonus that gives you control of a random enemy for a few turns. The hacking bonuses are full of stuff like that, I especially love the ones that provide geoscape rewards.
Yeah that's probably what happened. Random enemy control seems like a bad idea though, running the risk of activating more pods and getting outnumbered.
I didn't watch the video, but there is a hacking bonus that gives you control of a random enemy for a few turns. The hacking bonuses are full of stuff like that, I especially love the ones that provide geoscape rewards.
Yeah that's probably what happened. Random enemy control seems like a bad idea though, running the risk of activating more pods and getting outnumbered.
From what I could see, you alarm all aliens on the map regardless. The pod mechanic seems to be non existent.
I wish that were true because it would make more sense than the EU/EW system but it doesn't seem like that is the case. After concealment breaks, the other patrols on the map don't beeline to your position, and they only display the activation animation when sighted. It may be that they shift their patrols due to noises, but the game doesn't seem like it's balanced against the whole map converging on your squad.
I didn't watch the video, but there is a hacking bonus that gives you control of a random enemy for a few turns. The hacking bonuses are full of stuff like that, I especially love the ones that provide geoscape rewards.
Yeah that's probably what happened. Random enemy control seems like a bad idea though, running the risk of activating more pods and getting outnumbered.
From what I could see, you alarm all aliens on the map regardless. The pod mechanic seems to be non existent.
I wish that were true because it would make more sense than the EU/EW system but it doesn't seem like that is the case. After concealment breaks, the other patrols on the map don't beeline to your position, and they only display the activation animation when sighted. It may be that they shift their patrols due to noises, but the game doesn't seem like it's balanced against the whole map converging on your squad.
It could be that they approach your squad when unactivated, and then become activated when seen. Enemy Within did that too, but rarely.
The ones that made Long War mod expressed their intention to make something similar for X-COM 2?
Also at the end of the last X-COM the alien boss said something about a greater menace and that was their motive for invading Earth.
I thought that will be the next subject for X-COM 2 but I guess this is reserved now for X-COM 3.
Nah, Long War modders are working on their own game now.
Inquiring minds want to know: will XCOM 2 allow all localization files for soldier barks like in Enemy Within? I want to hear my guys yelling in Polish and German.
I don't get why people always interpret the ending that way. To me, it sounded like the Ethereals weren't talking about a threat at all. They were talking about the rest of their race that ascended (Stargate ancients style), and their current motive is simply finding a way to brute-force themselves to ascension via humans psionic potential.
When I look at this topic, I guess some autists do care about it :DNo, I think you are over thinking about it and they simply wanted to find a way to make XCOM a small force that fights against some settled power guerilla style. So they thought of this "story" and honestly, who cares? Did anyone ever care about story in these games?
But even more to be happy about.I don't care about the story, but I care about consistency and impact it has on the gameplay.
For example with the current change they totally took out air combat (it sucked in the first one), but removing a system and not giving something in return always rubs me to wrong way. Especially that this time around they had an opportunity to reverse it and make air combat defensive, where you shot down ufos that hunt your base.
Also since the project failed early on they didn't learn anything about the aliens so that means autopsies, interigations and cathing live aliens still in or was is cut?
It's clear from the interviews that Firaxis's development philosophy is design first, and then story second to support the design, which is why they had to retcon everything you did in EU/EW. If you want to complain about something, complain about the design of X2, god knows there's plenty to be upset about here.
Nah, Long War modders are working on their own game now.
Any source?
Eurogamer guy redeemed himself in my eyes. His only mistake was fighting the last reinforcements and not running straight for the evac zone, but arguably it turned out better since he got extra loot.