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He is not wrong that FPS games are way easier to pick up, understand, and get moving than basically any strategy game out there, it's just easy to forget that games are big the same general way space is big. As in, the market is so big it's impossible to comprehend how big it is. There are games for neckbearded grognards to games for harassed housewives with 5 minutes a day to play. And everyone in between. You don't need to fight tooth and nail for a huge sector of space in a battle you will never win. Just conquer a planet.
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# ? Jan 10, 2016 19:18 |
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# ? Apr 27, 2024 19:37 |
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Kai Tave posted:The sad bit was that the Bureau wasn't actually just a complete pile of garbage, it was actually a halfway decent game hamstrung by a lot of internal development shakeups. If it hadn't had to deal with being saddled with the XCOM license OR if it had been developed with less stop-and-start-over it could have been a really solid title. Would have been fascinating to see the original version of the game that had bizarre silicoid enemies with crystals and weird geometries everywhere. C'est la vie. STILL has one of the best twists in gaming.
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# ? Jan 10, 2016 19:18 |
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DrManiac posted:Do we know if the game is shipping with second wave options? If I remember right I think we had to wait for them with EU
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# ? Jan 10, 2016 19:18 |
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Kai Tave posted:The sad bit was that the Bureau wasn't actually just a complete pile of garbage, it was actually a halfway decent game hamstrung by a lot of internal development shakeups. If it hadn't had to deal with being saddled with the XCOM license OR if it had been developed with less stop-and-start-over it could have been a really solid title. I was surprised I never regretted picking it up. It's a mess, but it still did enough right and was fun enough to play that I'd have loved to see what that team could've made without the troubles.
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# ? Jan 10, 2016 19:21 |
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Superstring posted:For those that missed this stream: Also: https://a.pomf.cat/gcgtoc.webm
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# ? Jan 10, 2016 19:32 |
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Speedball posted:Would have been fascinating to see the original version of the game that had bizarre silicoid enemies with crystals and weird geometries everywhere. C'est la vie. I found Bureau endearing and enjoyable for at least one playthrough, and it scratched the Mass Effect style game itch about as well as I could have asked. It even had Garrus's voice actor as a generic team mate option so you could have him all game long.
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# ? Jan 10, 2016 19:34 |
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So beautiful
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# ? Jan 10, 2016 19:45 |
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Also, a video of a someone who successfully hacked the XCOM 2 version of everyone's favorite robotic enemy and takes it for a test drive right here.
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# ? Jan 10, 2016 20:22 |
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So is he just modding in a ridiculous number of soldiers to see how
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# ? Jan 10, 2016 20:34 |
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Caros posted:So is he just modding in a ridiculous number of soldiers to see how More or less yes, and it was glorious.
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# ? Jan 10, 2016 20:53 |
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I love everything about xcom's gameplay, the mechanics, the cover based poo poo and skills and whatever, but always felt like EU/EW stressed me out with the failstate countdown and if I researched the wrong thing or just took too long to "capture a ____" it ruined the fun. I'm wondering how the options will be with XCOM2 in regards to not exactly giving me ultra-easy mode but what can be toggled to ease up on the other poo poo.
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# ? Jan 10, 2016 21:13 |
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MinibarMatchman posted:I love everything about xcom's gameplay, the mechanics, the cover based poo poo and skills and whatever, but always felt like EU/EW stressed me out with the failstate countdown and if I researched the wrong thing or just took too long to "capture a ____" it ruined the fun. I'm wondering how the options will be with XCOM2 in regards to not exactly giving me ultra-easy mode but what can be toggled to ease up on the other poo poo. It looks like there's less opportunity cost for researching the "wrong" thing because now if you research something deep in the tech tree, earlier researches automatically become "instant". So you're able to backfill easily.
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# ? Jan 10, 2016 21:16 |
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Speedball posted:It looks like there's less opportunity cost for researching the "wrong" thing because now if you research something deep in the tech tree, earlier researches automatically become "instant". So you're able to backfill easily.
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# ? Jan 10, 2016 21:19 |
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MinibarMatchman posted:I love everything about xcom's gameplay, the mechanics, the cover based poo poo and skills and whatever, but always felt like EU/EW stressed me out with the failstate countdown and if I researched the wrong thing or just took too long to "capture a ____" it ruined the fun. I'm wondering how the options will be with XCOM2 in regards to not exactly giving me ultra-easy mode but what can be toggled to ease up on the other poo poo. It's unlikely that option will be in the base game, but it is almost definitely going to show up as a mod.
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# ? Jan 10, 2016 21:19 |
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Ravenfood posted:Wait, really? Like if you get far enough into weaponry, going back for carapace or whatever becomes instant research? Huh. Yeah, it happened several times when Beagle was deep-teching for Magnetic Weapons early.
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# ? Jan 10, 2016 21:22 |
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Xcom 2 is a very serious game. Internet Kraken fucked around with this message at 21:26 on Jan 10, 2016 |
# ? Jan 10, 2016 21:23 |
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XCOM2's ragdoll game is on point.Ravenfood posted:Wait, really? Like if you get far enough into weaponry, going back for carapace or whatever becomes instant research? Huh.
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# ? Jan 10, 2016 21:23 |
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Speedball posted:It looks like there's less opportunity cost for researching the "wrong" thing because now if you research something deep in the tech tree, earlier researches automatically become "instant". So you're able to backfill easily. that sounds a bit better than how the tech tree was setup in the previous game
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# ? Jan 10, 2016 22:56 |
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Horde Mode 24-man XCOM sounds like the best game ever made, god bless Beags
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# ? Jan 10, 2016 22:57 |
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LightWarden posted:Also, a video of a someone who successfully hacked the XCOM 2 version of everyone's favorite robotic enemy and takes it for a test drive right here. Holy poo poo advent gets their own skyranger Also full control of a sectopod seems like it's amazing.
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# ? Jan 10, 2016 23:13 |
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Speedball posted:Yeah, it happened several times when Beagle was deep-teching for Magnetic Weapons early. That's amazing. I know I tend to get hung up on the early game stuff I can do without like the carapace armor
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# ? Jan 10, 2016 23:21 |
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The Devil Tesla posted:It's unlikely that option will be in the base game, but it is almost definitely going to show up as a mod. Yeah, pretty much all my "complaints" so far will be dealt with in a mod. Hopefully the Avatar Countdown won't be too difficult to tweak if it becomes irritating.
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# ? Jan 10, 2016 23:32 |
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I am terrified of having to deal with that nightmare of a machine. 5 freakin' armor, lord have mercy.Kai Tave posted:This belongs in the OP.
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# ? Jan 10, 2016 23:33 |
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Couple questions on MEC troopers: 1: Can they get injured in missions? I've had mine take some shots but they always come out unhurt at the end. 2: Is it better to augment someone low rank or high rank?
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# ? Jan 10, 2016 23:39 |
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PantsBandit posted:Couple questions on MEC troopers: 1) Yes, the MEC suit just has a lot of health and soldiers only get injuried if damaged beyond their armor health. Since starting Kevlar gives 2 HP, any shot will damage a regular troop but MECs get like... 8? or so. 2) Depends on a few things. Heavies can be converted at any rank because they have the same Aim growth as MECs and have a good in-built skill (if playing with randomized stat gains MECs inexplicably get way better aim growth so convert Heavies asap). Convert Snipers/Supports/Assaults as high as possible for their extra aim if you want shooty MECS.
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# ? Jan 10, 2016 23:44 |
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Convert high, MECs get half experience gain.
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# ? Jan 10, 2016 23:45 |
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In XCOM 1, there is a distinction between armor and health, but on the Battlescape it all just shows up as the same pips. Augmenting someone doesn't change their health, but MEC exosuits have substantially more armor than personal armor. Basically the way it works is that if you take damage, but it is less than your armor, the soldier isn't hurt and therefore has no recovery time. If your MEC ends the mission with like 2 pips left they will be wounded like anyone else. As for when it makes sense to augment someone, that depends on a bunch of factors. But in practice, it makes sense to just augment early so you have the MECs you need. At least on vanilla. Long war is totally different as usual.
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# ? Jan 10, 2016 23:48 |
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poptart_fairy posted:Hopefully the Avatar Countdown won't be too difficult to tweak if it becomes irritating. It seems like the gist of the geoscape is that there's never any shortage of useful side stuff to do, but you have to balance that and the rewards you get from it versus the ticking clock and making sure you get the essentials so you can handle the plot missions. It also sounds like dark events get more dangerous as time goes on and the aliens will keep ramping up, so you'll have to restrain the impulse to faff around on the geoscape doing side stuff.
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# ? Jan 10, 2016 23:49 |
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PantsBandit posted:Couple questions on MEC troopers: 1. Yes. Soldier HP is a combination of base HP from rank and then bonus HP from armor (starts at 1 for basic armor, goes up with tech level). Armor HP is depleted before regular HP is damaged, and as long as a soldier only takes armor HP damage then the solider isn't injured. Mechs in particular have a fuckton of armor from their suits (1st suit has 8 armor, goes up to 16 for tier 3, Shaped Armor foundry project adds 3 more on top of that) so they can take a hit or two especially if you have someone on hand to heal them. They can get injured if they take a bunch of damage that gets down into their normal HP, so don't get too cocky. 2. Depends on what you want, what you use, and what you have. Mech soldiers keep their aim bonus from their old class, so generally if you want a high-aim mech from a sniper or something you want to mech them as late as possible. However, mech growth is about as fast as heavy growth and punching doesn't require any aim, so meching a heavy the first chance you get isn't a bad idea (though due to the way the bonuses are assigned, meching a heavy at lieutenant gives better bonuses than meching a colonel or squaddie, so that's an option). If you have the hidden potential second wave option enabled then the mech class actually has a better aim growth than a heavy and is equal to an assault, so meching a heavy or an assault ASAP is a good idea. So it's never really a bad idea to mech a heavy the first chance you get, because the special ability is great and they don't lose anything by going early. If you picked up Zhang then he's a prime candidate for mech augmentation. Later on, meching up a sniper is an idea, but so is just keeping that colonel sniper unless you've got too many of them.
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# ? Jan 10, 2016 23:54 |
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Beagle's Streams can be summed up in one phrase: "There should be a mod..."
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# ? Jan 11, 2016 00:11 |
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Siegkrow posted:Beagle's Streams can be summed up in one phrase: The best part is we can say. "This will be a mod."
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# ? Jan 11, 2016 00:15 |
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Squad movements to accommodate platoon size deployments, control 5 at a time and autosnap to cover. Keeping the theme of usually at least 4x the enemies as there are Xcom. Basically making Xcom into a RTS but turn based.
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# ? Jan 11, 2016 00:20 |
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64bitrobot posted:The best part is we can say. Though the first mods, inevitably, will be nude mods, furry mods, and pony mods.
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# ? Jan 11, 2016 00:20 |
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Wonder if XCOM2 can support a permanent base so we can have XCOM1 and TFTD mods, or if the Avenger and map stuff is hard coded.
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# ? Jan 11, 2016 00:25 |
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We've seen breakdowns of psionics and rangers, now it's time for the grenadier.
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# ? Jan 11, 2016 00:34 |
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Cythereal posted:Though the first mods, inevitably, will be nude mods, furry mods, and pony mods. This ain't Fallout.
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# ? Jan 11, 2016 00:34 |
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Colapops posted:This ain't Fallout. It's a highly moddable game. You overestimate the gaming community.
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# ? Jan 11, 2016 00:36 |
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Cythereal posted:It seems like the gist of the geoscape is that there's never any shortage of useful side stuff to do, but you have to balance that and the rewards you get from it versus the ticking clock and making sure you get the essentials so you can handle the plot missions. It also sounds like dark events get more dangerous as time goes on and the aliens will keep ramping up, so you'll have to restrain the impulse to faff around on the geoscape doing side stuff. Yeah, I've got no problem with the game getting harder - even on Classic XCOM became pretty dull once you were past a certain point - but I'm slightly concerned about the Avatar countdown being an arbitrary limit, rather than a challenge. Still, they've earned the benefit of the doubt so I'm not complaining.
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# ? Jan 11, 2016 00:37 |
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LightWarden posted:We've seen breakdowns of psionics and rangers, now it's time for the grenadier. Man there are some tough choices in that tree. Especially nerfed rapid fire vs Salvo, suppression vs demolition.... Also the capstone abilities really seem like they'd pair way better with the opposite tree.
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# ? Jan 11, 2016 00:49 |
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# ? Apr 27, 2024 19:37 |
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poptart_fairy posted:Yeah, I've got no problem with the game getting harder - even on Classic XCOM became pretty dull once you were past a certain point - but I'm slightly concerned about the Avatar countdown being an arbitrary limit, rather than a challenge. Still, they've earned the benefit of the doubt so I'm not complaining. Well there's no terror/doom clock anymore, isn't the Avatar project basically the same thing? Don't see the problem. E: Beagle made some non-specific remarks about the cover system changing, and Quill keeps talking about getting "better angles" on enemies - have they made Aiming Angels the default now? Darkrenown fucked around with this message at 00:56 on Jan 11, 2016 |
# ? Jan 11, 2016 00:50 |