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LOL I just repeater'd the first two rulers before they ever got a turn in back to back missions.
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# ? Jan 5, 2017 20:55 |
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# ? Jun 10, 2024 09:52 |
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I took the plunge during the Christmas sale and got the base game. All I've done so far is the tutorial mission where I kept saying "No, don't make me do that! It's dumb!" So I guess some of my old Xcom 1 instincts are still valid.
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# ? Jan 5, 2017 21:13 |
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Bradford in the dlc mission should be AI controlled and make extremely stupid moves.
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# ? Jan 5, 2017 21:17 |
Ultimately, I liked most of the changes in Long War except for the actual length of the war. The game went on forever and I never did finish a Long War, while I beat EU a bunch of times vanilla. Indeed, looking at it I see that I managed to put in 554 hours into XCom 1 (compared to 82 hours in XCom 2), and still never beat a Long War. I seem to recall that someone here (IronRose maybe?) had a Medium War mod to Long War that kept most of the changes but reduced the mind numbing length of the whole affair. Odds are, Long War 2 will be similar. Some decent gameplay additions but too drat long. Hopefully it won't be too long for someone else to fix the game length.
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# ? Jan 5, 2017 21:29 |
I think they eventually incorporated the Medium War mod into LW (as an option).
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# ? Jan 5, 2017 21:31 |
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Long War had a lot of dumb poo poo but was still 10 times better than the base game so hopefully the same goes for this one
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# ? Jan 5, 2017 21:42 |
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Plus there's no potential for them to introduce (or gently caress with) an airgame, so the focus of the mod should be narrower. The best thing about Long War 2 will be finally having a unified mod that balances difficulty around the player having 8 soldiers and new perks with new aliens etc. Right now it's anyone's guess what combination of the thousands of mods will lead to a fun and balanced campaign.
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# ? Jan 5, 2017 22:05 |
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jneer posted:Plus there's no potential for them to introduce (or gently caress with) an airgame, so the focus of the mod should be narrower. And the leader pack's balancing re: time required to get the perks. And the SMG pack's balancing re: costs as well... A narrow focus just means they'll include something dumb that fits within that narrow focus (and it's a big enough mod that it's going incorporate a highlander, so the focus ain't that narrow anyway). I mean I'm sure I'll end up installing it and using it for hundreds of hours with the rest of my modlist, I'm just fully expecting there to be something that almost everybody mods out as we pretend the base product is a-ok as it is.
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# ? Jan 5, 2017 22:36 |
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Does this mean they'll finally implement PC controller support in their UIs now that they're building an entirely new mod? If so then I can live with trying out whatever they come up with this time around, but otherwise honestly the base game with my clusterfuck of mods ( ABA ) is scratching the itch just fine, Firaxis took most of the lessons from Long War 1 that I wanted them to and made them vanilla.
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# ? Jan 5, 2017 22:44 |
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Any individual gameplay mod can be said to be unbalanced though, that's the problem right now. Do I install Grimy's Loot Mod with ABA to balance it? Do I nerf grenadier damage and up squad size to 7? It's a crapshoot and I don't have the time to start a new game every time one of my campaigns becomes obviously lopsided. That any modder is going for an overhaul is a step in the right direction, in my opinion.
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# ? Jan 5, 2017 22:50 |
I'm looking forward to LW2, but I just know they're going to do something dumb like double all gains to the Avatar countdown meter.
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# ? Jan 5, 2017 22:56 |
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Wow, apparently XCOM 2 was one of the best selling games on Steam this year. Yeahhh boy!
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# ? Jan 5, 2017 23:20 |
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Doctor Reynolds posted:Wow, apparently XCOM 2 was one of the best selling games on Steam this year. Yeahhh boy! EXPANSION WHEN JAKE!!
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# ? Jan 6, 2017 00:12 |
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Dallan Invictus posted:Does this mean they'll finally implement PC controller support in their UIs now that they're building an entirely new mod? My understanding that this is still a "no". jneer posted:Any individual gameplay mod can be said to be unbalanced though, that's the problem right now. Do I install Grimy's Loot Mod with ABA to balance it? Do I nerf grenadier damage and up squad size to 7? It's a crapshoot and I don't have the time to start a new game every time one of my campaigns becomes obviously lopsided. Like tbh I'm quite willing to bet most people only beat Long War after modifying it to their tastes, and Long War's customization options were only relatively limited due to it having to work in such a restrictive modding environment. In all likelihood, Long War 2 will be modular enough that you'll end up asking variants of these questions the second you realize you can turn a major balancing thing you don't like off. Exposure fucked around with this message at 00:32 on Jan 6, 2017 |
# ? Jan 6, 2017 00:24 |
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Long War was good because it was more soldiers all the time. More soldiers on missions, more soldiers used, more soldiers dead. Actually selecting a team instead of punching in the same 6 dudes made all the shortcomings worthwhile. Xcom2 has the same problem. Also giving soldiers medals (was that base/) was sweet. Give me a reason to actually click on the barracks. Uncle Jam fucked around with this message at 00:52 on Jan 6, 2017 |
# ? Jan 6, 2017 00:49 |
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Medals was added in EW, it wasn't a part of Long War.
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# ? Jan 6, 2017 00:55 |
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Kwyndig posted:Medals was added in EW, it wasn't a part of Long War. Yeah hence was that base?
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# ? Jan 6, 2017 01:08 |
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I just hope it will be more modular, but with the way certain things interconnect it might not be possible. Honestly, I just want them to touch on the strategy part since no current mods really change that.
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# ? Jan 6, 2017 01:40 |
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I'm currently working on it, finally got my life in order that I'm gonna be putting 7hrs a week minimum on modding. I've set up a geoscape with fixed cities and roads, resistance havens, which you can just go to and start some poo poo any time you like. The objective is to discern the location of key strategic locations through intelligence (blacksites, forges, ATT bases, Avatar Facilites) while trying to not die (gather supplies, recruit, etc). Hopefully the end result is far more control over strategy, and the missions being a logical endpoint of that strategy, rather than just dates & challenges on a calendar.
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# ? Jan 6, 2017 02:13 |
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that sounds really neat and i'm interested is there a mod that fixes the make weapons/armor/utility items available buttons because they keep refusing to unequip soldiers not assigned to mission and pulling stuff off the ones who are
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# ? Jan 6, 2017 04:15 |
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It always boggles my mind that people complain about Long War, when the difficulty selection page literally tells them to play the easy mode in bright yellow text, and it has check boxes to make it shorter, to make the air game easier, and the tactical game easier.
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# ? Jan 6, 2017 07:14 |
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Just a shot in the dark here but maybe Long War still has problems beyond the details those options exist to address.
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# ? Jan 6, 2017 07:59 |
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gee howdy it's like i'm right back in the EW thread
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# ? Jan 6, 2017 08:26 |
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Dick Trauma posted:I took the plunge during the Christmas sale and got the base game. All I've done so far is the tutorial mission where I kept saying "No, don't make me do that! It's dumb!" The tutorial has two missions. The first one where you are forced to make dumb loving moves to display WHY they are dumb loving moves. And the second one which is actually surprisingly brutal for a tutorial mission to recover a power core for the Avenger so it can actually fly. Play them then restart the game and do it without the Tutorial so you blow up a monument instead.
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# ? Jan 6, 2017 09:21 |
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I played through that second one and a few more after. Still a little lost in terms of choosing among scanning sites, choosing research and building of the base. I think I'll stick with this run for now and restart after I've figured these things out (ie made a bunch of mistakes) I was pleased that the recruit that looks like Sarah Conner from T2 is even called Sarah and was assigned the grenadier class.
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# ? Jan 6, 2017 13:41 |
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I played a play-by-email Long War campaign back in the day, trading a save file back and forth (trading every one or two missions) with an old friend. It was a blast, helping relieve the mind-numbing tedium of an admittedly too-long campaign while still maintaining the overall intended pacing. It also developed kind of a weird meta narrative, since giving the save file to a friend meant your soldiers and scientists were still off doing poo poo even when you weren't directly watching, and you could come back to the game to find an old favorite dead, or promoted with an awesome accompanying story from your friend about some crazy poo poo they pulled. I always tended to get our assaults killed because I used them super aggressively, which ticked my friend off, and my friend always had me bitching at him for spending all of our resources on armor when I would prefer the next generation of weapons. I dunno, that pacing just seemed to work really well, and the uncertainty of what would happen on your friend's turn kept things fresh and exciting.
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# ? Jan 6, 2017 14:18 |
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jng2058 posted:Ultimately, I liked most of the changes in Long War except for the actual length of the war. The game went on forever and I never did finish a Long War, while I beat EU a bunch of times vanilla. Indeed, looking at it I see that I managed to put in 554 hours into XCom 1 (compared to 82 hours in XCom 2), and still never beat a Long War. I seem to recall that someone here (IronRose maybe?) had a Medium War mod to Long War that kept most of the changes but reduced the mind numbing length of the whole affair. Agreed, LW had some great additions to EW but jesus christ, the length of it and the clown car missions ground me down too much to ever beat it, even with ini tweaks. Those default Interceptor repair times, too
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# ? Jan 6, 2017 14:35 |
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Exposure posted:Counterpoint: Commissar perk. Anybody who hates Commissar is Bad and Wrong and does not understand the true meaning of XCOM.
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# ? Jan 6, 2017 16:07 |
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quiggy posted:Anybody who hates Commissar is Bad and Wrong and does not understand the true meaning of XCOM. The "We Have Reserves" style of combat doesn't really work so well when you DON'T have reserves, though.
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# ? Jan 6, 2017 16:08 |
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Tollymain posted:is there a mod that fixes the make weapons/armor/utility items available buttons because they keep refusing to unequip soldiers not assigned to mission and pulling stuff off the ones who are
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# ? Jan 6, 2017 16:38 |
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Backhand posted:The "We Have Reserves" style of combat doesn't really work so well when you DON'T have reserves, though. Commissar is a joke perk, you shouldn't ever find yourself in a situation where you need it. It doesn't harm the game in any way by being in but it does lead to very rare interesting scenarios when you actually feel compelled to use it. I wouldn't trade it for the world
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# ? Jan 6, 2017 20:07 |
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What are some suggested workshop mods to use? So far I grabbed the sword fix and a bunch of cosmic mods. I grabbed the mod to give four extra turns as well.
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# ? Jan 6, 2017 21:31 |
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What's up with the sword fix? I only started playing a week ago but so far swords seem like the best poo poo without mods.
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# ? Jan 6, 2017 21:41 |
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Rirse posted:What are some suggested workshop mods to use? So far I grabbed the sword fix and a bunch of cosmic mods. I grabbed the mod to give four extra turns as well. Did you get the DLC? There are a few things like Metal over Flesh that add some stuff to make SPARKs better if you did. I'd also grab a mod to let you put weapon mods on SPARK guns. Other than that I really wouldn't do much. XCOM 2 is really good at base and doesn't have a lot of 'must have' mods. Id also really recommend sticking away from overhauls like the Long War perk pack, A Better Advent, True Concealment etc at the start. rally posted:What's up with the sword fix? I only started playing a week ago but so far swords seem like the best poo poo without mods. If its accurate swords it adds +15 to hit for them which was more necessary before the recent patch that buffed Blademaster to also give +10 to hit.
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# ? Jan 6, 2017 21:41 |
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Rirse posted:What are some suggested workshop mods to use? So far I grabbed the sword fix and a bunch of cosmic mods. I grabbed the mod to give four extra turns as well. For a more or less baseline, but better, experience I'd go with Numeric Health Display (goon made!), retroactive AWC and Gotcha (flank and everything else preview). After those there's lots of stuff of course, but I'd be happy to play with those and nothing else.
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# ? Jan 6, 2017 21:42 |
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rally posted:What's up with the sword fix? I only started playing a week ago but so far swords seem like the best poo poo without mods. Swords are decent choices thanks for the sword patch a ways back, but they're still pretty lackluster. You need to be right next to your target to hit them, which usually means being out of cover, and they don't get bonus crit chance from flanking like shotguns do - and with such reliably high crit modifiers, shotguns can do some pretty crazy damage. Don't get me wrong, swords definitely have their place. But I wouldn't call them better than shotguns.
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# ? Jan 6, 2017 21:59 |
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Whaa? XCOM 2 for $12 as part of the Humble Bundle monthly subscription. (which I take you can immediately unsubscribe from). https://www.humblebundle.com/monthly
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# ? Jan 6, 2017 22:00 |
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gently caress aliens setting themselves on fire and self-activating the whole pod. Had a roaming gatekeeper roll in and nuke half my guys just now.Uncle Jam posted:Timers are pretty much a non-issue once you get GTS up, then there are a ton of things that help you as you skill up and get armors and things. I had an unwinnable defend the relay mission. On turn 1 an andromedon started hitting the relay for 10-11 dmg a turn. After dealing with 2 pods standing in my way and a reinforcement drop behind me, I just managed to stop the andromedon but couldn't finish the codexes he was with in time. Oh and there was 5th pod with a sectopod, elite shieldbearer, and stun lancer in the street that activated as soon as I got close. I wasn't even disappointed by the outcome when I clearly had no chance. Backhand posted:Swords are decent choices thanks for the sword patch a ways back, but they're still pretty lackluster. You need to be right next to your target to hit them, which usually means being out of cover, and they don't get bonus crit chance from flanking like shotguns do - and with such reliably high crit modifiers, shotguns can do some pretty crazy damage.
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# ? Jan 6, 2017 22:38 |
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thanks for the tip, i'll check both of those out. less important query: is there yet a mod that adds random avenger events like "commander, a soldier's been sneaking into the proving grounds and tinkering, what should we do" "commander, one of the scientists just commandeered the shadow chamber and refuses to eat or sleep" "commander, there appears to be a hosed-up warrior cult starting up in the barracks" if not how hard would it be to do
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# ? Jan 6, 2017 22:47 |
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# ? Jun 10, 2024 09:52 |
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Evac All and Overwatch All/Others are nice quality of life mods. I really like More Nations Mod which makes XCOM a true global organization.
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# ? Jan 6, 2017 23:30 |