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

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
LW has a melee weapon: the sawed off shotgun which has a range of 1 tile. It counts as a sidearm so you can take it instead of a pistol. It's very handy for certain missions like Newfoundland and 3rd terror.
3rd terror is guaranteed zombieville?
 

Riso

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elgVF8Z.png

KkLyqpp.jpg
 
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It won't stop me from playing the game and (maybe) enjoying it IF they don't fuck it up too badly. But I have a beef against swords in pretty much EVERY game that is about modern era/post (REAL) gunpowder weapons. Because swords were considered obsolete in fucking World War 1, more than a hundred years ago. The idea of a guy rushing into melee combat in an era where sniper rifles with 1km+ range have already been invented is just REALLY nonsensical. Star Wars addressed this issue by giving lightsabers the ability to reflect/deflect laser shots, which made sense. But if the game is mimicking our world (which it clearly is), then I'd say Shotguns and SMGs are THE CQB weapons. But NO, gotta have swords because...AWESOME. :(

Well melee made perfect sense in TFTD because certain aliens were fucking indestructible to most projectile weapons. Also Alien sub design was compact enough that 90% of the time you were within 2 or 3 tiles of your enemy when you spotted them.

Not sure how they could replicate that in XCOM though. Maybe make an enemy with large damage reduction unless you crit, with melee specialists able to auto-crit? Sadly the 2AP system of XCOM makes it pretty much impossible to replicate how TU-efficient melee was in TFTD, there's no trade off of 2 pistol shots to 5 melee attacks.

Also of course there should be some applied magic to make it more than just a sword. Call it a vibro-blade or whatever
 
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Gozma

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Aug 1, 2012
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If anyone plays TftD, don't bother with melee on Lobstermen. Stun bomb them (then destroy the body with explosives if it's a long mission and you need to worry about them waking up and clawing someone 10 turns from now).

I imagine they're doing melee for their close range unit because the MEC punch animations from Enemy Within were a big hit (no pun intended) but the sneaky human terrorist fluff in this means giant robosoldiers are out.
 

eXalted

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Dec 16, 2014
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Procedurally generated maps at last. It's better that 100% generated maps and objects without a soul.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first

Article on the procedurally generated levels. As expected, its pieces-slotting-together-randomization rather than every single polygon being procedurally generated. Not very exciting, but the image they provided showing a bunch of different outdoor environments does look promising, certainly less repetitive than, say, Diablo 3.
Didn't old XCom use the same technique to randomize terrain? Use large preset "glued" together?
 

Eyestabber

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I really hope they use the new map generation system as an excuse to make combat less reliant on the "cover system" aka :popamole:.
 

Morgoth

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http://ca.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive

XCOM 2 runs on a heavily modified version of Unreal Engine 3.5 (Firaxis’ customizations are too extensive to easily move to Unreal 4), which in some ways has been rewritten to the point of being “unrecognizable,” and it’s much simpler to make that work on one platform than three or more at once.

As for the chances of XCOM 2 making its way to Xbox One and PlayStation 4 at some point in the future, Solomon wouldn’t rule it out, but it won’t happen any time soon. “We're certainly not opposed to that, but I can assure that's something we're not even discussing yet,”

"Okay guys, let's make a console-orientated UI anyway, you never know...."
 

Monad

Learned
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Jun 24, 2012
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192
I know right, even after they go into explaining how they're focusing on a pc centric ui.
 

Zeriel

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Jun 17, 2012
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When they said they were going to have an article to explain why they went PC-only, I was expecting some bombs to drop, but its basically nothing.

"We didn't want to do a simultaneous release, console ports next year, enjoy."
 

Gozma

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Aug 1, 2012
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http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first

Article on the procedurally generated levels. As expected, its pieces-slotting-together-randomization rather than every single polygon being procedurally generated. Not very exciting, but the image they provided showing a bunch of different outdoor environments does look promising, certainly less repetitive than, say, Diablo 3.
Didn't old XCom use the same technique to randomize terrain? Use large preset "glued" together?

Yup. I hope they figured out a way to use different sized chunks at least, or have a few tiles that really are algorithmically generated as needed, plus some larger static stuff. An X-Com 1994 map is I think an 10x10 grid of same-sized premade square chunks shuffled to randomize them. Since X-Com is 2D they can't be rotated randomly and they're always oriented the same way. Given the way that X-Com plays, the main function of maps is to vary up the ways that terrain breaks up your sight/firing lines so it works pretty well. I think even a simple chunk system will work better in XCOM because terrain is more important and they can rotate the chunks.
 

Raghar

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Correct name was UFO. And it's not 2D, it's what game developers are calling isometric.
 

Perkel

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Mar 28, 2014
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Excited for prospect of Long War 2.

XCOM ET was pretty interesting but it was shallow experience not comparable to older games.
Long War on other hand took XCOM and made it awesome.

Who knows maybe they saw Long War and thought:
" Fuck we want to make game like this "

It's PC exclusive which is pretty shocking considering they developed Xcom from start as multi.
 

Makabb

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Sep 19, 2014
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PC is beta, full release on consoles year later.
 

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