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I know you're joking, the joke is old
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# ? Jan 11, 2016 05:25 |
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# ? Jun 6, 2024 19:48 |
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IronicDongz posted:actually the first mods will be basic gameplay tweaks because that takes less time than model edits. sorry to break your weird "lol gamers" circlejerk though
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# ? Jan 11, 2016 05:26 |
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I'm glad someone had the courage to step in and stand up for the hypothetical modders who could conceivably break the pattern established by every Nexus site since established
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# ? Jan 11, 2016 05:31 |
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This rules. Basic Chunnel posted:I'm glad someone had the courage to step in and stand up for the hypothetical modders who could conceivably break the pattern established by every Nexus site since established
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# ? Jan 11, 2016 05:54 |
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busb posted:if you're okay with a steam key for the non collectors edition or whatever, ozgameshop has the base game and resistance dlc pack for $55.99 AU. http://www.ozgameshop.com/pc-games/xcom-2-pc-cd-key-download-for-steam-with-resistance-warrior-dlc-pack That's cheaper than Steam, steam's at 60 for us here... drat
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# ? Jan 11, 2016 06:16 |
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Hey does there appear to be a disadvantage to withdrawing from a mission after the objective is complete but not all enemies are dead?
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# ? Jan 11, 2016 06:42 |
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Cythereal posted:There are regular "ADVENT has built a new facility" notifications, I've noticed. I'm betting destroying those facilities pauses or reduces the bar. I noticed from Beagles stream that the red avatar sites accrue their points and have them represented in red squares on the map. One of them had 2 blocks by the time his vanilla campaign was over so presumably destroying it removes both of them. The question is whether or not difficulty is increased the more blocks it has and if the rewards go up with it.
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# ? Jan 11, 2016 06:45 |
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Demiurge4 posted:I noticed from Beagles stream that the red avatar sites accrue their points and have them represented in red squares on the map. One of them had 2 blocks by the time his vanilla campaign was over so presumably destroying it removes both of them. The question is whether or not difficulty is increased the more blocks it has and if the rewards go up with it. Hmmm. Could be the ADVENT facilities each accrue research, and the blocks represent the amount of research that facility has created. Take out the facility, take out all its research.
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# ? Jan 11, 2016 06:53 |
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StashAugustine posted:Hey does there appear to be a disadvantage to withdrawing from a mission after the objective is complete but not all enemies are dead? If the objective isn't "neutralize all enemies" then nope, go wild. There are several missions types where you only have a limited time to get in and get out, so sticking around to murder dudes isn't in your best interest unless you really know what you're doing.
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# ? Jan 11, 2016 06:54 |
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StashAugustine posted:Hey does there appear to be a disadvantage to withdrawing from a mission after the objective is complete but not all enemies are dead? All signs so far point to the disadvantage being less XP and fewer gear drops since both come from killing aliens (XP doesn't come exclusively from it just as in EU/EW, but things like weapon mods and skillchips only seem to come from killed enemies). Otherwise once Bradford gives you the all-clear you can just haul rear end to the Skyranger.
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# ? Jan 11, 2016 06:55 |
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Someone spoiled the opening for the game. It's in Italian though. Pretty much what people expected what the subject of the tutorial would be. The end of the video is sorta spoilery for one of the new enemies, so stop watching after the escape if that's an issue for you. Definitely the part Firaxis wouldn't want to show quite yet. The other stuff is not exactly a shocker. Thin Man spokesman seems to have turned down the hand gestures and the ham. Also seems more sinister now. But maybe it's the Italian. Bradford has an Xbawx huge gun. I couldn't believe it was real. Overcompensating much? Also, why does he not share it with XCOM soldiers? That thing has like 6 mods on it.
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# ? Jan 11, 2016 07:16 |
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I watched PC Gamer's video on the character customization, and it's incredible how in-depth it goes, considering most of these guys are destined to be turned into snake chow. First "intense" shotgun user I get, I'm turning into the guy from Doom. It looked like all of the parts were there, except for the helmet. And that might be unlocked later!
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# ? Jan 11, 2016 07:18 |
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Cialis Railman posted:I watched PC Gamer's video on the character customization, and it's incredible how in-depth it goes, considering most of these guys are destined to be turned into snake chow. First "intense" shotgun user I get, I'm turning into the guy from Doom. It looked like all of the parts were there, except for the helmet. And that might be unlocked later! I like how there are customization options locked until your dudes get to a certain rank. Gotta save those primo threads for the more experienced snake chow!
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# ? Jan 11, 2016 07:22 |
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In EU/EW, xeno's sight is a matter of "if a soldier can see it, it can see the soldier, and never elsewise", right? No line of sight tricks that would make choosing to Overwatch weird?
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# ? Jan 11, 2016 07:29 |
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There are certain circumstances where you can see a pod of aliens, but they won't activate. Usually due to battle scanners, but sometimes you move to just the right square and you can see them but they wont see you right away. It's kinda buggy, since short of battle scanners the game generally assumes that if an you can see an alien it can see you and acts accordingly.
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# ? Jan 11, 2016 07:53 |
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Has there been any info regarding system requirements? From video previews it's mainly the same engine, so it can't be too beefy I assume.
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# ? Jan 11, 2016 08:14 |
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It's on the Steam page. (Phone posting)
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# ? Jan 11, 2016 08:17 |
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aw heck, you're right. I'm just blind.
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# ? Jan 11, 2016 08:24 |
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Am I going mad? I'm convinced I played an XCOM mod years ago (for original 90's XCOM) that let you play as the aliens. Reasonably sure that it was an openxcom thing but not certain. I just can't find any mention of it anywhere at all.
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# ? Jan 11, 2016 09:20 |
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Demiurge4 posted:Am I going mad? I'm convinced I played an XCOM mod years ago (for original 90's XCOM) that let you play as the aliens. Reasonably sure that it was an openxcom thing but not certain. I just can't find any mention of it anywhere at all.
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# ? Jan 11, 2016 09:27 |
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Demiurge4 posted:Am I going mad? I'm convinced I played an XCOM mod years ago (for original 90's XCOM) that let you play as the aliens. Reasonably sure that it was an openxcom thing but not certain. I just can't find any mention of it anywhere at all. It was "UFO: The Two Sides" project and it got shut down due to some murky circumstances.
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# ? Jan 11, 2016 09:30 |
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I've been watching a couple of gameplay videos, it seems that the AI is less suicidal this time around. A couple of times I saw the last survivor of the first ambush run away rather than take a perfectly good shot on a flanked XCOM soldier. Am I right, or is it my XCOM PTSD talking?
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# ? Jan 11, 2016 11:17 |
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Fat Samurai posted:I've been watching a couple of gameplay videos, it seems that the AI is less suicidal this time around. A couple of times I saw the last survivor of the first ambush run away rather than take a perfectly good shot on a flanked XCOM soldier. Am I right, or is it my XCOM PTSD talking?
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# ? Jan 11, 2016 11:18 |
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Fat Samurai posted:I've been watching a couple of gameplay videos, it seems that the AI is less suicidal this time around. A couple of times I saw the last survivor of the first ambush run away rather than take a perfectly good shot on a flanked XCOM soldier. Am I right, or is it my XCOM PTSD talking? An alien that runs away will go join another pod and lead them back to their previous position. You can actually juke them by moving in another direction and using a concealed ranger to keep tabs on them while you set up another overwatch ambush.
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# ? Jan 11, 2016 11:24 |
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Still better than a dead soldier So once concealment is broken, and with the caveat of any fleeing soldier bringing new aliens into to the squad, aliens behave like in XCOM 1?
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# ? Jan 11, 2016 11:42 |
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We probably won't know all the small differences for a bit yet. There might be more alien types with weird behaviors.
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# ? Jan 11, 2016 12:00 |
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Beaglerush said he could percieve different personalities between the enemies, with Advent grunts more liable to charge in, while officers would hang back. Not sure if that's just confirmation bias, but hey, he's a better player than I'll ever be.
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# ? Jan 11, 2016 12:20 |
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This bugged Seeker broke my vanilla ironman save.
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# ? Jan 11, 2016 14:18 |
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I know this is a dumb sperg complaint, but the more I see the Grenadier the more the drum magazine on their grenade launcher bothers me. You have this huge mag that holds like 6-12 grenades, but you only actually get 1 grenade in your grenade slot or 2 with a perk. It's weirdly mismatched, like the artist had no idea what they were modelling. It would have made more sense to stick with the rocket launcher where the low number of rounds seemed more natural, or just had a grenade attachment on their gun.
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# ? Jan 11, 2016 15:25 |
Darkrenown posted:I know this is a dumb sperg complaint, but the more I see the Grenadier the more the drum magazine on their grenade launcher bothers me. You have this huge mag that holds like 6-12 grenades, but you only actually get 1 grenade in your grenade slot or 2 with a perk. It's weirdly mismatched, like the artist had no idea what they were modelling. It would have made more sense to stick with the rocket launcher where the low number of rounds seemed more natural, or just had a grenade attachment on their gun. Same, its one of the only things that has annoyed me
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# ? Jan 11, 2016 15:27 |
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The rest of the drum holds propaganda leaflets.
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# ? Jan 11, 2016 15:32 |
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Darkrenown posted:I know this is a dumb sperg complaint, but the more I see the Grenadier the more the drum magazine on their grenade launcher bothers me. You have this huge mag that holds like 6-12 grenades, but you only actually get 1 grenade in your grenade slot or 2 with a perk. It's weirdly mismatched, like the artist had no idea what they were modelling. It would have made more sense to stick with the rocket launcher where the low number of rounds seemed more natural, or just had a grenade attachment on their gun.
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# ? Jan 11, 2016 15:38 |
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Actually, I think it's up to four grenades if you take the perk. You get one grenade per inventory slot, and all the people playing it right now have had a second locked slot on all their characters, so I assume that once you unlock it you can put a grenade in your first slot, a grenade in your second unlocked slot and up to two grenades in your third grenadier slot for a total of four. I also wonder if the perk originally doubled your grenade count entirely before they reduced it down to just your grenadier slot.
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# ? Jan 11, 2016 15:40 |
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Khagan suggested I post in here that I offer a steam discount of up to 15% off the current listed price for anything, since he mentioned there were a bunch of Aussie goons talking about how the AUD price is poo poo garbage. I don't have any funds right now, but if you're looking to save some money, I can do the normal version for $52 and the digital deluxe version for $66 USD, so it might be something to keep in mind if you've not preordered it yet. I'm hoping to get some more funds within the week.
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# ? Jan 11, 2016 15:46 |
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Yeah, that bugged me too. Probably should have been more like an M79. Some of their mini gun abilities look great. Shredder shots also peel off armor, which is a nice different way for them to handle robots than the old "heavies do extra damage to robots" ability.
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# ? Jan 11, 2016 15:49 |
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Darkrenown posted:I know this is a dumb sperg complaint, but the more I see the Grenadier the more the drum magazine on their grenade launcher bothers me. You have this huge mag that holds like 6-12 grenades, but you only actually get 1 grenade in your grenade slot or 2 with a perk. It's weirdly mismatched, like the artist had no idea what they were modelling. It would have made more sense to stick with the rocket launcher where the low number of rounds seemed more natural, or just had a grenade attachment on their gun. Gotta ration out the grenades, they don't grow on trees my friend!
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# ? Jan 11, 2016 15:49 |
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also just like in EU someone decided that it's a good idea to have the same guy carry both of the squad's heavy guns the grenade launcher is awkward as hell though no joke. the animation for getting it out takes too long too.
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# ? Jan 11, 2016 16:04 |
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Is there a mod that lets me see my whole squad all at once in Long War? It's getting kinda frustrating tabbing back and forth every minute to see who is hiding in the corner of the squad selection screen
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# ? Jan 11, 2016 16:07 |
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Speedball posted:Yeah, that bugged me too. Probably should have been more like an M79. Yeah, in the context of 'one grenade at a time' something break-action like that would look sweet while still making sense. Aside from that though all the weapons look great, I was one of those people who thought the guns in the first one were too big and cartoonish even if I understood why
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# ? Jan 11, 2016 16:07 |
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# ? Jun 6, 2024 19:48 |
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When I first saw the grenadier I assumed he'd have infinite grenades, maybe with some kind of cooldown, to go with all the levels being much more destructible. WELL I GUESS I'LL STILL BUY THE GAME
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# ? Jan 11, 2016 16:13 |