|
I haven't read the thread since before release for fear of spoilers. Are there any things that XCOM1 did better or that could be seen as steps back from 1, or is 2 just A Good Game?
|
# ? Feb 8, 2016 21:33 |
|
|
# ? May 27, 2024 02:02 |
|
Met posted:What's the joke here? Just the autopsying? More the "interrogations". The fluff text hinted that these tended to fall on the very invasive side of things. You know, stuff like Dr. "The Geneva Conventions only apply to humans!" Vahlen posted:We were instead forced to undertake a more aggressive approach, namely, through a series of invasive cranial probes inserted into the subject's prefrontal cortex. Plus of course there's the whole thing where after the interrogation was good and done, your formerly live captive would just so happen to transform into a corpse.
|
# ? Feb 8, 2016 21:34 |
|
XCOM 2 is a Good Game with the exception of the performance being kind of awful at times. I've also spent more time in the SDK than I have the actual game so far!
|
# ? Feb 8, 2016 21:36 |
|
AnonSpore posted:I haven't read the thread since before release for fear of spoilers. Are there any things that XCOM1 did better or that could be seen as steps back from 1, or is 2 just A Good Game? There's been a ton of vitriol about the timers, but they're very nearly always very manageable. I love what they bring to the gameplay and the feel, but they do stress some people out. Other than that I frankly like it better than EW and can't wait to see what they do with the expansion.
|
# ? Feb 8, 2016 21:39 |
|
Couple questions ahead of starting a new campaign: 1. Can the Avatar Project be delayed indefinitely? Or is there some sort of "baseline" timer that isn't affected by facility or blacksite missions? 2. Is there any sort of grace period on Dark Event guerrilla missions, or is it as "now or never" as it seems? Like, if I click Ignore, do I still have a day or two to respond, or do the bad things just happen right away and the Council dude scolds you?
|
# ? Feb 8, 2016 21:40 |
|
FZeroRacer posted:XCOM 2 is a Good Game with the exception of the performance being kind of awful at times. What have you learned so far
|
# ? Feb 8, 2016 21:40 |
|
AnonSpore posted:I haven't read the thread since before release for fear of spoilers. Are there any things that XCOM1 did better or that could be seen as steps back from 1, or is 2 just A Good Game? tier 3 looks like butts. sleek, shiny butts.
|
# ? Feb 8, 2016 21:42 |
|
Harrow posted:2. Is there any sort of grace period on Dark Event guerrilla missions, or is it as "now or never" as it seems? Like, if I click Ignore, do I still have a day or two to respond, or do the bad things just happen right away and the Council dude scolds you? You have a few days, but they all disappear fast. The games gives you a super hard warning not to ignore.
|
# ? Feb 8, 2016 21:44 |
|
Tenzarin posted:You have a few days, but they all disappear fast. The games gives you a super hard warning not to ignore. So if I click Ignore in the big red warning that pops up immediately after I say I want to wait, I still have a couple days? Or is that the "last chance" warning?
|
# ? Feb 8, 2016 21:46 |
|
I keep getting this weird graphical bug. It comes and goes, but I'm hoping its not a sign of a dying/overheating video card. Anyone else get this?
|
# ? Feb 8, 2016 21:46 |
|
Harrow posted:2. Is there any sort of grace period on Dark Event guerrilla missions, or is it as "now or never" as it seems? Like, if I click Ignore, do I still have a day or two to respond, or do the bad things just happen right away and the Council dude scolds you? Yeah you have like a day, MAYBE 2. It's pretty tight, but if you have a soldier sitting at 1 day wounded, or a tech you really want for the battle, might be worth waiting. Just save before you do it (or if you're playing ironman... just don't). Harrow posted:So if I click Ignore in the big red warning that pops up immediately after I say I want to wait, I still have a couple days? Or is that the "last chance" warning? You have a day or two after that. The warning is immediate when you choose to start doing something else. To clarify, you can do something else for a day or two, but there is no further warning before the opportunity just goes away and you suffer the penalties. There is no other "We have to get to this or else!!", it just goes away. Crowetron posted:I keep getting this weird graphical bug. It comes and goes, but I'm hoping its not a sign of a dying/overheating video card. Anyone else get this? I was getting something similar, though not as drastic, along with shadow flickering and I turned shadows down to Directional Only or something and it went away. sighnoceros fucked around with this message at 21:52 on Feb 8, 2016 |
# ? Feb 8, 2016 21:47 |
|
Well I've researched magnetic weapons, then to my horror realized I have 50 supplies. To the black market! And supply drops! God I'm loving this so far, I just wish the geoscape was presented a little differently. e: Wait if you don't finish Making Contact does that time reset? It threw a mission my way while I was doing it.
|
# ? Feb 8, 2016 21:50 |
|
Harrow posted:Couple questions ahead of starting a new campaign: Avatar project points are either in the main site in the ocean which you can't attack directly or put on facilities. Dark event points are, near as i can tell, put on facilities. When you hit a facility you blow up all the points on that facility. While you technically can't attack the points on the main site every single storyline mission removes points from the main site and you get somewhere around 10 points of reduction over the course of all the game's plot missions/events, so technically there's a hard time limit on the game but it is incredibly long. e: You are realistically only going to lose to the Avatar Project if you are unable to expand to the facilities in the early-mid game because you keep getting wrecked too badly to get the resources to expand. atelier morgan fucked around with this message at 21:52 on Feb 8, 2016 |
# ? Feb 8, 2016 21:50 |
|
AnonSpore posted:I haven't read the thread since before release for fear of spoilers. Are there any things that XCOM1 did better or that could be seen as steps back from 1, or is 2 just A Good Game? 1 could run on a potato, I doubt 2 ever will with procedural maps even if they fix the graphical performance bugs. I suspect the proc maps are also why there are some bad LOS issues (as in, LOS through multiple solid walls), those could either get fixed or . A lot of the rage at the turn counter is also probably due in part to proc maps, since with an unlucky RNG you could end up with not much time to do stuff and get to the evac point.
|
# ? Feb 8, 2016 21:50 |
|
AnonSpore posted:I haven't read the thread since before release for fear of spoilers. Are there any things that XCOM1 did better or that could be seen as steps back from 1, or is 2 just A Good Game? The two are more similar than they are different, but so far I'm not really seeing much of a reason to go back to 1 now that I have 2. Its the same but better all around. The biggest slight I have against 2 is that its less like the classic DOS X-COM than 1 was, but its probably better for it. It is A Good Game and the only reason not to play it over 1 is if you can't afford it. But if you can't afford it just play 1 because its not really that different.
|
# ? Feb 8, 2016 21:51 |
|
Just found out a repeater can proc off a missed shot! Scrub c-team medic with tier 1 repeater thrown on his gun for kicks takes down a charging elite lancer. Put them on your low aim troops if you have a slot to spare.
|
# ? Feb 8, 2016 21:51 |
|
Captain Magic posted:I had a big fat temper tantrum about the 360 controller not being compatible, and had to settle for the steam one. It's all right. Do the context sensitive button labels show up on the screen? Like press b to cancel or does it just show the keyboard equivalent? I'm on the fence whether I'm going out and buy one or just slay orcs in mordor until official support comes out.
|
# ? Feb 8, 2016 21:52 |
|
ZenVulgarity posted:What have you learned so far It's kind of amazing going through all of their scripts and logic and seeing what they do and why.
|
# ? Feb 8, 2016 21:53 |
|
Crowetron posted:I keep getting this weird graphical bug. It comes and goes, but I'm hoping its not a sign of a dying/overheating video card. Anyone else get this? Are you forcing a fps cap on your video card or stressing it any way?
|
# ? Feb 8, 2016 21:54 |
|
Sylphosaurus posted:Agreed, Tygan is good and all but I kind of miss the matter of fact tone that Vahlen had when describing how she shoved a bunch of electrodes straight into a Sectoids cortex to see what would happen. I don't think the support cast is as good in this game, which is a shame. I don't like Shen 2 and Tygan's kinda dull with Bradford being a bit grumpy and having less dialogue than the other characters.But my biggest annoyance is that entering the geoscape stops most dialogue, os if you want to hear Tygan talking about burgers you can't go into the Geoscape.
|
# ? Feb 8, 2016 21:55 |
|
UberJew posted:Avatar project points are either in the main site in the ocean which you can't attack directly or put on facilities. Dark event points are, near as i can tell, put on facilities. When you hit a facility you blow up all the points on that facility. While you technically can't attack the points on the main site every single storyline mission removes points from the main site and you get somewhere around 10 points of reduction over the course of all the game's plot missions/events, so technically there's a hard time limit on the game but it is incredibly long. Try not to waste supplies on stupid poo poo like me buying the PCS upgrade when I only had 2 PCS and only ended up using one of them.
|
# ? Feb 8, 2016 21:56 |
|
FZeroRacer posted:I've learned that the SDK is big and kind of scary. A lot of game-specific SDKs have a more walled-off style of design where they create a nice little sandbox for you to make whatever sand castle you want but the XCOM 2 SDK gives you an entire house and tells you to do whatever you want with it, including bulldozing the whole thing down. This is some wild poo poo. Wonder what kind of cool new mission-types will emerge? I want to walk through an old neighborhood with 2 Rookies and distribute XCOM literature and pamphlets, til I knock on the wrong door and its an Advent sting staging ground or some poo poo.
|
# ? Feb 8, 2016 21:57 |
|
Perestroika posted:Plus of course there's the whole thing where after the interrogation was good and done, your formerly live captive would just so happen to transform into a corpse. The correct term is 'expired', in that oh so evil German accent.
|
# ? Feb 8, 2016 21:58 |
|
Harrow posted:Couple questions ahead of starting a new campaign: 1. In the extreme long run maybe not because the Avatar Project has its own counter in its central location that ticks up on its own. Facilities can be destroyed to remove what they add to the bar, and there are story missions that remove bars from the main Avatar Project, but once you've exhausted all of those and somehow have twelve bars on the central counter I don't know if there's anything left you can do. But to reach that point you've probably spent enough time to win the game several times over and are just running up the score to build up more people and toys you won't actually have the room to use in the final mission. 2. You have enough time to fly out to the Black Market and do some last minute shopping so you have the supplies to upgrade your gear in Engineering, but if you're playing on Iron Man I wouldn't push it too far. Even if you do have enough time to scan until your all-star gets out of the medbay you might scan a little too long and cause the mission to vanish.
|
# ? Feb 8, 2016 21:58 |
|
The skulljack stuff says you can sometimes get the locations of more alien facilities by skulljacking. Does completing those facilities remove avatar progress? I have not gotten any through that yet so I'm not even sure it's a real thing or if the tooltips are lying.
|
# ? Feb 8, 2016 22:00 |
|
FZeroRacer posted:I've learned that the SDK is big and kind of scary. A lot of game-specific SDKs have a more walled-off style of design where they create a nice little sandbox for you to make whatever sand castle you want but the XCOM 2 SDK gives you an entire house and tells you to do whatever you want with it, including bulldozing the whole thing down. It looks to me like they just copied the way Skyrim does it, which works. Its got the same steamworks integration, the same GUI launcher that lets you check off mods, and the same ability to just fully override anything in the base data. Could just be a coincedence, since those are just good ideas. But I wonder if they didn't copy Skyrim being probably the most successful steamworks game.
|
# ? Feb 8, 2016 22:00 |
|
khy posted:I have a question. I think you've got a bug. My colonel medic had 4 charges on the Gremlin after getting the extra medkit skill. Harrow posted:1. Can the Avatar Project be delayed indefinitely? Or is there some sort of "baseline" timer that isn't affected by facility or blacksite missions? There's a hard limit, but there's also a lot of wiggle room to delay. pips get added to facilities and the fortress in the ocean. Destroying facilities will remove pips based on how many that facility has produced. The fortress pips can only be removed by plot advancement. Also, looking at the ini files, it seems like there might be an acceleration effect. As the number of facilities increases, pips show up more quickly, threatening to snowball. So, if you want to keep up on things and delay as long as possible, take down facilities as they pop up. The blacksite story mission that pops up doesn't count as a facility in that it won't accumulate pips over time, but it might for the acceleration thing. Also, neat tidbit. Legend difficulty actually gives you a number of breaks on the doom clock compared to Commander, but that's because pretty much every other time mechanic in the strategy layer is doubled or tripled, so a legend run is basically a marathon run as well. Space Skeleton posted:The skulljack stuff says you can sometimes get the locations of more alien facilities by skulljacking. Does completing those facilities remove avatar progress? I have not gotten any through that yet so I'm not even sure it's a real thing or if the tooltips are lying. E: Nvm, see below VVVV bobtheconqueror fucked around with this message at 22:06 on Feb 8, 2016 |
# ? Feb 8, 2016 22:02 |
|
Space Skeleton posted:The skulljack stuff says you can sometimes get the locations of more alien facilities by skulljacking. Does completing those facilities remove avatar progress? I have not gotten any through that yet so I'm not even sure it's a real thing or if the tooltips are lying. What this does is it randomly picks an existing alien facility and lets you assault it even if you haven't established Resistance contact in the region. At least that's what it did for me.
|
# ? Feb 8, 2016 22:03 |
|
Space Skeleton posted:The skulljack stuff says you can sometimes get the locations of more alien facilities by skulljacking. Does completing those facilities remove avatar progress? I have not gotten any through that yet so I'm not even sure it's a real thing or if the tooltips are lying. They'll reveal a place to go and reduce the Avatar project bar yea. Usually they're about 40% though even with my super duper high skill character.
|
# ? Feb 8, 2016 22:04 |
|
I have questions about the weapon-disabling ability that these irritating-as-piss teleporting, cloning, glowing guys have. First off, does it also disable the skulljack, or is something else doing that? Second, if I leave the fucker alive (for now) will there still be an explosion the next turn, or does the explosion only happen after they're dead? Anyone know?
|
# ? Feb 8, 2016 22:07 |
|
So I found this bit of info fairly hilarious: https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/ It works.
|
# ? Feb 8, 2016 22:07 |
|
Pipski posted:I have questions about the weapon-disabling ability that these irritating-as-piss teleporting, cloning, glowing guys have. First off, does it also disable the skulljack, or is something else doing that? Second, if I leave the fucker alive (for now) will there still be an explosion the next turn, or does the explosion only happen after they're dead? Anyone know? It's a delayed explosion that happens the next alien turn, regardless of the Codex being alive or not. The weapon disabling effect just forces you to reload your primary weapon, so it doesn't stop any secondary abilities. Still, leave the area so you don't get blown up.
|
# ? Feb 8, 2016 22:08 |
|
Anyone know which file I'd have to fiddle with to increase the amount of rookies you start with on the Avenger?
|
# ? Feb 8, 2016 22:08 |
|
bobtheconqueror posted:It's a delayed explosion that happens the next alien turn, regardless of the Codex being alive or not. The weapon disabling effect just forces you to reload your primary weapon, so it doesn't stop any secondary abilities. Still, leave the area so you don't get blown up. Thanks. Back to the drawing board...
|
# ? Feb 8, 2016 22:09 |
|
Played the poo poo out of the game over the weekend. Beat it on Commander, now to try legendary. All in all I am loving all the new changes. Good riddance to the overwatch conga-line, it wasn't fun to begin with. One fun thing I learned on the final mission: Avatars are not immune to snake-tits. When bound, Avatars cannot teleport away after being hit.
|
# ? Feb 8, 2016 22:13 |
|
AttackBacon posted:So I found this bit of info fairly hilarious: https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/ What in the gently caress
|
# ? Feb 8, 2016 22:13 |
|
Is there a mod that makes it so that when extracting a unit with a grapple hook, rather than waiting for the rope to come down the guy just fires the hook and lifts himself up that way? Considering the little animation that occurs when you first equip a unit with the spider suit, I was kind of hoping they'd do it that way, but they extract normally. I just think it'd be hilarious to have them extract like that.
|
# ? Feb 8, 2016 22:13 |
|
I don't like hacking. So, I'm using the 100% hack chance mod until a more elaborate reworking of the system is available.
|
# ? Feb 8, 2016 22:14 |
|
Can anyone give me a NON-SPOILERY answer as to whether or not Vahlen shows up again somehow?
|
# ? Feb 8, 2016 22:15 |
|
|
# ? May 27, 2024 02:02 |
|
Fix your game Jake I also tweeted that clip to him. Let's see if he responds.
|
# ? Feb 8, 2016 22:15 |