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Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Notorious QIG posted:

Does it really count as pregnancy if you become a zombie for a few turns and then an alien bursts out of your chest?

Can cis males even truly feel what it means to be pregnant, and would they look upon their alien babies with a mother's pride



He's horrified because his alien son just told him he was Brony. :(

DOWN JACKET FETISH posted:

i understand nothing. i am quoting random words in an attempt to make the thread move faster, in order that the chance of someone posting more snaketits increases

Insidious!

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raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Random stats OR Literally the only thing keeping me in this Classic Ironman game.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

ProfessorBooty posted:

I dunno, Beagle gave up ghost grenades in his b14 playthroughs.
Does Beagle have any videos on b15 stuff yet? I'm going through his backlog for S2 which is (so far) still b14 stuff.

I'm interested in people's thoughts on the changes to starting country bonuses.

Kenlon
Jun 27, 2003

Digitus Impudicus

amanasleep posted:

I guess people don't like it because it doesn't feel as good as knowing that CPL Friendly got the same God-given 3 turns to fight for life as everybody else, even if it took the Doc 4 to get to him. Sort of like how airplanes feel less safe than cars because plane crashes don't let you take the controls from your coach seat or parachute to safety.

Yes, people like being able to control things going on with their troops in a strategy game. Taking that away sucks - we want to know the odds, and be able to make choices around it, not have to deal with a random hidden chance. Again, a two round guaranteed bleed-out plus the new respirator implant would be preferable to what we have now.

Sober posted:

Nobody aborts missions because everyone is playing on the Beaglerush meta where he almost never abandons a mission on I/I, so if you are playing below that you should certainly never skip a mission.

I very rarely abort missions early enough because there's no way to medevac the wounded - I have a bad habit of losing more troops trying to save the fallen when I probably should run. (Though this then sticks me with the risk of losing all my gear when I end up wiping, which is hard to recover from.)


Sober posted:

Yeah stuff like the repair system is bullshit but just the sheer feat of somehow modding it into EW I think should be acknowledged as ridiculous, all things considered. It's stuff like that that probably made Soloman and friends sit up and notice.

The repair system could actually be a pretty neat thing - the problem is, though, that when your latest-tech weapons are out of commission, you're just hosed. Either you have to build multiples of each of them, or just fall back on lots of riflemen. The biggest problem is the fact that there are tiers of weapons that are simply better in every way, and you have to stay up to date to have a chance against the aliens.


The Long War team needs to take a page from EVE Online and do a bit of tiericide.

I'm operating from this set of fundamental assumptions:
1. Advancing through tiers (ballistics -> beam -> gauss -> pulse -> plasma) is something we want to keep. The see-saw of XCOM power vs Alien power is a good thing, not a bad thing
2. Losing gear is part of what happens when you wipe a mission, but shouldn't completely cripple XCom.
3. Having a pile of old guns lying around that are useless is boring.

Therefore, what should happen is that any weapon that is not free should be a viable choice long-term, with enough investment. Ballistics, due to the fact that they require no expenditure of cash or resources, need to be handled differently. We already have a mechanism in-game for this, as Foundry projects can modify weapon stats.

Add Foundry projects for upgrading weapons as you unlock each tier - getting Gauss or Pulse lets you upgrade Beam, getting Pulse lets you upgrade Gauss, getting Plasma lets you upgrade Pulse. Then, the differentiation between guns becomes a matter of secondary effects, mostly, though you could also adjust them by adjusting the damage/crit-damage spread. Beam has aim bonuses, Gauss punches through DR (you'd want to bring back the full -1 DR, probably) Pulse has higher crit chance/crit damage. Now losing some of your gear isn't as bad a thing, and the proposal has other side benefits.

Suddenly, you have a reason to have weapons for various roles - you already see this to a degree with the Gauss Long Rifle being still usable into the late game due to innate HEAT Ammo. Beam Lasers would be something you could give your lower level troops on training runs, or give to your highest accuracy troops for knocking down those drat unhittable floaters in the late game, Pulse becomes great for crit-spec troops, Gauss is useful in all sorts of situations, given the amount of DR on aliens in the late game, and so on. (Also, the fact that your security would be able to actually do damage if you get base assaulted late is a bonus.)

This wouldn't even be an increase in the power of XCom, so much as an increase in options - and options are good!

Telarra
Oct 9, 2012

Beagle's Live and Impossible youtube series and his current Thursday Night XCOM stream are both b14. On Tuesday Morning XCOM he does b15 with the latest patch and some extra cosmetic mods on the side. So tune in tomorrow!

Kenlon posted:

Yes, people like being able to control things going on with their troops in a strategy game. Taking that away sucks - we want to know the odds, and be able to make choices around it, not have to deal with a random hidden chance.

It's a uniform distribution from 2 to 5 turns. 25% chance each of it lasting 2, 3, 4, or 5 turns.

Telarra fucked around with this message at 23:57 on Jun 8, 2015

ProfessorBooty
Jan 25, 2004

Amulet of the Dark

FuSchnick posted:

Does Beagle have any videos on b15 stuff yet? I'm going through his backlog for S2 which is (so far) still b14 stuff.

I'm interested in people's thoughts on the changes to starting country bonuses.

I think his Tuesday twitch campaign has b15 stuff. I hardly watch any of his streaming campaigns - I stopped watching his b14 campaign a couple weeks ago, only because he posts them so often its hard to keep up and then catching up on ten hour long episodes is kind of daunting.

edit: beaten.

ProfessorBooty fucked around with this message at 23:57 on Jun 8, 2015

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



DOWN JACKET FETISH posted:

i understand nothing. i am quoting random words in an attempt to make the thread move faster, in order that the chance of someone posting more snektits increases

Fixed.

So out of curiosity are there many gameplay mods out there that aren't Long War? They surely can't be the only ones.

Control Volume
Dec 31, 2008

DOWN JACKET FETISH posted:

i understand nothing. i am quoting random words in an attempt to make the thread move faster, in order that the chance of someone posting more snaketits increases

code:
       __
      (' <-<
       \ \
        | |8
        | |
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/_______/
god bless

Ravenfood
Nov 4, 2011
Repair makes the costs of a bad run where you successfully extract more expensive. It also makes the costs of a full wipe less harmful because the fully lost gear is cheaper to replace. Its a bit of a wash.

Coolguye
Jul 6, 2011

Required by his programming!

Control Volume posted:

code:
       __
      (' <-<
       \ \
        | |8
        | |
 ______/ /
/_______/
god bless

you are doing god's work son

Deuce
Jun 18, 2004
Mile High Club

amanasleep posted:

OK, there is no "must" here. It's a good idea to get to every crit wounded soldier in 2 rounds, because occasionally they will die if you don't. Most often, they will have 3 or more rounds to live.

The reality is that hidden 2-5 rounds crit wound timers are a buff over visible 3 round timers.

I guess people don't like it because it doesn't feel as good as knowing that CPL Friendly got the same God-given 3 turns to fight for life as everybody else, even if it took the Doc 4 to get to him. Sort of like how airplanes feel less safe than cars because plane crashes don't let you take the controls from your coach seat or parachute to safety.

No, it's not.

Because there's a 25% chance that it's a 2-round timer so you have to treat it like a 2-round timer.

Not that it matters by default, as the -15 will penalty is stupidly high and generally means you should chop up that soldier.

Happy Noodle Boy
Jul 3, 2002


Jesus Christ when this game wants you to die, it wants you to die. Let me tell you about Operation Bloody Serpent. It's midway into April and XCOM is not having a good time. Averaging 1 death per operations have thinned the ranks and I'm down to 9 soldiers, 5 of which are recovering so when a medium UFO is shot down, the only 4 members available are given the task. 2 snipers, 1 support, 1 assault. Not a terrible composition but it should do.

Mission starts well enough. No patrols as we approach the UFO. We can see where it and I start setting into high ground to ambush any patrols or lure poo poo this way with my assault. Just as I finish setting up, 2 seekers show up and stealth up. No biggie, one dies to overwatch and my team clumps up in good cover and wait for the other to come to me. Except it doesn'tt Two turns pass and nothing. What DOES show up is a patrol of three thin men. gently caress. I scramble into better cover. I take one out and unluckily drop the other two to 1 health. My assault, in full cover, eats a critical plasma hit to the face. 1 down. Right then a seeker shows up and strangle a sniper. I have no choice but to rush close range with my 2nd sniper and pistol a thin man down while the support clean up the third thin man. After the turn ends (and the seeker strangles my other sniper some more) my sniper/support go back to assist and get the thing off. Just in time for a THIRD GOD DAMNED SEEKER to show up and strangle my other sniper. Same loving thing. Once it's dead I'm pretty much crippled and out of ammo. I spent a turn to reload AND RIGHT loving THERE THREE FLOATERS SHOW UP. I scramble into whatever cover I can find. The floaters focus on my just strangled sniper. 2 down. My support panics and my sniper scrambles to stay alive. A game of cat and mouse commences as the floaters reposition and almost kill my support but out of a loving miracle I kill all 3. So now my almost dead support and sniper have an outsider to deal with.

We reach the base. Scout it out. Get an idea of where the outsider is. Set a trap. Trigger the door and bingo, there's the outsider. Support moves back into position and my overwatch trap is set. Outsider triggers it. Sniper misses. Support hits for 3. Outsider is down to 2 hp. Outsider misses. Time to clean up.

Support Rushes for a close range kill. 92% change to hit. Misses.

He loving misses.

Sniper rushes as close as it can for a pistol shot. 62%. A miss.

Outsider repositions past the sniper. Targets the support. Three down.

Sniper runs RIGHT UP TO THE loving OUTSIDER. 100% hit. 50% critical.

Hits Outsider for 1-hp.

Outsider repositions.

Code Black.

Inexplicable Humblebrag
Sep 20, 2003

Happy Noodle Boy posted:

Let me tell you about Operation Bloody Serpent.

i got all excited

Kaislioc
Feb 14, 2008

Notorious QIG posted:

Look at you, reading my posts, and understanding the humor therein

Notorious QIG posted:

Hey guys snaketits, am i right, haha. How ironic and funny, tits on a snake, lol. Look, I'm ironically downloading xcom porn, this is funny, irony. Oh now I'm fapping to it, lol, snaketits you guys!

Telarra
Oct 9, 2012

His irony is itself ironic. How ironic.

Annointed
Mar 2, 2013

This meta irony is unironically ironic.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

I want robo buddies that are good the whole game, SHIVs are decent, but a Colonel with proper tech levels is gonna be so much better.

gimme the GOD DAMN candy
Jul 1, 2007
screw mecs and shivs, just make the 5th class straight up robots. use a robot colonel with 5 fleshy rookies all day every day.

Alikchi
Aug 18, 2010

Thumbs up I agree

Hope for Robocop, pray for Not Chappie

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

Alikchi posted:

Hope for Robocop, pray for Not Chappie

Frankly, I'm hoping for nextwave X51/Machine Man/Aaron Stack.

quiggy
Aug 7, 2010

[in Russian] Oof.



I've been owned!

FirstAidKite
Nov 8, 2009
The first time I saw the trailer I didnt notice the snake titities until people started going nuts for em

Literal Nazi Furry
Jan 27, 2008

Swastika - Helvetica - Ikea
Last night I dreamt of Adolf searching for Anne.
I lay on my back
standing alone in the corner watching the girls dance.

I'm on crystal meth.
I piss in my pants.
why are people being ironic about snake titties anyways? what's the point? the sooner we start unironically appreciating the snaketitties, the sooner we can get to the real meat of the thread

Internet Kraken
Apr 24, 2010

slightly amused
So its month 3 and I have to raid a large UFO with only 4 soldiers because my med bay is completely full and all the rookies have gotten their brains blown out by thin men. If I didn't get a soldier as mission reward I would have to field only 3 soldiers. This is not going to end well is it?

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Notorious QIG posted:

I've been owned!

Code black

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
Holy poo poo shut the gently caress up

Elderbean
Jun 10, 2013


FirstAidKite posted:

The first time I saw the trailer I didnt notice the snake titities until people started going nuts for em

Yeah I was like "Oh badass, a space cobra." and only upon a second viewing did I notice spacecobratits.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Alikchi posted:

Hope for Robocop, pray for Not Chappie

Chappie had really good mobility and better hand to hand than Robocop. However only one of them had a wrestling career. https://www.youtube.com/watch?v=Afr0xwde0Aw

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate

Control Volume posted:

code:
       __
      (' <-<
       \ \
        | |Ð))
        | |
 ______/ /
/_______/
god bless

Modded that for you.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Moonshine Rhyme posted:

Modded that for you.

Day one on the nexus.

Beagle
Dec 8, 2012

It's fine...

Brainamp posted:

Oh god no. Some of us really don't want to play that spergtastic mess.

It bothers me this has been such a widespread opinion since around B14 to B15 where the "Temple Ship Heavy Floater" first started becoming a point of discussion. Yeah, LW makes its missteps on balance, and those usually come down to two factors - a) principal decisionmaker JohnnyLump is a real human bean and so barely has time to play through and test these changes in a real campaign, and b) he follows a code of trying to ensure there is never a single One True Path meta to the mod. In the past I've felt his approach to b) can go overboard sometimes, but to his credit most of the time he doesn't go through with the more radical ideas about that and usually just goes with whatever the community at large seems to support. But I think a) is entirely reasonable because gently caress, my job is literally to play Long War and it still takes me a long rear end time to make a dent in a campaign, so there's no chance in hell JL can playtest the mod himself to any reasonable capacity; he is entirely dependent on others for balance discussion. And that too can end up in tears for the community at large - we all no doubt remember that if Heavy Floaters was where "gently caress LW" started to become a thing at least in my memory, it was then the sudden followup of feedback from a certain Nexus poster presenting a highly formulated manifesto on why MECs were OP that resulted in JL saying "hey, this is fair feedback, I believe you that MECs are OP" and nerfing the poo poo out of them.

And the way that was handled has never been particularly good; I like JL a lot but he very much takes a "my way or the highway" approach to discussing points of contention with the community, which I also understand because he doesn't just have to deal with your nice post, he has to deal with all the morons asking for whatever dumb idea they think will make LW MOTY, and I'd imagine he's entirely sick of it. But all this LW is for spergs and gently caress JL talk bothers me, because a large chunk of the community seems to treat him like he's this huge rear end in a top hat, and go on to snark about some of the missteps introduced to LW like how item repair was brought in or so on like it's some big spergy mess based on some concept of 'realism' or whatever. But it's just a dude who has brought together the best modders in the community, channelled hours and hours and hours of his own and their free time into literal years of development on simply innumerable improvements to XCOM's quality of life, feature set, and depth, and wants to make sure the mod never becomes stale or routine by allowing a single tactic to dominate it; I'd say most of the big hoo-hahs I can remember about "LW is nerfing <x> into the ground, gently caress LW!" have come from one player posting about how they dominated the game with a single strategy and then it got nerfed in response. 'Realism' never enters into it.

And like, I don't mean to get up on a high horse and guilt anybody about their opinions, you don't have to like the mod or anything, I just think those opinions are being expressed in an entirely unfair way when it feels like people are taking all of that accomplishment and all of the insane number of improvements and features and just-way-the-gently caress-betterness that they brought to XCOM with Long War, and they're just ignoring it and saying "yeah but this Item Repair poo poo that you can entirely disable in the .ini fairly simply - that poo poo's spergy. This mod's for spergs." There's a lot of stuff I'd change about LW's balance and I intend to over the next 4 months while we're waiting for XCOM 2, but everytime someone says it's just a trainwreck or overcomplicated, I just don't get that. Even ignoring everything it changes about balance, just the improvements it makes to the game actually playing and the information you can have and the bugs it fixes, I don't know if I could go back to vanilla. Earlier today I replied to some guy who was like "really, Long War is just a big balance patch" - loving nuts. If XCOM 2 doesn't have an "Overwatch!" Icon I don't know what I'm going to do.

EDIT: Now, something actually cool to talk about after that big ol' post - I liked the initial ideas they seemed to be touting of Item Repair meaning that actual item building costs would go down sharply, but in the end it didn't seem like much of a gain. As JC once said to me recently, Item Repair could be neat if you super lowered those costs of creating stuff, removed the cost of repairs but drastically increased how long it took to do those free repairs - so your gun or armor would be out for a substantial chunk of the month. That would seem to neccessitate and facilitate the kind of over-building that the system initially sounded like it would encourage, while also allowing you to experiment with different equipment - currently the prohibitive cost of equipment means I will never bother making a Strike Rifle or a grapple armor unless I REALLY want it, but if everything's 2/3rds cheaper in exchange for needing to make 2 or 3 times as much of it for redundancies, you can afford to throw in some alternate poo poo in there. Also solves the longstanding annoyance of "I need to keep like 10 suits of armor around in case the Base Defense happens!" and then not using that armor for anything else ever.

Beagle fucked around with this message at 01:44 on Jun 9, 2015

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
If you nerf all strategies that work, then eventually all you'll be left with is strategies that don't work, which is the opposite of fun. The way to fight the existence of One True Path is to make multiple strategies equally able to dominate the game.

Beagle
Dec 8, 2012

It's fine...

Clarste posted:

If you nerf all strategies that work, then eventually all you'll be left with is strategies that don't work, which is the opposite of fun. The way to fight the existence of One True Path is to make multiple strategies equally able to dominate the game.

Funnily enough, I agree with that. You have to be careful of course because you can end up with power creep where suddenly everything you do is better and then the aliens have to get better in response and the hyperbolistic eventuality is that everyone becomes a super saiyan, but with that in mind I've always felt like I hate balance changes that nerf successful strategies to be in line with 'all the other poo poo', I way prefer seeing everything else be raised up to as good as the successful strat - including enemies to suit, if necessary.

That said, it's also way easier to nerf a single outstanding problem than buff every-loving-thing in the game to be as good as it, so it's easier said than done, but in theory I agree. Like with MECs, looking back, B14 Goliaths are legit broken and those nerfs did need to happen - the other way round would've been buffing everyone to be tankier so Goliaths weren't as broke, then buffing every alien in the game to do more damage as well, which doesn't really make sense. But I equally agree with you that if you just nerf everything that's good you're also nerfing everything that's fun, and you end up with a game that's very balanced but soulsucking to play.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Deuce posted:


Not that it matters by default, as the -15 will penalty is stupidly high and generally means you should chop up that soldier.

Oh yeah, it's all coming back to me now, that's another good thing to modify.

Set that poo poo to like -2 so your critically wounded soldiers actually gain a tiny amount of will when they get out of the hospital in like 1 RL year or w/e. Not good enough to be worth abusing, but a nice little touch.

Welcome back soldier, what doesn't kill you only makes you stronger!

You shouldn't feel like you're crippled because you saved mr/mrs PTSD over here who's going to panic like a bitch and fail every loving mind fray check ever

Beagle posted:



And the way that was handled has never been particularly good; I like JL a lot but he very much takes a "my way or the highway" approach to discussing points of contention with the community,


JL is a badass, has done amazing work, and I was happy to donate $40 to those guys.

But he also suffers from the same arrogance that is common to designers - it's his way or the highway, or maybe he'll give you an .ini setting which is usually his concession when the community at large says something feels off.

I understand he has a certain resilience because people whine when MSGT Johnson dies and they want the game nerfed, but on the flip side you have Johnny Savescummer claiming everything is fine b/c they can just reload to before they hosed up.

oswald ownenstein fucked around with this message at 01:56 on Jun 9, 2015

Happy Noodle Boy
Jul 3, 2002


MECS were fine as they were pre nerf. All JL needed to do is tweak gene mods to match and maybe tune psi a bit (not as much as he did).

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Kenlon posted:

Add Foundry projects for upgrading weapons as you unlock each tier - getting Gauss or Pulse lets you upgrade Beam, getting Pulse lets you upgrade Gauss, getting Plasma lets you upgrade Pulse. Then, the differentiation between guns becomes a matter of secondary effects, mostly, though you could also adjust them by adjusting the damage/crit-damage spread. Beam has aim bonuses, Gauss punches through DR (you'd want to bring back the full -1 DR, probably) Pulse has higher crit chance/crit damage. Now losing some of your gear isn't as bad a thing, and the proposal has other side benefits.

Suddenly, you have a reason to have weapons for various roles - you already see this to a degree with the Gauss Long Rifle being still usable into the late game due to innate HEAT Ammo. Beam Lasers would be something you could give your lower level troops on training runs, or give to your highest accuracy troops for knocking down those drat unhittable floaters in the late game, Pulse becomes great for crit-spec troops, Gauss is useful in all sorts of situations, given the amount of DR on aliens in the late game, and so on. (Also, the fact that your security would be able to actually do damage if you get base assaulted late is a bonus.)
What would really be vital for an idea like this (and honestly even simple stuff like picking which classes to bring) is knowing what you're going to encounter. All these small items would mean a whole lot more if I knew what I'd be facing in advance, and being able to pick +crit, +armor piercing, +HEAT, or whatever, would become much more significant and informed choices if I knew what lay ahead of me. I don't want to bring those respirators unless I'm facing seekers or thin men, and if I'm fighting mechtoids of course I'll want my HEAT gunner, not my shredder gunner. Mind shields are pretty niche, but if an Ethereal and a Sectoid Commander are coming along, I'll sure want to bring some. But because you can't know ahead of time, I always just bring whichever is the most common or most disastrous to miss out on, and don't really vary my equipment much from mission to mission.

Now, LW has done a lot already to ameliorate this, like letting you know what sort of map you're headed to. And you can predict that thin men are more likely to show up on terror missions while heavy mechs are prominent on big UFOs, and so on. But it's never 100%, and LW mixes up spawns even more than you normally see. The Hyperwave helps scan UFOs so you know what to expect, but I'm pretty sure it doesn't work on terror sites and abductions, right? And it can only display a limited number of alien types so in LW you might not see the Ethereal who snuck aboard listed on your scan.

I really hope XCOM2 has some way of integrating advanced intel. Spend some resources ahead of time and get a better briefing on the mission you're setting up, giving you a chance to more carefully tailor your squad, or if you're confident, save your cash and go in mostly blind.

Beagle
Dec 8, 2012

It's fine...

Happy Noodle Boy posted:

MECS were fine as they were pre nerf. All JL needed to do is tweak gene mods to match and maybe tune psi a bit (not as much as he did).

See I used to think this but once I got to MEC-3, Goliaths are straight up broken. I've had Goliaths regularly facetank like 20 goddamn lategame aliens at once without even going under half HP, it is absoloutely disgusting and entirely a crutch. Now that doesn't necessarily mean they were nerfed in the best way or those nerfs targeted exactly the right things, but I will definitely agree that at the very least Goliaths were broke as gently caress in B14 (and continue to be for me in my B14 campaign) and that was an accurate assessment.

Vib Rib posted:

What would really be vital for an idea like this (and honestly even simple stuff like picking which classes to bring) is knowing what you're going to encounter. All these small items would mean a whole lot more if I knew what I'd be facing in advance, and being able to pick +crit, +armor piercing, +HEAT, or whatever, would become much more significant and informed choices if I knew what lay ahead of me. I don't want to bring those respirators unless I'm facing seekers or thin men, and if I'm fighting mechtoids of course I'll want my HEAT gunner, not my shredder gunner. Mind shields are pretty niche, but if an Ethereal and a Sectoid Commander are coming along, I'll sure want to bring some. But because you can't know ahead of time, I always just bring whichever is the most common or most disastrous to miss out on, and don't really vary my equipment much from mission to mission.

Now, LW has done a lot already to ameliorate this, like letting you know what sort of map you're headed to. And you can predict that thin men are more likely to show up on terror missions while heavy mechs are prominent on big UFOs, and so on. But it's never 100%, and LW mixes up spawns even more than you normally see. The Hyperwave helps scan UFOs so you know what to expect, but I'm pretty sure it doesn't work on terror sites and abductions, right? And it can only display a limited number of alien types so in LW you might not see the Ethereal who snuck aboard listed on your scan.

I really hope XCOM2 has some way of integrating advanced intel. Spend some resources ahead of time and get a better briefing on the mission you're setting up, giving you a chance to more carefully tailor your squad, or if you're confident, save your cash and go in mostly blind.

Getting the Hyperwave recently I entirely agree with this. It totally changes how the game feels to say "Okay this this and this species will be there and there's this many of them; lets bring this, this, this and this to plan for that." I feel like the Hyperwave should be something you get to set up without too much cost in the midgame (and without having to worry about all the Overseer bullshit, which is where this no longer works) and works on Abductions, Terror, etc, so that the first half of the game you're freeballing and the second half is like okay, time to really plan these squads and items out.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
One of the things that sticks out in my mind as a reason I dislike Long War in general principle is all the variations on each gun for each tier of gun like SMGs, autopistols, autorifles, and carbines, each along the lines of +1 Accuracy -1 Damage. I understand that micromanaging all that stuff appeals to some people, but it doesn't to me. I like the rifle/shotgun/sniper/pistol kept plain and simple.

That's my feeling on Long War versus vanilla in general, really. Vanilla keeps things pretty simple, self explanatory, and easy to understand. I like that for being easy to learn and easy to understand so I can focus my attention on playing the game rather than micromanaging which specific model of gun each of my fifty or sixty troopers have because now I also have to worry about fatigue and exhaustion and there's half a dozen new classes and a MEC class for all of them and oh my God I'm already out of patience with this and haven't even touched on the air game.

If you like Long War go nuts, but I most definitely do not and hope X-COM 2 doesn't take any significant influence from it.

Internet Kraken
Apr 24, 2010

slightly amused

Beagle posted:

And like, I don't mean to get up on a high horse and guilt anybody about their opinions, you don't have to like the mod or anything, I just think those opinions are being expressed in an entirely unfair way when it feels like people are taking all of that accomplishment and all of the insane number of improvements and features and just-way-the-gently caress-betterness that they brought to XCOM with Long War, and they're just ignoring it and saying "yeah but this Item Repair poo poo that you can entirely disable in the .ini fairly simply - that poo poo's spergy. This mod's for spergs." There's a lot of stuff I'd change about LW's balance and I intend to over the next 4 months while we're waiting for XCOM 2, but everytime someone says it's just a trainwreck or overcomplicated, I just don't get that. Even ignoring everything it changes about balance, just the improvements it makes to the game actually playing and the information you can have and the bugs it fixes, I don't know if I could go back to vanilla. Earlier today I replied to some guy who was like "really, Long War is just a big balance patch" - loving nuts. If XCOM 2 doesn't have an "Overwatch!" Icon I don't know what I'm going to do.

This is something I don't agree with at all. I'd much rather play regular Xcom than Long War because Long War adds a huge amount of bloat that I don't consider an improvement. I don't think the game needs to take even longer to complete. I don't think the game needs 8+ classes with skill overlap. Does there really need to be even more weapon tiers and weapons to go along with that? I get that some people enjoy an infinite amount of options but a lot of people prefer a simpler approach, because many of those options end up being inferior to others so you don't bother with them anyways.

I'm not saying its bad to enjoy that stuff but I think saying its better balanced and designed than regular Xcom is wrong.

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Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Beagle posted:

Getting the Hyperwave recently I entirely agree with this. It totally changes how the game feels to say "Okay this this and this species will be there and there's this many of them; lets bring this, this, this and this to plan for that." I feel like the Hyperwave should be something you get to set up without too much cost in the midgame (and without having to worry about all the Overseer bullshit, which is where this no longer works) and works on Abductions, Terror, etc, so that the first half of the game you're freeballing and the second half is like okay, time to really plan these squads and items out.
It's such a vital strategic necessity at that point that it feels really weird they chose to make it such a late-game development. I think it should have been at least a little retooled a little and made to show up right off the bat, like you said. It adds such a layer of planning and strategy that it makes the entire spread of small items suddenly that much more sensible. You end up with an informed decision, instead of a crapshoot of "well, I sure wish I'd brought x".

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