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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Pomp posted:

TFTD would be really good with some space-y ambient music instead of action movie type stuff we have now.

https://www.youtube.com/watch?v=nTXeWIL1vhA

idk what youcould do for combat though. definitely something leaning towards downbeat

edit:wrong link

Or just stick with the original, which holds up nicely.

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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Thyrork posted:

The aliens blame alot on XCOM. As for the book itself, its serviceable but completely passable. Cut and dry military stuff with an xcom paintjob. The really interesting part is the contagion and the zones that have been flagged as such. It'll be a shame if that's not a plot point in the game.

The art book seems to indicate that the contagion zones are indeed a thing, and may have something to do with the Avatar Project.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

CharlieFoxtrot posted:

It looks like you can choose some exo-suit looking things as customization options but they're only cosmetic? I assume there must be some kind of research/engineering development along those lines, though.

The exo suit is a mundane armor type you can develop. Lets you carry a heavy weapon like a rocket launcher or flamethrower. The other armor types give you a second accessory slot or a grappling hook.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Besides, we all know the key to stopping the Avatar Project is going to be talking Vahlen into coming back to X-COM.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kanos posted:

I don't know how to break this to you, but... :unsmigghh:

Word of warning: anyone killed by this thing's death explosion gets turned into a zombie. Apparently including civilians.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Maluco Marinero posted:

The real answer is because then there'd be no game, but otherwise let's explain it away by saying they need to move the Commander close to combat zones to properly make use of them, cause otherwise you'd stuff them in a black site under 50 sectopods.

Or the aliens figured that there's a million gene clinics around the world and it's better to hide the Commander as a needle in a haystack. If they stuffed her in a Blacksite, well, X-COM knows from the security that Blacksites have goodies inside.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Internet Kraken posted:

Please, there's no proof of this anywhere.

They're made of mutons obviously.

Nah, I think we finally found out what happened to Reapers in the reboot.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I hate training roulette in Enemy Within sometimes. Is there a wrong choice between Sprinter and HEAT Ammo on a sniper?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

RBA Starblade posted:

That's a tough one but I'd have to go with HEAT ammo to make the nastier things non-issues.

I miss second wave in XCOM 2, though I guess there are mods for random perks, random stats, and random level ups out there.

Yeah, chose HEAT. Won't be useful for a while, this was my sniper's sergeant level, but I expect it will be great when the time comes. Was if anything a harder pick than, say, my assault choosing between holo-targeting and covering fire.

Rest of the squad's picks are less impressive so far. Heavy with close combat specialist, support with extra conditioning, and assault with holo-targeting.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I think my current game of Enemy Unknown has spat out the best training roulette sniper I've seen yet. Alessandra packs Headshot, Squad Sight, HEAT Ammo, Disabling Shot, Aggression, Sentinel, and Double Tap.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Speedball posted:

Clearly they're saving her for the Enemy Within version of XCOM 2 or something.

I expect by then she'll be some sort of hilarious mutant with one swollen red eye and a hunchbacked assistant. Possibly a cyborg claw for a right hand.

She'll show up in the X-COM 2/Civilization: Beyond Earth crossover expansion at the helm of an INTEGR Aquilon. An Aquilon is this thing:




The weird dude on the left is the standard foot soldier if you're going the route that has you building Aquilons.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I finally picked up the game on sale this weekend and... I think my Sectoids are broken relative to what I've seen and heard. Despite providing them with plenty of corpses, of five sectoids I've seen that have lived long enough to do anything, I've only seen one zombie. They adore mind-controlling my grenadier and shooting people with their plasma bracers, though.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

The AI favored zombie raising to a comically high degree when the game came out so Firaxis edited their preferences. They'll still raise zombies fairly regularly (you're probably having a bad run of luck) but they're now much more likely to use their mindspin or even attack.

Basically they're jokes half the time (and they're horrifying when flanking, that plasma bracer hits surprisingly hard, especially for early game) as compared to being jokes all the time. Nuking the Advent soldier first is the right answer anyways since it basically means there's a 50/50 chance the Sectoid will waste his turn now (instead of near-guaranteed before). Whereas the Advent soldier has a 100% chance of shooting/overwatching/using a grenade or annoying skill (Officers: mark. Stun Lancers: running at you. Heavies: shields).

They really love mindspinning my lead grenadier, and have mind controlled her twice. I felt compelled to change poor Sasha's nickname from "Big Nasty" to "Manchurian" after one particularly awful mission where she gravely wounded two of the other four troopers before I could kill the sectoid - Sasha being the one with the flashbangs. :v:

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I do love the emergent story that goes with X-COM. Just thinking about how and why my Russian sniper picked up Hail of Bullets from the AWC...

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

I got a Support with Kill Zone. I hope I can get some fire/poison ammo for him so I can rely on his stock to guarantee that poisons/ignites enemies with his stock.

So far I have a Specialist with Run and Gun, a Sharpshooter (built mainly as a sniper) with Hail of Bullets, and a Grenadier with Guardian. Only just got the proving grounds up and running.

Game is enjoyably challenging on Veteran difficulty as I ease into the game, only one death so far and that was on the Blacksite getting crit through full cover by a MEC.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Question for the vets - is it worth it to build radio towers in every sector? I towered all of South America and Europe for the useful continent bonuses (I started in Africa) and am looking to expand into Asia but the supplies cost is getting a bit much when I've just researched plasma rifles and want those more but they're expensive and it looks like the other plasma guns will be, too.

Cythereal
Nov 8, 2009

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and the potoo loves you.

Zoran posted:

You should only ever put one radio tower in the two-sector continents and two towers in the larger continents—exactly enough to get the continent bonus. You don't need a tower in every sector on a continent.

Oh, didn't realize that. Thought it was the same deal as Enemy Unknown.

That helps a bunch while I save for plasma, thanks.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I've discovered a really neat trick to my sniper picking up Haill of Bullets - it's a pseudo-snap shot. As long as it's not on cooldown and he has the ammo, he can shoot off a Hail sniper shot as his orange move after moving or reloading.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Crosspeice posted:

The great thing about Sniper's learning extra abilities is that they use the Sniper Rifle, sure, but don't require two actions to fire like most Sniper abilities, letting you move and use them at the cost of not being usable through Squadsight. I've gotten Rupture on two Snipers before, unfortunately not in the same campaign, but would I like to hit for 18 damage after moving? Yes please!

Nice to know, I'm only using one sniper for now but I scored Rupture on one of my specialists and it's been very handy.

I have yet to see my Heavy's pickup of Guardian happen, ever. Either she misses entirely or she kills in one hit.


Also, where have you been all my life, acid grenades?


Edit: Just had a funny base defense. The Avenger landed up on some cliffs, with all the aliens and ADVENT down below. Their ranks included a sectopod that clearly wanted to rush the Avenger, but couldn't get up. It walked to the nearest lowland point to the Avenger and spent the entire mission waddling back and forth on a three tile path unable to comprehend that it couldn't scale the cliff. It never tried to raise up and completely ignored my soldiers moving past it towards the spike.

Cythereal fucked around with this message at 03:22 on Aug 16, 2016

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
In retrospect, I should have known better than to skulljack that codex before everything else was dead. :v:

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Finished my first playthrough, Veteran non-iron man. I suppose I'll post my overall thoughts on the game.


The Good


* Battlescape gameplay significantly improved. Every class had interesting options and I got a dozen troopers up to Captain playing with different builds. Enemies were similarly diverse and each had their own way of making things interesting (except the ADVENT troopers). The prevalence of mission timers took a lot of getting used to, but I came to appreciate how it kept the pressure on and forced me to stay aggressive. This new emphasis on aggressive play and mobility caused a lot of abilities and perks I would normally have overlooked to come into play a lot more often, especially the gunslinger option on sharpshooters. I think I prefer the more patient, methodical structure of Enemy Unknown, but X-COM 2 is designed very well with the new play style it demands of you.

* I didn't hate the geoscape, and that's something very new for me in this series. :v: Lots of flavor and setting in the random events you can find, and things felt much less frantic and random than air combat and panic management.

* Base management was much less annoying than it's ever been. Manufacturing new weapons as a net upgrade for the entire squad was a very welcome change.

* Where have you been all my life, acid grenades?


The Mixed

* I liked most of the new alien designs, with the codex and gatekeeper being standouts for me, but a few were big misses with me. The new mutons felt incredibly goofy and awkward to me, I think something about their proportions, and the berserkers nailed the proportions much better but their textures looked incredibly silly to me. I think the advanced ADVENT troops were also a huge missed opportunity, they're visually identical to the more basic models and I don't know why Firaxis didn't take the opportunity to make the advanced and elite ADVENT more visibly threatening, either with visible genetic enhancements and alien influence, bigger and heavier armor, or the like. I think heavy MECs had a few small model changes in addition to their new paintjob, but I was expecting heavy MECs to look more like baby sectopods or be cyberdisk-influenced. Also, I could never take avatars seriously. That hair man, and Tali's face mask.

* That final mission... it felt appropriately tough to be sure, and I can respect the series tradition of the villains infodumping on you in the final mission, but the place was visually uninteresting until the final room (a complaint I also had about Enemy Unknown) and I was expecting something a bit more impressive than fighting three avatars one by one - though if you can end up with more than one on your hands if you don't kill them fast enough then that would add some much needed spice to the final confrontation.

* I'm ambivalent about this game's implementation of psionics. I like that you can get them early on if you prioritize them and my psi-troopers were useful without question, but I don't know if they needed to be a full class and I ended up building the psi lab fairly late in the game. I felt like I always had more important rooms to be building like comm centers, power relays until I got the conduits, and the guerilla school/AWC/shadow chamber/etc. Like the proving grounds non-plot stuff, psionics ultimately felt like a nice luxury but nothing essential.

* Skullmining is :black101: as all hell and I occasionally used it purely offensively to gib pesky ADVENT, but aside from its plot uses it felt very uninteresting and limited. I'd have preferred keeping the series' staple of capturing aliens alive, I think.


The Bad

* In short, the setting. I felt it was all too alien and weird for the feel of secret wars in the shadows of the modern day like Enemy Unknown had, too mundane and down to earth to feel like an interesting sci-fi world. The only times I got interested in the setting were some of the little vignettes from geoscape sites.

* His habit of never shutting up on missions aside, I think the new central human cast was a big step down from Enemy Unknown. Dorky Bradford, Shen, and Vahlen had a chemistry and group dynamic that edgy Bradford, Tygan, and Lily simply didn't have. I didn't dislike any of them per se, again bar Bradford's incessant whining on missions, but they were completely unmemorable to me.

* I want Terror From The Deep, drat it.


TLDR: Gameplay fun, story and characters bad. All things considered, X-COM 2 is significantly more *fun* than Enemy Unknown in my opinion, but far less *memorable*.

Cythereal fucked around with this message at 05:58 on Aug 17, 2016

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

Yes, the story is dumb as rocks, but as you said the game is fun as hell so it gets a pass.

And unlike the previous game you have procedurally generated maps with different skins, random weather and day/night set by when Firebrand arrives. Which does wonders to prevent the issues EU/EW had with "Oh joy, I'm stuck slogging through the rain on death-street again. :suicide:" Though the city maps EW introduced for UFO raids were baller as could be with the player picking through the rubble after a downed alien spacecraft plowed through a bunch of buildings. But yeah, game is vastly more replayable than EU/EW just for that, and that's before you add the modding.

And yeah, was heavily disappointed that the "advanced/elite" Advent troopers were basically same model, bigger numbers. The Long War crew, to their credit, seem to have done what they could to avoid that with their more aliens pack. I've noticed the level 2 power rangers (unique troopers) are noticeably different from the level 1 versions of them.

Thinking about it, I think Jake Solomon's stated goal of making the aliens the stars of the enemy show was, at best, a mixed bag. With two exceptions (gatekeepers and sectopods), I usually found myself targeting the aliens last because I felt the ADVENT were more dangerous aside from the troopers, especially the lancers and officers. Shieldbearers also extremely annoying.

I also barely saw any mutons, berserkers, or chryssalids all game, I think I saw single digits of each all game and that's including the final mission. Archons and andromedans, on the other hand, were goddamn everywhere once they started showing up.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

I hear you on the Archons though. At least you can override dodge chances now with 100% accuracy shots. Those fuckers were even more annoying back at launch.

Dodge, ugh. gently caress that mechanic, an extra layer of RNG on top of the existing dice roll to hit. Goddamn everything late in the game seemed to have Dodge bar gatekeepers and sectopods. Avatars being dodgy fuckers is why my Hail of Bullets sniper bagged two of the three in the final mission. The second one, though, did not pick a good way to go: first hit by my commander's dimensional rift, then teleported into a phenomenally stupid place and ate a point-blank plasma shotgun crit to the face, and finally on four HP and in an extremely inconvenient place got electrocuted by my last combat protocol.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I'm looking back at my completed first game of X-COM 2 and specifically how I picked skills and equipment for my a-team if anyone has any suggestions. Posted in order of kills:

1: Ranger
Slash
Phantom
Shadowstep
Run and Gun
Implacable
Untouchable
Rapid Fire

Shotgun: laser sight, hair trigger
WAR Suit, plasma blaster, talon rounds

Never picked up an AWC ability, but this guy lead the team on kills with good reason. I almost never used his sword, instead relying on his ability to simply delete hostiles with remarkable safety between Run and Gun, Rapid Fire, Implacable, and Untouchable. I gave him talon rounds and was never disappointed. The plasma blaster also came in handy on several occasions, giving him the ability to reach out and touch someone beyond shotgun range.

2. Grenadier
Launch Grenade
Shredder
Suppression
Holo Targeting
Chain Shot
Hail of Bullets
Rupture
Guardian (AWC)

Cannon: scope, extended magazine
WAR suit, blaster launcher, flashbang grenade, acid bomb

The cannoneer build seems to be talked about much less than going for maximum boom, but she was priceless throughout the game and I think exceeded my ranger on kills in the final mission. From the start she excelled at making everyone else's jobs easier, then once she hit major and got a superior scope, she started turning aliens into swiss cheese, especially heavily armored enemies. The blaster was probably a little redundant on a grenadier, but it made a hell of an opening statement from concealment. Grabbed one of the avatars in the final mission thanks to Hail of Bullets saying "gently caress your dodge nonsense."

3. Specialist
Aid Protocol
Combat Protocol
Haywire Protocol
Scanning Protocol
Covering Fire
Ever Vigilant
Capacitor Discharge
Run and Gun (AWC)

Rifle: stock, hair trigger
Wraith suit, skulljack/battle scanner depending on mission

I thought this lady was just kind of there for most of the game until I started handing out t3 armor and realized just how many kills she had. The way I was using her, the Covering Fire/Ever Vigilant combo was incredibly useful and accounted for a substantial number of kills throughout the game. Lots of valuable utility skills, too, there was always something for her to do and she bagged one of the avatars in the final mission with combat protocol.

4. Sharpshooter
Squadsight
Long Watch
Lightning Hands
Death From Above
Killzone
Steady Hands
Serial
Hail of Bullets (AWC)

Sniper Rifle: scope, extended magazine
Wraith suit, tracer rounds

For reliable termination of low-health enemies, this was the man I called. Hail of Bullets was a great pickup due to the sniper rifle's innate damage and how it can function as a pseudo-snap shot if you have the ammo. He was much better on some missions than others, depending on terrain and line of sight availability. When he was good, he was great, but more often he was kind of mediocre.

5. Grenadier
Launch Grenade
Shredder
Demolition
Heavy Ordnance
Volatile Mix
Salvo
Saturation Fire
Untouchable (AWC)

Cannon: stock, hair trigger
Warden armor, plasma grenade, dragon rounds, acid bomb

My second grenadier went for the boom-boom approach, and it paid off handsomely. He didn't get as many kills as the front three, but he excelled at softening up enemies and making holes for everyone else to exploit. Untouchable was nice when it happened (and it did happen a fair number of times), but it wouldn't have been my first choice for this guy.

6. Specialist
Aid Protocol
Medical Protocol
Revival Protocol
Field Medic
Covering Fire
Ever Vigilant
Capacitor Discharge
Rupture (AWC)

Rifle: scope, stock
Warden armor, medkit, battle scanner

Like my sharpshooter, this lady was more useful on some missions than others and like my second grenadier, she was better at enhancing and helping the team than she was at scoring her own kills. Covering Fire and Ever Vigilant were just as good on her as on my other specialist and Rupture was a great pick-up that helped on many occasions, but by and large I felt she wasn't generally needed, but when she was needed, she was really, really needed.



Any observations from the vets about what to do next time? I barely played with psi at all due to how late I got the lab up and running.

Cythereal fucked around with this message at 19:58 on Aug 18, 2016

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I'm playing a second game, trying some different approaches like a samurai ranger and gunslinger marksman. Just one problem, though.

Where are my acid bombs? I don't know how to fight armored enemies without my acid bombs.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

jadebullet posted:

Well, I finally got around to playing XCOM 2. I was a little rusty so I started with the tutorial enabled. Well, I got to the first mission, was a bit reckless due to the time limit, and one of my team got killed. This caused another team member to freak the hell out, climb on top of the truck, and grenade himself, and the rest of the team, completely wiping the mission.

That was definitely unexpected.

:xcom:

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

WillyTheNewGuy posted:

Just wanted to mention that Repeater weapon mods (5/10/15% chance to kill any opponent regardless of remaining hit points) work on Alien rulers.

This happened in the ongoing LP, during the first encounter with the archon king. :black101:

Cythereal
Nov 8, 2009

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and the potoo loves you.

DrManiac posted:

Link? That sounds hilarious

Video and thread.

Cythereal
Nov 8, 2009

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and the potoo loves you.

Dick Trauma posted:

I'm imagining Terror from the Deep ocean liner missions scaled up to modern super cruise-ship size. :shepicide:

Could probably mix them up with oil rigs, cargo ships, and maybe even military ships - sure, I'd take a mission to board and destroy an ADVENT aircraft carrier.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Zore posted:

Some of this sounds absolutely terrible. Building individual arms when you're encouraging like 100 soldiers with multiple missions running at once in particular sounds really loving stupid.

Tedious micromanagement bullshit in Long War? Say it ain't so!

Cythereal
Nov 8, 2009

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and the potoo loves you.

BlazetheInferno posted:

A few things I hate on that list:
On Veteran+, enemy reinforcement flares do not appear to XCOM
Absent certain grenadier perks, grenades rarely destroy all but the most fragile of cover or induce vehicles to immediately explode. (FUCKIN' CALLED IT)
Most items, including weapons and armor, must be constructed individually. The schematic system of upgrading all weapons at once is largely eliminated.
Stocks now provide the “Steady Weapon” ability (turn-ending action to provide bonus aim and crit on the next turn) instead of doing damage on misses.
The existence of EIGHT non Psi/DLC classes, and you just know every drat one of 'em's gonna be essential in their own special ways.

A few things that scare me on that list:
Enemy pods may have up to 8 enemies. Larger all-alien pods will almost always have more than two species.

Things I like on that list:
When receiving a potentially fatal wound, soldiers are more likely to bleed out in general rather than die immediately.
Mission timers may be extended by officers using the “Intervention” ability. Using this ability costs intel.


I won't call Long War a bad mod - I know drat well enough that this sort of thing will appeal to a lot of people. I'm just not one of 'em.

Long War 1 seemed to really hate anything that provided consistent, reliable damage or consistent, predictable use. Long War 2 looks like it will be the same way. The modders seem to loathe the idea of being able to count on something to do what it's nominally supposed to.

I'm in the same boat, Long War 1 had a few ideas I thought were cool and good and then saddled them down with so much stuff I hated. Going to give Long War 2 a pass from the get go unless the modders surprise me.

Cythereal
Nov 8, 2009

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and the potoo loves you.
I'm wondering if we're going to get a good DLC/expansion down the road, though. Alien Hunters was... divisive... and I found Shen's Last Gift pretty meh. Fun mission, but I don't like MECs in Enemy Within and don't like Sparks now.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Psycho Landlord posted:

What the hell is wrong with you

I never found them very useful? They're a great early game crutch and I use them as such - the flamethrower's panic is great - but I find myself phasing them out around the time I'm outfitting everyone with lasers and carapace and the first suites of gene mods. Everything a MEC can do, gene troopers can do better in my experience, and have better aim while costing less meld that can be saved for things like giving people mimetic skin.

Cythereal
Nov 8, 2009

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and the potoo loves you.

Hawgh posted:

They can punch aliens into tractors that then explode!

I posit that the true problem is that the MECs hit an uncanny valley for you, you soulless automaton.

And yet MECs don't end up turning X-COM into a video game adaptation of Predator, starring genetically engineered alien super soldiers as the badasses-turned-slasher-victims.

Cythereal
Nov 8, 2009

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and the potoo loves you.

Ornamented Death posted:

It is consistent, though. The tip says something like "you only get corpses on missions where you don't evac or leave immediately after the battle." It's pretty consistent with that that you can't hang around a highly-secure Advent facility, even if you just killed everyone there. Advent is surely sending in an army to lock that place down.

I will agree, though, that the game needs to do a BETTER job of explaining when you will and won't get corpses.

Awkward, though, when the Advent Tower and Resistance HQ are in the same territory. Been long enough since I played that I don't remember if it's like that all the time, but it was my first successful campaign.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Apoplexy posted:

It's more of an unofficial expansion than it is a mod even. It's so all-encompassing in what changes there are to the game that was XCOM2

Still hoping for a good expansion, unofficial or otherwise, to happen.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Long War 2, much like Long War 1, seems very hostile to letting the player control and deliberately orchestrate anything. Everything is more RNG, more hidden mechanics, anything with guaranteed or at least predictable outcomes like grenades are nerfed or changed. For some people, I'm sure the constant uncertainty and lack of control is challenging, exciting, and fun, but it's certainly not for everyone.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Bholder posted:

It's like LW1, so yes

That, or most people just aren't playing Long War and have no opinion on it.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Mandatory Assembly posted:

It's the most popular mod on Steam Workshop so it must be at least somewhat popular among the small subset of players who install mods.

FWIW, I think LW2 is fun and the difficulty level on Rookie is accessible once you've wrapped your head around the new core mechanics like infiltration etc.

And people who play mods are a pretty small subset.

I, for one, didn't particularly enjoy X-COM 2 and Long War does nothing to fix the issues I have with the game so I'm giving it a pass.

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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Toebone posted:

Are the DLCs worth picking up?

Depends on if you want MEC-lites or moderately bullshit special extra bossfights that randomly appear in missions.

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