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Modded map packs lead to some weird missions. I was doing the mission to save the VIP in a lost city, where they have the gun emplacement that runs out of bullets in a few turns. But my custom maps jumped in and decided instead of a lost city, this should take place on a wild map I've never seen before, which was a long UFO (really like 4 stuck together with connecting corridors) in flight through the clouds. Neat looking map, but you try going four UFOs in length in four turns to save the VIP. I just barely had my fastest soldier make it at a flat out sprint (lucky I got that move speed PCS). On the plus side, I think the cramped conditions made it harder for the game to find spots to spawn lost hordes, so it didn't get quite as inundated with zombies as the usual map does. Fuzz posted:Okay, where's my version for Chimera Squad? Bring on the true pectoids
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# ? Oct 4, 2020 23:23 |
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# ? May 11, 2024 14:32 |
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I can't figure out the way that wounds work. The guy that was gravely wounded is out for 5 days, the lightly wounded is 7, and the regular is 12? Sometimes it just doesn't make any sense. I do have a staffed infirmary, but unless it has a chance to reduce wound duration it is still really weird.
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# ? Oct 13, 2020 19:08 |
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Wound duration variance is pretty big iirc.
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# ? Oct 13, 2020 19:15 |
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The one dude is gravely wounded because some of his flat top got toasted and he has to grow it back out before he can go back on the field
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# ? Oct 13, 2020 20:16 |
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Honestly, the wound system seems completely random at times. It's why there are several mods to attempt to reign it in and make some goddamn sense out of it.
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# ? Oct 13, 2020 20:24 |
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Don't get shot and you never have to worry about wounds. Or make sure the aliens finish the job so they don't need to come home. Checkmate, XCOM.
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# ? Oct 13, 2020 20:27 |
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I've just learned to ignore the wound system. Even playing on legendary, you'll usually have enough time between missions for a staffed infirmary to patch up most of your people. Not always, especially if you're trying to do facilities or story missions or chosen base assaults that fall outside the normal mission rotation, but that's why you level at least two of each soldier type so you can swap them as needed. I've been finishing off another campaign on legendary, and I'm remembering why I didn't really like it last time I did one. The AI just cheats a bit too much. If you pull one pod, 90% of the time two more will just so happen to randomly wander into your fight next turn. It's something you can play around with a reaper spotting everything and by pulling back each turn, or abusing LoS, but that feels a bit too cheesy. I don't exactly like the way the lower difficulties will intentionally keep pods just out of range so they don't see you until you finish the current pod, but I think having them come running from across the map to join the battle is probably even more annoyingly video-gamey.
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# ? Oct 13, 2020 21:13 |
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XCOM EU/EW had the wounds system better, where if you took less damage then your armor grants you, no wounds on the soldier. So your power armor can actually absorb damage instead of making you live forever while full of holes. WotC already has the fatigue system to keep you rotating, no sense in two separate mechanics to regularly sideline your guys.
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# ? Oct 13, 2020 21:45 |
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The thing I don't like about EW is Exalt. They're just a weird, self contained distraction from the story. Easy too. I wish those resources had gone into making some more aliens and alien mission types.
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# ? Oct 13, 2020 22:46 |
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story? what?
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# ? Oct 13, 2020 23:11 |
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Exalt were awesome bad guys It is 100% believable that in the middle of an alien apocalypse, some dumbshit cabal of rich transhumanist assholes would start throwing mercenaries at (and stealing technology from) the one organization trying to keep poo poo from going sideways. Also their guns look more like actual guns than XCom's goofy tinker toys Angry Diplomat fucked around with this message at 07:03 on Oct 14, 2020 |
# ? Oct 14, 2020 06:58 |
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Fondly remembering when I thought it was unrealistic that people would actively work against the people trying to protect the world from a global crisis
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# ? Oct 14, 2020 08:09 |
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BobTheJanitor posted:
If you're looking for a mod-based solution, Yellow Alert (both gameplay and spawning) does away with the line of play in favour of the jobs and 'yellow alert' system built for Long War 2 and based on sound. Having played with it for a while, it certainly feels less gamey, although I suppose that's up to your personal feelings.
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# ? Oct 14, 2020 08:13 |
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Is there a mod for XCOM 2 to let you interact with chests and such after dashing like in Chimera Squad? I literally had a mission-objective crate blow up with 2 guys standing on the squares next to it.
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# ? Oct 14, 2020 08:31 |
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Angry Diplomat posted:Exalt were awesome bad guys I know that EW didn't really happen, but man was I hoping for some kind of loredump about EXALT in WotC or, failing that, Chimera Squad. Like maybe they were the original generation of troopers, or maybe they got totally betrayed and turned into slush, or something.
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# ? Oct 14, 2020 09:50 |
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I gotta get back to Chimera Squad. As a relative X-Com noob I played through on normal and used the best characters (Blueblood, the medic, snek, etc) and tried to play through with the other characters and maaaan it is just a lot less fun. Kinda wish there was a little more variety. And gently caress those highway missions holy poo poo.
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# ? Oct 14, 2020 10:06 |
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Rochallor posted:I know that EW didn't really happen, but man was I hoping for some kind of loredump about EXALT in WotC or, failing that, Chimera Squad. Like maybe they were the original generation of troopers, or maybe they got totally betrayed and turned into slush, or something. I think the generally agreed upon implication is that Exalt more or less still exists/existed, just instead of fully militarizing into a big anti-XCOM force they were the collaborators who greeted their new alien overlords with open arms and kick-started Advent.
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# ? Oct 14, 2020 15:23 |
They’re literally xcom. X-Alt. It’s been a while but I don’t think they show up until after the base invasion and the commander is doing a simulation.
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# ? Oct 14, 2020 15:27 |
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John Murdoch posted:I think the generally agreed upon implication is that Exalt more or less still exists/existed, just instead of fully militarizing into a big anti-XCOM force they were the collaborators who greeted their new alien overlords with open arms and kick-started Advent. The generally agreed on implication is that they're a mixup in the simulation the aliens threw in after a while to get that valuable combat data from the Commander on how to deal with rogue terrorist forces using XCOM tactics. Same reason Shen gave the commander access to MECs and Vahlen to Gene Mods, so they could have the commander experiment with what worked and what didn't. Its notable in XCOM 2 you literally have all the same mission types Exalt did but from the other side and that ADVENT gets all the fun MECs and Gene Mods you got in EW across their units.
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# ? Oct 14, 2020 15:34 |
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EXALT in x-com files are a really easy cult to fight right p to the point where the assholes with grenade launchers show up and ruin your day. The Red Dawn/Dagon idiots with dynamite are a problem but their range is quite low.
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# ? Oct 14, 2020 15:38 |
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Zore posted:The generally agreed on implication is that they're a mixup in the simulation the aliens threw in after a while to get that valuable combat data from the Commander on how to deal with rogue terrorist forces using XCOM tactics. I mean, I think that's also true as well. It's entirely possible I have my wires crossed, but ultimately I think the story (for as messy and fractured and largely slapdash as it is) is more interesting if Exalt isn't just a total fiction created for the commander's combat simulations. And given the hints we get of how the alien takeover worked, they slot pretty cleanly into that, so
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# ? Oct 14, 2020 15:48 |
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John Murdoch posted:I mean, I think that's also true as well. The existence of the striped bandana suggest that exalt existed at least idealogically, and it's not hard to slot it in, like you said. besides most of them would have disappeared into the general public by XCOM2, since they basically won.
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# ? Oct 14, 2020 15:57 |
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Torchlighter posted:The existence of the striped bandana suggest that exalt existed at least idealogically, and it's not hard to slot it in, like you said. besides most of them would have disappeared into the general public by XCOM2, since they basically won. The easy comparison would be Dr. Breen from HL2. Not hard to believe a bunch of Exalt types got to become overseers of population centers or got a cushy seat on the Council (if they weren't already on it to begin with ) in exchange for handing over humanity to the aliens.
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# ? Oct 14, 2020 16:17 |
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Torchlighter posted:If you're looking for a mod-based solution, Yellow Alert (both gameplay and spawning) does away with the line of play in favour of the jobs and 'yellow alert' system built for Long War 2 and based on sound. Having played with it for a while, it certainly feels less gamey, although I suppose that's up to your personal feelings. I've heard of this but never really looked into it. I always got the impression that it kind of did the same thing as far as having every pod on the map charge at you as soon as you go loud. Is that not right?
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# ? Oct 14, 2020 18:19 |
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BobTheJanitor posted:I've heard of this but never really looked into it. I always got the impression that it kind of did the same thing as far as having every pod on the map charge at you as soon as you go loud. Is that not right? So if a pod hears gunfire/breaking windows or sees a body they go on 'Yellow Alert' which means there is a chance when revealed that they take an action instead of scurrying to cover. Additionally they try to path towards the noise. Pods that haven't heard noise or seen a body are on green alert and act as they do in Vanilla but without a Line of Play (so they have set patrol paths and won't update based on where your dudes are). Its a lot like the itchy trigger tentacle Second Wave option from EU Zore fucked around with this message at 18:25 on Oct 14, 2020 |
# ? Oct 14, 2020 18:23 |
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Zigmidge posted:story? what? Ok... uh... theme? Rochallor posted:I know that EW didn't really happen It did though. Sorta. Jake Solomon was explicit in a few interviews that when you won a game of XCOM EW then XCOM 2 never happens. They're parallel universes. https://www.usgamer.net/articles/interview-the-death-of-interceptors-iron-man-mode-and-xcom-2s-next-step quote:To me it feels like every time you start a new game of XCOM, you’re kind of spinning off an alternate universe – and so, in the worlds where you beat XCOM, there just never was an XCOM 2, you know? So Exalt _did_ or _would_ happen. They're not just something the aliens throw at the commander in the sim.
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# ? Oct 14, 2020 20:03 |
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Exalt is a very clever name and I hope whoever came up with it is proud of themselves.
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# ? Oct 14, 2020 20:10 |
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My dream XCom game is a modern reimagining of XCom: Apocalypse with all the worldbuilding and poo poo from the newer games, plus a proper implementation of Apocalypse's (kinda incomplete) faction system. I want to recruit a hybrid gangster and a glitchy sapient MEC and then have to keep a careful eye on both of them when the Sentient Engine Liberation Front ends up having a gunfight with the hybrid's gang. I want to get cut off from my usual weapons supplier when Exalt buys them out, and be forced to purchase illegal firearms and explosives through my hilariously paranoid Reaper contacts instead. I want to be put on trial for war crimes when one of my rookies panics, sprays gunfire into an elerium refueling station, and causes an explosion that knocks down the Templar-operated hospital next door
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# ? Oct 14, 2020 21:38 |
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Angry Diplomat posted:My dream XCom game is a modern reimagining of XCom: Apocalypse with all the worldbuilding and poo poo from the newer games, plus a proper implementation of Apocalypse's (kinda incomplete) faction system. I want to recruit a hybrid gangster and a glitchy sapient MEC and then have to keep a careful eye on both of them when the Sentient Engine Liberation Front ends up having a gunfight with the hybrid's gang. I want to get cut off from my usual weapons supplier when Exalt buys them out, and be forced to purchase illegal firearms and explosives through my hilariously paranoid Reaper contacts instead. I want to be put on trial for war crimes when one of my rookies panics, sprays gunfire into an elerium refueling station, and causes an explosion that knocks down the Templar-operated hospital next door Honestly I'd settle just for getting the awesome terrain destruction from Apocalypse back. It's great how there were so many buildings supported by a few flimsy columns and the whole thing would come crashing down when you blew them up.
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# ? Oct 14, 2020 22:13 |
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Funny how the achievement name "Apotheosis Denied" is the closest we got to figuring out their deal for a while.
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# ? Oct 14, 2020 22:35 |
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The Cheshire Cat posted:Honestly I'd settle just for getting the awesome terrain destruction from Apocalypse back. It's great how there were so many buildings supported by a few flimsy columns and the whole thing would come crashing down when you blew them up. *aliens detected in building* 30 seconds later: *building no longer detected* MISSION: SUCCESS 😎
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# ? Oct 14, 2020 23:09 |
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Danaru posted:Fondly remembering when I thought it was unrealistic that people would actively work against the people trying to protect the world from a global crisis I do not need to wear a mask, The Elders keep me immune.
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# ? Oct 14, 2020 23:16 |
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Fintilgin posted:It did though. Sorta. Jake Solomon was explicit in a few interviews that when you won a game of XCOM EW then XCOM 2 never happens. They're parallel universes. People seem to have a lot of trouble holding multiple canon timelines in their head, it's weird.
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# ? Oct 14, 2020 23:18 |
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My head canon is that Exalt is a weird alien-cult/remnant founded by the people who survived the Outsider incident in the 60's. It sort of works.
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# ? Oct 15, 2020 13:55 |
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Fuzz posted:Okay, where's my version for Chimera Squad? SNAKE 👏 ABS 👏 SNAKE 👏 ABS 👏
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# ? Oct 15, 2020 14:11 |
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aegof posted:People seem to have a lot of trouble holding multiple canon timelines in their head, it's weird.
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# ? Oct 15, 2020 15:47 |
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XCOM failed to stop the aliens, then 20 years later XCOM 2 takes place, where the Commander discovers his innate psionic SHIFT ability and by using the Avatar Project against the aliens, SHIFTs into the past just as Alien War 1 starts and uses knowledge from the future, such as MECs and psionics, to stop the aliens and destroy their temple ship. His motives were... complex.
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# ? Oct 15, 2020 23:36 |
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Lemony posted:Someone had mentioned a good cosmetic replacement mod for the XCOM 2 energy weapons that made them look more like magdriver type guns. I can't seem to find the post though. Anyone have any good suggestions? Coilguns! It uses the Long War 2 models so SPARKs, Reapers and Templars are stuck with normal plasma, but the Skirmisher bullpups use the coil SMG model.
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# ? Oct 16, 2020 00:04 |
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Xarbala posted:SNAKE 👏 ABS 👏 SNAKE 👏 ABS 👏
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# ? Oct 16, 2020 08:01 |
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# ? May 11, 2024 14:32 |
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Just finished XCOM 2 vanilla, then Chimera, then found a flash sale on Humble for War of the Chosen so it's right back into X2. Enjoying the poo poo out of them but I kinda expected a bit more out of the X2 basebuilding and research tree. I miss the X1 importance of taking risks to stun at least one of each alien, pokemon style.
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# ? Oct 17, 2020 08:41 |