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Fintilgin
Sep 29, 2004

Fintilgin sweeps!

LordNat posted:

My theory is that the ending from Enemy Unknown did happen and The Volunteer returned to earth (teleporting away at the last moment) and is new leader of the Advent/Alien forces. He saw into the future and knows what is coming and figured the mixing of Human and Alien DNA was the only way to survive it. The first thing he did was take out XCom since he knew they'd stand in his way and that is why we have the "XCom lost" aspect of the story.

Could be, but Jake has specifically and literally said that the universes where we won are 'safe' and they didn't want to 'take that away from people'.

There's probably going to be some sort of twist, but I think it won't involve taking away our wins.

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Fintilgin
Sep 29, 2004

Fintilgin sweeps!

WhiskeyWhiskers posted:

I wouldn't be surprised at all to hear that the second tutorial mission has under the hood changes to get a few of your guys killed, it's been the only mission so far I had a lot of trouble with.

The one with the power relay? Nah. Just did it on commander. One lady wounded, otherwise aced. Though it was a pretty close thing on the last trooper. If he'd gotten another turn I would have lost someone.


XCOM is back! :dance:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

MadJackMcJack posted:

Really wish they had given some of the civvies weapons. It IS a resistance camp after all.

Xenonauts did this. Some missions would have a random cop/shotgun farmer/taliban running around getting in firefights with aliens.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
:lol: at "lorem ipsum" being legible on cutscene computer monitors.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
DAMMIT, Firaxis! I just lost three soldiers because your LOS code is still all bugged up.

Run up to building and VIP activates through the wall. Advent soldier on roof starts shooting at VIP through the floor/ceiling. Advent outside start flanking and shooting my guys inside through the exterior, windowless walls.

Isaac Asimov and VIP made it out on the last turn, but ugh.

:ughh:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
My disoriented ranger just made a clutch 9% shot and got an eight damage crit.

:xcom:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Love the game, but I just got stunlanced through an undamaged wall. :shepface:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
So is it confirmed that Veteran cheats in your favor like the 2nd difficulty in XCOM?

I was having a rough time with Commander level, but smashing poo poo up flawlessly in Veteran. Things like shaving a hp off advent troopers so they only have 3 and grenades autokill them makes a big difference!

EDIT: Won EU and EW on Classic Ironman, so I'm not a total doofus. Can't play Veteran if I know it's cheating in my favor.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Internet Kraken posted:

Explosives snapping to a grid rather than being free aim is driving me crazy. I know I can get both of those guys in the blast game, just let me do it :(

It's frustrating, but it's got to be a purposeful nerf. :smith:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!


XCOM2.jpg

:negative:


The only reason one of them is unwounded is because I just rescued him. He got mind controlled on a train supply mission that... went sour.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Game really keeps up the tension, doesn't it. Much more so then the first one.

Klyith posted:

No, more like 1/10th the sales were on consoles. Somewhere between 100k and 150k the first month. At the time that was reported as a kinda positive thing, because they had very low expectations. But for a game that reviewed as well as it did and sold way more units on PC, that still pretty much says the console audience doesn't care.

Steamspy says over 3 million PC sales for Xcom 1. When you add in DLC and the expansion they probably made 95% of their return from PC.

I do hope they port it though. My wife played the first one on XBOX and does most of her gaming on the console. I feel bad that I'm enjoying it and she's gone off to replay the first one. :smith:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

PantsBandit posted:

Cool i'll stick with it for the moment. The one mission I had where it got tight was a VIP rescue like you said, but it was actually really fun going down to the wire like that. If those are the worst of them i'll be ok.

Yeah, stick with it. I've had a few close calls, but never hit the limit. I was really anxious about time limits myself when I heard they were much more common, but it's fine in practice. They're even needed, I'd say, to some extent to break up the fact that the only 'optimal' way to play the first game was with slow motion overwatch crawling. I think your guys are naturally more resilient too, because they'll be taking more hits from rushing around more. My guys almost never get one hit killed.

EDIT: I wouldn't be entirely surprised if they buff the turn limits on lower difficulties though. I'm not even sure adding a couple extra turns would actually make the game easier, so much as let the player feel a bit more confident. You're still not going to be able to overwatch crawl with a 10 or 12 turn timer instead of 8.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Welp, I think my campaign is done. :smith:

Had a bad squad wipe, lost my A team. B team got screwed because they weren't ranked up enough. Rookies keep getting maimed. Down to like 5 dudes, 4 of whom are wounded.

I don't know how the hell you'd do the avenger defense without sacrificing a couple scouts to rush forward and spot for your sniper, who you better hope survives. SO MANY ALIENS, all being buffed by sheildbearers, mutons ignoring you to rush the ramp. Ugh.


EDIT: Also, 'funny' bug. Went to take off in that mission with a 1hp beserker on the ramp area and the game started playing the 'Congrats! We made it!' sounds and then poped up the 'YOU FAILED! RELOAD?' box. :lol:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Six grenadiers with upgraded launchers, heavy ordinance, and plasma grenades = "No, gently caress YOU, Jake." :getin:

Seriously, 18 upgraded plasma grenades is just bonkers. Huh... one stunlancer left standing with 1 hp and an 87% to hit. I don't like those odds. PLASMA GRENADE. I'm pretty sure I'm spoiling myself. I'm trying to cut back and take at least one or two other guys per mission who aren't grenadiers, just to level them up, but all the xp goes to my BOOM TROOPERS.

Game is amazing. A huge step up from the first one.

EDIT: I hope the complaints about the difficulty uptick and timers don't impact sales. :smith:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Tenzarin posted:

What difficulty is this? You would have to spend atleast 3-4 grenades per pack, you would run out of ammo.

In fairness, it's veteran. It got easy fast, but I feel emotionally committed to my team/ironman run now, so I'm going to finish it up before trying Commander again now that I know what I'm doing.

18 shots of~8 damage in a expanded radius goes a long way. You can usually get hit a whole pod at once, even after scatter. Two grenades does serious damage or kills most early/mid game stuff. Even 3 grenades a pod, that's six pods per mission that can be instantly vaporized.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Elliotw2 posted:

It's not firaxis's fault that half of the EW playerbase are apparently unable to handle any stress.

I'm kinda thinking XCOM should have left the Commander in the tank because it would be more damaging to ADVENTs strategic skill then taking him out. :keke:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
It's funny, because I didn't VPN the game, so I'm sitting there reading the thread, filled with dread and distaste when it's mentioned timers are in most/many missions.

But they're fine. I've played 27 hours on veteran and commander and literally never missed the timer. Not even once. Hit 1 turn a few times, but I see what they're trying to do and I like it. It definitely took me outside my EU/EW comfort zone, but that's a good thing.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Lima posted:

I think a large part of the negativity comes from people wanting the *~perfect campaign~* or that they just haven't realized that it's okay to lose soldiers and missions, and nothing bad is going to happen if you max out the doom counter and end the countdown at 1 hour to go.

In fairness, though, the first Firaxis XCOM sort of trained us that losing a mission was a BAD BAD THING, and you'd instantly permanently lose countries and push up the doom clock and be in big trouble. I'm not sure XCOM 2 really teaches returning players the difference. For example, that losing a retaliation mission or bugging out is basically just a money hit and inconvenience, instead of a permanent black mark and possible game ender.

I sort of wonder if the tutorial should have had a mission that opens normally but then just sends endless waves of nasty aliens and reinforcements and it's designed to be unwinnable so that Bradford can tell you abort and how it's okay to cut and run and your most important resources is your soldiers.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

MisterBibs posted:

It is their fault, if they didn't do their due diligence on what players wanted and didn't want out of their luxury entertainment product. If popular player mods are ripping out entire game mechanics, there's obviously something wrong with those game mechanics. I'm legitimately interested in what happens in updates, accordingly.

If we're judging by popular player mods then everyone wanted Long War, right?

There was a Skyrim/modding/tits joke here, but they covered that in game.

MisterBibs posted:

They had to do a 180 after that, leading to a game that was better than System Shock.

:raise: Oh, wait, you're just being contrary.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Elliotw2 posted:

Half is an exaggeration, based on steam reviews it's probably around 5-10% of players at most, and if Firaxis removes perfectly good and enjoyable mechanics to try and please 10 idiots on Reddit then I will lose all respect for them.

I could actually see them adding extra turns on the timer for the first two difficulty. I think they could even add a bunch of turns, like +50% or even double them, and not really make the game particularly easier.

If we're already not hitting the turn cap then it doesn't matter if you have 3 turns left or 8 turns left. A 12 or 15 turn limit is still going to force players to move instead of overwatch crawl they'll just feel less anxious... which is fine for easier difficulty levels.


Honestly, I'd change the name of 'Recruit' difficulty to 'Soldier' or something so strategy babbys would feel less emasculated from playing it. :shobon:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Fangz posted:

The problem is that the difficulty curve is already pretty steep, and making the easier difficulties even easier would make it steeper still and harder for players to get up to the next tier. You can reach the point where the easier difficulties are just failing to train players to be ready for the higher difficulties.

The solution is probably to have a better tutorial that walks you through how to move speedily through a level.


Yeah but it'd probably suck to lose a campaign 30 hours into it because of the Doom track.

I think players who start on easy may never intend or want to move up in difficulty. My impression was tons of civ players, for example, never break out of chieftain and don't necessarily want to.

Edit: feeling badass is more important to them then BEING badass

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I'd much rather have timers then scripted missions where they spit scripted thin men at you in predetermined spots so it's a puzzle level instead of a emergent tactical challenge.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Wizard Styles posted:

I assume that means it gives you the AWC skill retroactively without retraining, but if you can live without a particular soldier for 5 days while they're retrained you can already get retroactive AWC skills.

I'll have to try this. I kinda wanted to retrain a couple skills on my star grenadier anyway, and he seems to have missed out on an AWC skill.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
All I want in life is a mod that plays appropriate music clips from this when my Skyranger zooms in and my dudes rappel out.

https://www.youtube.com/watch?v=dtyvh-DeQYs&t=17s

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Well... that was... 'cool'. I almost lost an entire team of late game colonels because the first evac point was compromised, and the game generated a new one on an inaccessible fragment of burning third floor roof top. There were no pipes or ladders or any other access. Fortunately I still had a grenade to blow it up and the third evac point generated down the street and I escaped... but ugh. :barf:

I sort of feel like if the evac point is compromised you should be able to drop your own. I don't think that would be super exploitable, because if you're close enough to explode an evac point you're close enough to escape through it.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Is it working as designed that Codexs can trigger even when you can't see them, or that they get LOS info from other units like squad sight? I triggered a gatekeeper and suddenly two codexs on the far side of the map highlighted and activated in the fog.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
My gut feeling is that swords were significantly better before release and they got a bit over nerfed in their final balance pass.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

reignofevil posted:

The EVAC system needs some serious work. Between being unable to retreat on a mission with a dedicated EVAC spot one time and one of my heavies going MIA because the game doesn't register people standing ON the evac zone as ready for evac while simultaneously jerking away your controls to begin the alien turn when he runs out of actions.


drat it game; you give me the ability to EVAC with all my actions spent pretty much all the time. What the gently caress.

Yeah, I had one mission where some (all?) of the 'outer' squares of the zone didn't seem to count as EVAC, and I could only evac from the center.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
On the final mission, is the Commander's avatar's Mind Control permanent like Dominate, or does it wear off. I've heard both answers, so...

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Trast posted:

I named one of my shotguns "Diplomacy." I think that would fit well with what you are going for.

Barack Obama's shotgun was named "Socialism", after he died I passed it to Kim Jong Il.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I think I'd enjoy a mod that rebalances the mid game with less Advent and more aliens. In my campaign I felt like I saw

Sectoids - A lot
Snakes - Fair amount early then they largely disappear
Mutons - A handful
Chryssalids - One story mission, one retaliation



Wasn't a fan of the Gatekeeper having an huge area of effect that attack that 100% converts the VIP to a zombie even when they're hunkered down out of sight (civs are fine) autofailing the mission with no possible remedy except making sure it doesn't get a turn.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

bees everywhere posted:

I miss how in the original xcom you'd walk out of the skyranger on a night mission and you'd have reaction plasma shots coming out of nowhere and you had little idea where it was coming from. Just getting out of the skyranger itself sometimes incurred 2-3 gruesome rookie deaths. I always sent my rookies out in 2-man teams, because chances were one would die and the other would get a chance to avenge him.

It's a long shot but I hope we get a mod one day that recreates this scenario. Soldiers are more expendable, aliens are sneaky and see further than you do, and they often get a free shot at you without you even knowing where it came from. Pods could be 1-alien each and set to wake up nearby aliens when xcom soldiers are spotted.

Time units are probably out of the question, but I wonder how close the game could be modded to resemble "old school" XCOM.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Erata posted:

I like how Sectopods and Andromedons will patrol straight through their own base's fastidiously polished steel walls, but apparently the rest of Advent is too intimidated to tell them to stop.
The best one was where a giant hole was left behind 2 tiles away from a gateway. I guess their pathing AI is that of an excitable, untrained dog.

I've got my fingers crossed that someone posts a video of a sectopod walking through and destroying the 'Destroy This Object' objective or the Avenger Assault Spike or something.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Harrow posted:

Extremely. Once it maxes out, you have three to four in-game weeks before you actually lose (depending on your difficulty level), during which you can take a facility raid or something to knock the counter back down. You can ride that thing out for a long time as long as you always have a facility assault available.



Enjoy it while you can....

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Phenotype posted:

The question isn't whether or not they're as good as another soldier, it's that until they're straight-up better than your best guys, there's no reason to take them on a mission because they only gain rank by sitting in the lab. Even when they do become gods, they're still taking up a spot on the mission that could go to a soldier that benefits from combat experience. If a half-trained Psi Op is about as good as a mid-rank Grenadier, then you might as well bring the Grenadier, because he'll only get stronger by surviving missions, whereas the Psi Op won't progress at all, or worse, might get injured and delay his training. The only REAL reason to take a Psi Op on a combat mission is if you legitimately don't think you can win a mission without him, and I didn't find that even the lategame plot missions and objectives were that difficult with a team of appropriate rank soldiers in max gear.

I'd like to see the game force you to use half-trained Psi Ops on missions to train them into gods. Maybe a mod that doubles or triples the training time in the lab for Psi powers, but you unlock the power for use immediately upon selection, and using it in the field on 1-2 missions ends the training and lets you select another power. That way the best strategy for the final mission isn't using two Colonels and four guys who've literally never seen an armed alien.

I'd rather see psi ops removed as a class and instead you can train regular classes with psi skills, but they're limited to 2 (3?) skills apeice.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Away all Goats posted:

So exactly how they worked in EU?

Basically.... yeah.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I'd like to see a chance for retaliation missions to spawn in Advent slums or old earth ruins maps, instead of always in christmas light shanty town. It makes sense that resistance cells would inhabit other places and that Advent would move against them in force when found. Similarly, maybe defend the relay or rescue the vip missions could sometimes spawn in shanty town.




Also, as an aside, gently caress loving stunlancers. loving fuckers. :mad:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Randomized region links can really gently caress you over. First alien facility pops four region links away, second one pops SEVEN as shortest route.

:negative:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I guess I'm just not very good at this game. :smith:

I like it tons, but the binary nature of the difficulty is really frustrating. Reveal the pods right and I'm rolling strings of flawless missions on Commander. Make a single misstep and it's double stunlancers auto knocking out two guys, a muton OHK critting your guy in high cover and :lol: squadwipe, followed by death spiral because you're stuck with squaddies.

EDIT: Very, very little inbetween. I must be loving up, because my missions really do seem to be either flawless (or one minor wound) or total disaster squadwipe.

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Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Stunlancers are such shits. I sort of feel like bladestorm should be the first, free squaddie ability for rangers (attacking with your sword should be a class freebee) and if you hit it cancels their attack. So you could push your rangers forward to try to try to bait up stunlancer attacks as an early game counter.

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