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Andre Banzai
Jan 2, 2012

About the discussion of unwinnable situations, that's something that should be addressed more clearly for XCOM players in general, but especially newbies: calling the Skyranger and aborting the mission is a VERY IMPORTANT OPTION and one that should be considered SERIOUSLY whenever the game unleashes the gates of hell upon you.

Playing Ironman Commander for the 9th time now and it's the first time my game is going somewhat smoothly. Only lost one soldier so far (a good sniper) and preparing for my 2nd retaliation mission which is scheduled to happen in about 2-3 weeks. 5-soldier squad and some magnetic weapons. Getting my mind ready for abandoning the mission in case it goes south.

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Andre Banzai
Jan 2, 2012

many johnnys posted:

It's true, sometimes I make some bad calls and things go south or maybe even the RNG gave me something I couldn't handle, and victory is no longer off the table. At that point, I have a choice to make: lose the soldiers who died so far, fail the mission, and get everyone else out. Alternately, lose the soldiers who died, fail the mission, and also lose everyone else too.

Evac let me limp on and eventually bounce back.

Exactly that. When the poo poo hits the fan, sometimes you just don't have the means to turn the tables with the remaining soldiers. If you face the game like it's a puzzle that has a "solution", then you're much more likely to get frustrated. Because it isn't a puzzle: everything is random and it's about maximizing your odds in the long run. And that long game sometimes means you'll have to evac to minimize your losses.

Andre Banzai
Jan 2, 2012

God I miss playing this game so bad. Finally got one night of rest from work and I'm going to the movies to watch Captain America Civil War. But I wish I'd just stay home playing XCOM.

On a happier note, my Ironman Commander campaign is finally going well. Only lost one soldier so far, Archons started appearing and I have gauss weapons, 4 EXO suits, plated armor, one psi op baby and starting research on plasma weapons. Foundry projects right now: plasma grenades and the better medikit. I also have 2 mimic beacons. My squad is 2 grenadiers, 2 rangers, 1 gunslinger sniper, 1 medic specialist. Unfortunately very poor backups, which worries me.

Haven't done a single story objective so far, been managing the avatar project by attacking alien facilities.

I should be CAUTIOUSLY optimistic... right?

Andre Banzai
Jan 2, 2012

Mzbundifund posted:

You're in a good position. If you're worried about backup soldiers, don't try to train them up - just hire new high-level ones from HQ. It's far safer and keeps you from diverting precious xp away from your A-team. I'd consider not stalling on the easy plot missions. You're well buff enough to handle the early stuff, and you might as well get started at least so you can unlock the Shadow Chamber. The pre-mission enemy info you get from it is very useful to determine your layout, especially on high-intensity missions like alien retaliations. I recommend getting a lot of experimental ammo. Getting some venom or dragon rounds on that gunslinger is extremely useful - poisoned foes take a -30 aim penalty, while burning foes can't use any special abilities. And of course Gunner Grenadiers with bluescreen rounds just obliterate Sectopods, MECs, and Gatekeepers.

Oh yeah, that is a very nice suggestion. Yes... the pre-mission enemy info from the Shadow Chamber... I had forgotten about that. Do I get the research for the Black Chamber from killing the Codex as well as from the Blacksite? Also, I didn't know Bluescreen worked on the Gatekeepers, wow. That's a ton of precious info right there, thank you very much!

Andre Banzai
Jan 2, 2012

RBA Starblade posted:

I thought the emp grenades were pretty lovely until I learned how useful they are against gatekeepers.

OOOOHHHH!

I SEE. Very interesting!

Andre Banzai
Jan 2, 2012

Thyrork posted:

Felt the same way about the Avatar.

Speaking of which, I really missed the Ethereals in this game. I think they make absolutely great villains and I understand we got the Avatar in their place, but I still think they were really fun to play against in XCOM:EU. Dangerous, psionic foes with an intimidating presence and all that classic "alien mythology" feel about them.

Speaking of which, I was pretty disappointed with the "Alien Rulers" dlc because I had stupidly convinced myself that we'd be hunting Ethereals down across the World, Exalt-base style. I still think that would've been fantastic. That, coupled with a better version of the "spy" infiltration game of XCOM:EW, man... I would have loved that.

Andre Banzai
Jan 2, 2012

Bogart posted:

I imagine a Sectoid Commander wouldn't be too difficult to mod into the game. Get rid of its Zombie revival, beef its Mind Control likelihood, maybe give its shots a temporary -Will on hit, give it more health.

Yeah, give it way more Psi strength and straight mind control ability, make him even a Mectoid that mind controls, that would be great too.

What I'd really love to see, though, is a fight against Ethereals (plural) where they kept their psi shield from XCOM:EU and used Psi-Op abilities like Fuse and Stasis, that would be crazy.

Andre Banzai
Jan 2, 2012

many johnnys posted:

I want to see exalt-style foes again - dark counterparts to your own classes. Enemy grenadiers, rangers, snipers, supports. Maybe even PSI now that the aliens have won (like a mini-avatar without the auto-teleport). Even if they're relegated to their own missions like Exalt was, that's fine too.

Should be super easy with ADVENT already in the game.

Also, is it me or does tech research end really quickly in this game? Once you research plasma-tier, work in the lab is done and it's all on Shen's shoulders. Scientists should go and help her a bit, geez.

Andre Banzai
Jan 2, 2012

Did the Blacksite yesterday... flawless... my Ironman Commander campaign is going too well... I'm not sure I know if I'm just being very lucky or if I'm really starting to learn how to play. But anyway, I'd better not get too confident, this game punishes overconfidence with the hatred of a thousand demons.

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Andre Banzai
Jan 2, 2012

HOLY poo poo, was going pretty well in my campaign and ALMOST failed completely this weekend.

The Avatar project started rushing like there's no tomorrow, does anyone know if there's a trigger that makes it go fast? It basically added 3 points of progress in 1+ week, even though I had just countered a Minor Breakthrough Dark Event. I was EXTREMELY LUCKY that the game threw an Alien Facility at me and I managed to contact it before the timer ran out. With about 23 hours left on the clock I managed to destroy it and reduce the Avatar Project by ONE.

In the meantime I was researching the Shadow Projects so now I have both story missions (forge and the swamp of horrors) open, so I think I may survive. But again, does anyone know if there's any trigger that makes the Avatar project bar start to fill up faster? And if your rolls suck and you can't hack terminals or skullmine ADVENT for alien facility info (my Specialist is getting used to neural feedback by now), how do you consistently counter their progress? If the game hadn't thrown me that base, it would have been GAME OVER for sure.


Ah and BTW I got another mission called STAR STANK I kid you not, I will post the picture later.

Andre Banzai
Jan 2, 2012

Alright, I'm in the final missions of my Ironman Commander campaign now (gotta do the swamp of terrors and have a UFO tracking me down but have all of the other story points done and waiting in the shadow chamber).

I feel comfortable to say now that the game is pretty weirdly unbalanced. I went with a very dumb, very "brute force" strategy for the whole game and now I am pretty much untouchable. Basically I did close to ZERO elerium core Shen projects (did a bit of ammo) that were not EXO or WAR Suits. I have now FIVE WAR Suits and if I recall correctly 3 or 4 EXO Suits (not that I need them anymore). Those Suits are CHEAP to make and missiles are overpowered to the point of breaking the game IMHO. Almost every pod is a matter of activating (sniper or holo-targeting), when they scatter I destroy their cover with grenades or missiles, proceed to wipe them. Also, blowing aliens off rooftops with missiles are one of the finest pleasures in life. Now that I have a Psi-Op it's even more ridiculous: if a pod boss is left standing, Stasis him. Add to that 3 Mimic Beacons and you're pretty much invincible, unless you really screw your tactics up.

That is a very brutish strategy and I'm surprised it works so well in the middle-late game. The game tries to compensate by throwing strong enemies at me, but it's a matter of who runs out of resources first, and usually when the mission is over and the battlefield is scorched earth, I still have a few bombs and missiles left. Instead of increasing strategic complexity and forcing you to minimize risks and gamble a bit, the game increasingly becomes a matter of not letting the aliens even have their turn because they will punish you hard if they do.

I think the earlier game is much better designed in terms of balance and tension. And the Geoscape should be a little bit less luck based, it seems you can get screwed out of nowhere there, you should have some missions in the spirit of Enemy Within to track alien bases (send one or more spies to regions, hopefully get intel on alien facilities) and not just rely on countering dark events and on drops (alien facility leads, hacking posts and skullmining). Got a series of pretty lovely rolls in this game and ALMOST failed, even though I was countering every single avatar-related dark event, simply because I couldn't find alien facilities.

Andre Banzai
Jan 2, 2012

Serephina posted:

You seem to be complaining about what anyone else would tout as a great feature of balance: You've build a party to to your personal preference, seemingly "suboptimal", but it's actually holding its own, and you're having a great time blowing poo poo up. This is good! Imagine if the game was the opposite: you must field a balanced team, typically a minimum of one of each profession, otherwise certain 'gotcha' monsters/mechanics will ruin you.

That's... that actually makes a lot of sense. I just feel *too* invincible I guess. Buy yes, maybe it makes sense that the reason why this is even possible is that the developers weren't TOO strict in requiring a certain configuration for your team or else you fail. Good point.

Andre Banzai
Jan 2, 2012

ninjahedgehog posted:

Are there any goon-recommended mods that replace the plasma weapons? I'm not a huge fan of how any of the vanilla Tier 3 stuff looks, so I'm using a Halo mod for the armor (fits the XCOM aesthetic decently enough, although I do miss the flags on my soldiers' backs) but I want to replace the guns too.

Seconding this, the plasma weapons look/feel really crappy in this game. I love the sound/visual effects of plasma weaponry in both the original and in XCOM:EU. I don't like how they made plasma look like a green laser, but light blue laser for XCOM looks even less cool.

Andre Banzai
Jan 2, 2012

RBA Starblade posted:

Watching his entire squad land all the overwatch shots and having half of them regularly crit is causing me to rend my shirts while wailing and gnashing my teeth.

Really, holy poo poo. There must be something weird with his game, I've never seen anyone so lucky. I mean, he's a good player, he's pretty good, but when I play XCOM my overwatch traps are almost always frustrated, to the point where I don't even do it anymore (hit one, grenade them when they scatter to remove cover).

By the way, speaking of which. I installed two mods (Increased Enemy Squad Size and Success-based Dynamic Force Level) and even on Veteran it makes the game hilariously hard. I recommend this combination to any masochists out there, but I'm gonna have to disable one of them or the game becomes unplayable (at least for me, and I'm not THAT bad at it, I managed to finish Ironman Commander).

Andre Banzai
Jan 2, 2012

teethgrinder posted:

Story I'd say is overall okay scene to scene. It feels good enough to keep you going and wanting to see what's next. It has some shockingly great moments, but some plot and some specific points are kind of silly.

This is how I feel about XCOM 2 tbh. I can't be the only one.

I think the whole thing about the commander being captured and suffering countless simulations which feed the neural/psionic network of the ADVENT soldiers with strategies from his genius brain was completely silly. COMPLETELY silly. Should've just been a different commander this time, assume the old one died, end of story, no hard feelings.

I really like the Ethereals lore, though. Classic alien mythology right there. Would've been even better if they agressively did nastier things to Earth and its creatures, like the creepy stuff from conventional alien lore (alien harvesting, people with chips implanted in their necks, terrifying failed hybrids, exploring some sort of essential natural resource in a way that would destroy the planet or straight terraforming etc). The alien utopia/totalitarianism angle is pretty great, but with XCOM 2 it feels it moved a bit from "creepy unknown threat we can't quite understand" to something more "tame". I still remember the opening tutorial of XCOM:EU, that guy with his intestines spread all over the floor from his corpse, the soldiers inspecting that warehouse (I think) not knowing what they'd find there..... that was awesome, I really loved the overall feel of XCOM:EU, just great.

Andre Banzai
Jan 2, 2012

Zore posted:

XCOM2 feels, in a lot of ways, like a transition to the world seen in Apocalypse. Breakdown of nations and identities, the rise of mega-cities, extreme advances in technology, the integration of hybrids and robots into society, alien/ethereal worship...

XCOM 3: Apocalypse would be so fuckin rad and I would love Fireaxis forever even if there's no way in hell it happens.

They could ACTUALLY make a TFTD/Apocalypse hybrid. The pieces are all in place now.

Also... I'd love a game where you actually fought aliens using spacesuits. Something very Prometheus-like aesthetically, could be great.

But I also agree that, thematically, as the timeline/technology of XCOM progresses eventually they'll have to just reset everything or else it'll just become a Marvel Superheroes/Star Trek game of sorts and it will all just suck really hard.

Andre Banzai
Jan 2, 2012

Not really feeling this one but then again I didn't quite like Alien Hunters either. Disappointed that it's a full robotic class and not a human/MEC. Both DLCs were too "cartoonish" for my taste. Not saying the game can't be lighthearted, but I prefer the mood of XCOM:EU.......

Andre Banzai
Jan 2, 2012

MadHat posted:

Strangely enough Med-kits will repair a Spark, works like regular soldier healing even down to it not counting for strategy layer healing

Medkits can heal Andromedons, creatures that breathe in an argon-based environment and that need a bio suit to stay alive in regular Earth atmosphere. They also repair robots.

That's right.

Medkits are the evolution of WD-40.

Andre Banzai
Jan 2, 2012

Alkydere posted:

Well, the upgrade is the Nanomedkit. So yeah, thanks to researching Viper-spit you learn how to make nanomachines.

Seriously, though.

Nanomedkit should be developed from the Faceless research. Makes much more sense thematically.

Mimic Beacon should come from the Codex research, would also make a hell of a lot more sense.

And from the Viper you should get maybe viper rounds and poison grenades.

Andre Banzai
Jan 2, 2012

SlyFrog posted:

Wow people on Steam reviews really hate the Alien Hunters DLC. They also comparatively love Shen's Last Gift.

Is the first really so terrible, and the second so good?

(Trying to hold out for some type of discount in a sale, just curious.)

I just think that Alien Rulers, thematically, is pretty ridiculous. Granted, the devs said they wanted to add kind of a "fantasy element" to the game and it shows. Armors etc are very D&D-like. I just think it all just sucks and looks bad. To the point where I don't ever play it because it looks and feels bad.

Andre Banzai
Jan 2, 2012

What I'd really like to see modded is some very classic alien mythology aliens.

Like gray aliens such as



I know those were supposed to be the Sectoids, but not really. Sectoids are "feral", basic, not THAT dangerous aliens in this game. I'd like them walking upright, teleporting and walking through walls, freezing loving time, mind controlling and causing mass hallucinations, you know, classic alien stuff from movies and abduction stories. I'd like them to be more terrifying them Ethereals and I'd like to encounter "leader grays", like the ones in the ending of "Close Encounters of the third Kind": tall, thin, horrible-looking nightmarish monstrosities that acted like an upgraded Ethereal (possibly with all your Psi Soldiers abilities plus the Grays' and acting 4 times per turn)



I'd love to be terrified of an alien like that, versatile, powerful and full of abilities that could catch you offguard. In a sense, if they froze time as an ability, reacting after each of your troops' turn would make a lot more sense.

Andre Banzai
Jan 2, 2012


That's abolutely the best sequence in any alien movie ever, and yes I'm a huge fan of that movie, how did you know?

Bit offtopic here I know but one alien movie that I thought was really disturbing because it was so weird it was creepy, was "Communion": https://www.youtube.com/watch?v=JJ9SI7WShfU

Andre Banzai fucked around with this message at 15:16 on Jul 7, 2016

Andre Banzai
Jan 2, 2012

Colapops posted:

I can't take anything with Christopher Walken in it seriously, which I think reflects on his film roles the last few years.


Maybe read these reviews, if you like alien movies in general you should definitely give "Communion" a chance:

http://www.imdb.com/title/tt0097100/reviews?ref_=tt_ov_rt

Andre Banzai
Jan 2, 2012

Eraflure posted:

https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods

Long War Studios are releasing a new 2.5 weapon-only tier (laser, between mag and plasma). Base classes are broken into 7 classes à la Long War, with 70 new perks or so (you get to choose between 3 perks at every level).

e : here's the perk pack https://steamcommunity.com/sharedfiles/filedetails/?id=719109968

also new PCS

ee: new abilities description : http://pastebin.com/KFzB1Yv7

That looks amazing, thank you!

Andre Banzai
Jan 2, 2012

Exposure posted:

From Amineri's comments on the modding discord, they're perfectly aware of that and plan to rectify that problem with their Alien Pack.

YEEESSSSSSSSSSSSSSSSSSSSSSSSSS

Which I think is the weakest aspect of Vanilla XCOM 2, actually. The endgame is basically Archons, Andromedons, Gatekeepers and Sectopods. Gets really boring after a while.

Andre Banzai
Jan 2, 2012

Loel posted:

Does anyone use psionics for anything besides the last mission? By the time I have two psions up and running, everyone else is standing around in WAR suits waiting for them to catch up.

Yes, as soon as any psionic has Stasis and maybe three or four other abilities. Stasis is a monster ability, amazingly useful and borderline gamebreaking.

By the way, I was thinking earlier.... if LW Studios introduce the Ethereals to the game somehow, I hope they come with their XCOM:EU reflecting psionic armor and Sustain. >:-)

Andre Banzai
Jan 2, 2012

Sanctum posted:

Had a game-breaking bug. The AVATAR project was 4 bars from victory, then the dark event "major breakthrough" triggered as I was in-transit to a retaliation mission and apparently the dark event triggered once before landing for the mission and then a 2nd time right after the mission causing the AVATAR project to instantly progress 4 bars.



I had to reload an old save from 7 days ago and do the whole mission over again.

That has happened to me as well, can confirm. It meant GAME OVER for my campaign and was overall just a really pleasurable surprise to watch the Avatar Project ramp up just after I had successfully completed a mission to slow down construction of an alien base, I was so happy (was playing ironman).

Andre Banzai
Jan 2, 2012

Parenthesis posted:

Given the complaints both Last Gift and Alien Hunters have gotten, I wonder what a good DLC (not expansion) for a XCOM game should contain.

I for one would love just basic stuff: more aliens, more tech to research, more mission types. Alien Rulers is too disruptive to count as "more aliens" and I still think XCOM:EW's MEC class is cooler than Spark. Long War Studios is working on an alien pack (with 10 new enemies) and I'm so excited for it, they are doing a terrific job with their mods.

Andre Banzai
Jan 2, 2012

idonotlikepeas posted:

The one in the OP is still being updated, whenever anyone sends me things!

EDIT: For your convenience, https://drive.google.com/open?id=0B4vbWbHpBrhqTFNsLTJGcmpVR2c

How can I send you things? I have a file with 20 characters, they're pretty decent looking.

Andre Banzai
Jan 2, 2012

Bogart posted:

Just run Quick Start and skip Gatecrasher.

Wait, what? Where is that option?

Andre Banzai
Jan 2, 2012

SeaTard posted:

And one of the most useful, after Evac all.

Aaaahh alright ppl, thanks!

Andre Banzai
Jan 2, 2012

Locke Dunnegan posted:

Smoke giving immunity to crits would be great. Right now there isn't an "oh poo poo" button for having a soldier get caught out of cover, aside from the Leader pack ability that doesn't let you control what the soldier does to protect itself. I've never used it because it seemed underwhelming, but even if it reliably ran them to high cover that's still a lot of investment for a single use ability on one character.

Long War Studios made the brilliant decision imho to create an ability that gives you a free smoke grenade in their Perk Pack.

Andre Banzai
Jan 2, 2012

They could have implemented missions more focused on stealth mechanics, though. Wouldn't have been that difficult and they would've made sense, since 1) there's already hacking and concealment in the game, 2) XCOM has always been covert. I guess most people would've enjoyed missions in the style of EW's "rescue the spy", only they could've made it so you had some turns to infiltrate and hack (or subdue and steal, or sabotage) then you'd have to rescue your agent. Could've been a pretty cool way to gain intel, steal some kinds of tech or even reduce the Avatar progress bar.

Andre Banzai
Jan 2, 2012

dogstile posted:

You find out what the Avatars are later in the story, don't worry. I assume they don't show what the project is in the losing screen because it'd ruin the surprise for you later.

Ah, I kind of agree with Boing here. Even though you get to see the Avatars, you never even get to see their faces. Do they look like a human? A hybrid? The autopsy shows you absolutely nothing.

Also, what do the aliens actually achieve once they finally build their "exalted bodies"? Do they wipe everyone out? Do they leave? Do they stay and turn Earth into an even more sinister dystopia? Do they stay and turn Earth into an utopia FOR ALIENS (terraforming or not)? Do they call out to the stars for more Ethereals to come? Nothing, not one ounce of information is given to the player. Even the ending of XCOM 1994 gave you more information (they turn Earth into a huge mutant human slave camp that is part of some sinister unknown alien empire).

Of course, all this lack of information could be intentional in order to give the Firaxis team creative flexibility for sequels and building the game lore in general. But it does feel a bit underdeveloped, at least for me. The Avatar "behind a helmet" being my biggest complaint.

Oh and btw, bring back XCOM 1994 autopsies, please. Those were incredibly fun, I remember being anxious to see the aliens from the inside after starting an autopsy project. They were brilliant and you could see there was a lot of creativity going on in those illustrations and descriptions.

Andre Banzai
Jan 2, 2012

Alkydere posted:

-Dunno, guess they feel kinda miffed one of their test subjects turned on them?

There's a theory floating around that the Commander is actually possessed by the rogue Ethereal from THE BUREAU (which goes missing in the ending of that game and whose current wherabouts are UNKNOWN (and then the XCOM:EU theme song plays before the screen fades out)). That would explain why the invading forces would want to specifically capture him and use him as a "super strategy processor" for the Advent troopers. Would also help explain why the Commander is later on the only individual capable of withstanding the psionic network and to be transferred to the Avatar body.


Alkydere posted:

-No clue, perhaps a plot hook for a sequel (turns out that the pyschic hivemind wasn't a hivemind and had factions!)

Before the Boss Ethereal becomes the "Angelis Ethereal" (or something like that), I think he wonders about "maybe there's some way you'll fear me less so I can convince you?", and immediately the "Angelis" form enters the scene. So my guess would be that it's just an alternate presentation in the hopes of convincing XCOM to give up. The Freakish Alien Boss Brain in the original XCOM attempts a final negotiation once it's clear XCOM has won, too.

Andre Banzai
Jan 2, 2012

Coolguye posted:

EXALT is literally bureau remnants so that's not the case. That said there's big swaths of details from the game that are not acknowledged so :shrug:

EXALT is Bureau remnants wat what?? wha?/wahT/??

And by the way I have no idea one way or another, I just read that theory somewhere and thought I'd share. I don't even like that theory that much to be frank. :-\

Andre Banzai
Jan 2, 2012

I'm in like my 20th run of XCOM 2 and I still love it (I'm addicted and it's a suffering) but any hints of an expansion yet? Yes I use a trillion of mods but I wanted a..... real expansion y'know *meth addict face*.

Andre Banzai
Jan 2, 2012

Bogart posted:

It sold well enough that they made a console edition for it, which before release they say they Would Not Do, so I'd err on the side of 'there'll be a chunkier expansion eventually.' But some part of that is me wanting there to be a chunky expansion eventually. :shobon:

There has been an interview with Garth DeAngelis recently somewhere, I recall, at some point the interviewer asked him if Firaxis was done with XCOM 2 or if fans could expect more content for the game, and his answer was "I really can't comment on that", which sounds like a "yes".

Andre Banzai
Jan 2, 2012

Alkydere posted:

There is really no shame in playing on easy, especially since the series shifted the entire difficulty scale up one level between games. EU/EW's difficulties were "Babby/Easy/Medium/Hard" despite their names. 2's difficulties are "Easy/Medium/Hard/Long War Tedium".

I'd say EU was "Baby/Easy/Hard/Nightmare", there was just no Medium difficulty there and some close friends found Normal really easy and couldn't make the jump to Classic. They were casual gamers and for them the gap was very clear.

In my opinion there should be a larger difficulty scale for XCOM, like the 1994 original. This is a game in which you tweak some tiny elements and the difficulty may vary wildly. For example, I was very, very disappointed when I was told that true dice rolls were only available on Legend. That was such a huge kick in the dick for me, made my Classic Ironman win seem somehow "cheated". I wanted to play with true dice rolls but I can't play on Legend, it's too difficult for me. :-\

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Andre Banzai
Jan 2, 2012

Alkydere posted:

On an unrelated note I wish I had the skills to make a mod that replaced Plasma/"Beam" Weapon models with LWS's Laser tier. I love the models far more than the super fancy/goofy looking vanilla plasma ones...but I really don't feel the need for an expensive tier 2.5 with lasers. And I just don't have the time to learn how to do that poo poo myself these days since I'm no longer a lazy college student.

In my current game I am going to try to beat the game using Lasers just because they're so much cooler and look so much better than XCOM 2's baby blue plasma.

Also, to be fair, XCOM's laser weaponry is indeed equal or better in terms of damage output then the aliens' green plasma, so it feels right too.

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