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Torchlighter
Jan 15, 2012

I Got Kids. I need this.

Endymion FRS MK1 posted:

I want to get back into XCOM 2, and I decided add some mods. Well the game crashed on startup. So I disable some mods trying to root out the problematic one, and I get down my whole list until nothing is selected... And it still crashes. But when I click "disable mods", it launched fine. I'm confused, I have to be doing something obvious wrong. I'm launching WoTC with WoTC mods

First, You should probably be using the Alternative Mod Launcher for XCOM 2, which generally will flag conflicts that your mods may have. There's a discrod for XCOM 2 modding/here's a link.

Second, You may want to reset your config, which is a process involving going into your documents folder, finding the XCOM2 war of the chosen folder and deleting the config files in the config folder. (NB: DO NOT DO THIS WITH THE BASE GAME FILES, the game needs those)

Failing that, there's an XCOM 2 modding discord that will want to know what mods you're trying to run and has a troublshooting channel. They'll want a list, which the Alternative Mod Launcher can spit out for you automatically. But yes, knowing what mods you have is key to figuring out why it's CtD.

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Ugly In The Morning
Jul 1, 2010
Pillbug
They announced XCom 2 for Switch. With how the load times are on platter drives, and how the switch’s SD cards loading slower than those, that just sounds frustrating.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Good thing is you can just put your switch down and enjoy the bus ride, right?

Endymion FRS MK1
Oct 29, 2011

I don't know what this thing is, and I don't care. I'm just tired of seeing your stupid newbie av from 2011.

Torchlighter posted:

First, You should probably be using the Alternative Mod Launcher for XCOM 2, which generally will flag conflicts that your mods may have. There's a discrod for XCOM 2 modding/here's a link.

Second, You may want to reset your config, which is a process involving going into your documents folder, finding the XCOM2 war of the chosen folder and deleting the config files in the config folder. (NB: DO NOT DO THIS WITH THE BASE GAME FILES, the game needs those)

Failing that, there's an XCOM 2 modding discord that will want to know what mods you're trying to run and has a troublshooting channel. They'll want a list, which the Alternative Mod Launcher can spit out for you automatically. But yes, knowing what mods you have is key to figuring out why it's CtD.

I'll try the alternative mod launcher when I'm off, thanks!

Mike N Eich
Jan 27, 2007

This might just be the year
God, I usually play very conservatively but every once in a while I'll be like "ok, we got one enemy left and a Ranger that can dash and sword them, lets do it" and literally every single time it triggers another pod that I'm ill positioned and prepared for!

Damnit Xcom 2! You give us so many goodies for getting up there and mixing it up in close quarters, and you punish me so!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

That's the biggest lesson for X-COM 2 for success - don't trigger a second pod! If you avoid that complete wipes or evacs become much more rare.

So many new people trying out the game so I thought I'd share some very quick best practices for the mission tactical layer.

One key thing to remember is, on most missions, you are juggling 2.5 resources: the mission timer, squad action points, and to a lesser extent squad limited use abilities / equipment. If you are doing things right squad health should never become a necessary resource.

These 2.5 resources are best optimized with two general tactics you should use that inform each individual decision:

1) Identify where aliens are and engage them to your advantage
2) Once engaged, focus on guaranteed or if necessary high-percentage damage


Let's talk about 1 first - how to position yourself well

First use the concealment period to advance aggressively towards the objective. Using a blue move to scout, followed by a yellow move to a piece of cover, will very rarely if ever result in a pod activating if you are in concealment. Dashing immediately can sometimes do so. Avoid being outside of cover as, even if a patrol moves so you're inside the "red zone" where they can detect you, you won't be revealed immediately if you are in cover relative to them. This allows you to get the first hit in, which is critical. Moving quickly towards the objective with dashes to start maximizes the time you have left to engage and get the objective.

Once you are out of concealment advance more carefully, but steadily. The second or third pod is harder as you no longer have a first strike. Moving more slowly will ensure you don't trigger two at once. This is where scouting abilities become crucial. A reaper, a ranger with Phantom (to stay concealed) or Conceal (to re-conceal), a support with Scanning Protocol, or even the very early-game Battle Scanner, are all amazing tools. Because the first-strike advantage is so real it is often better to have one soldier who ONLY identifies aliens and never shoots, rather than have a full squad of soldiers who do damage but no scout. This is counter-intuitive but if you can scout outside of concealment, nail a sniper shot on an exposed enemy, then move in on YOUR terms with the full range of squad actions left, you get a huge advantage.

As you advance use the terrain. Cover is great and you generally don't want to be without it, but also consider line-of-sight blocks and elevation. Elevation gives a MASSIVE % to hit bonus when taking shots, and should be taken at every opportunity by every class, but particularly snipers. Use your scout to find a pod - are they behind a building? If so it may be possible to use the building to move such that you can get closer even though the rest of your squad is non-concealed. Closer means closer to the objective and more chances of success! If your concealed scout can see the entire pod your cursor should alert you if a move is safe or if it will activate the pod. Use this to position close. You can also use elevation to block line of sight as well!

Create engagement zones between where you've been and where the aliens are. You don't want to run into the next pod. Bringing an alien closer to you, and scouting ahead, will allow your more aggressive options (Templar / Rangers, flanking, etc.) to move in without pulling in a new pod. If you can't be sure an aggressive move won't pull in a new pod don't do it!

The important thing is to make sure you don't engage two pods at once. Most other bad situations will just result in wounds, this results in death.

Now let's talk about what happens after you've engaged, now you need to maximize every action point and ability your squad has.

In Combat

To start - avoid being conservative with your limited items. Grenades, one-per-mission skills, timed abilities, all should be used relatively liberally. You don't get bonus points if you still have grenades at the end of the map.

Focus on guaranteed damage. This is the big one. X-COM 2 is a game of managing uncertainty. You want to see nice big 100% numbers, not 87%, and definitely not 45%. Turning the mission from a game of chance into a logic puzzle of guaranteed outcomes is the best way to succeed.

If guaranteed damage cannot solve the problem, minimize the opportunity for the opponent to respond. If you cannot kill everyone, kill as many as you can. 3 enemies alive with 1 health are a MUCH bigger problem than 1 enemy alive with 10 health. If you have to take chances then maximize your chances, then adjust your plans as you go from more to less certain. Did that 65% hit? If so, do you still need to take a 45% shot, or can you finish the enemy off with a stock or a combat protocol? Once you get our of the "certainty" mode run down your most impactful choices, don't just start blasting away. Can you eliminate cover to turn a 25% into a 70%? Can you move to flank safely? Can you gain an elevation advantage?

This all leads to the most important takeaway - Things that can kill aliens are better than things that can't. The best defense is a good offense. If you don't want your soldiers to get shot then don't be in a position where you are hunkering down or using aid protocol - kill the guy who was going to shoot at you. This often means taking a bit of a risk on a lower-percentage shot if it would kill an enemy who would otherwise take a low-percentage shot at you. It's especially valid if it's an enemy who can do worse things other than just shoot you.

Let's do a very simple example. Imagine you are on your second mission. You crushed your first pod, and just moved forward and activated a second. It's 3 troopers and two hide behind medium cover, one hides behind full cover. You just moved your grenadier, and you have a sniper, ranger, and support nearby enough to strike.

A newer player may do the following:

1) the grenadier has a 53% chance to hit the guy in medium cover, take the shot.
2) the sniper can also have a 50/50 to hit a guy in medium cover, he'll shoot too.
3) the ranger can charge in and sword down the third guy, that's three guys attacked!
4) the support can now aid protocol the ranger in case he's exposed!

This seems reasonable on the surface - you're doing something to all three enemies and have a good chance of killing them! In reality it's a disaster. Multiple mistakes were made here. First, your grenadier should be using a grenade to blow up cover. On lower difficulties this could also straight up kill one or more of the troopers. The sniper should ideally have elevation, but once the cover is gone his chance to hit goes up massively. Your support can do damage - now that the other enemy is out of cover two, can he take a shot at a newly exposed enemy, or can he flank the third enemy? The ranger has a high chance to trigger a pod by charging in, and for the second mission won't have a guaranteed sword hit, giving a 10% chance of being high and dry. You only have a ~25% of hitting both your first shots. Do this instead. Grenade two enemies, three if you can (rare). The sniper can now take a high-percentage shot on one of the exposed enemies. Your support can now move up slightly and either take a shot on the 2nd exposed enemy or grenade the third. Now check if you have closer flanking opportunities for your ranger, which may make it less likely to trigger a pod, or shoot at any exposed enemy left. Shotguns have phenomenal close-mid range accuracy.

This strategy may make it less likely that you will kill every enemy, but it will allow you to end your turn with everyone in cover and not flankable by any surviving enemies, so you're wounded at worst, or at best free to end the final guy the next turn. The other strategy results in probably 1-2 dead enemies and a super-exposed ranger.

Adding more tools means you don't have to make hard decisions - focus on guaranteed damage! Here's a quick list of amazing abilities that shift the tide of battle, focusing here on some of the earlier-game pieces.

Grenades: guaranteed damage, removes cover, one of the best abilities in the game.
Combat protocol: another amazing ability, scales with drone tech, guaranteed damage to finish off an enemy through armor.
Stock: a must have for supports, guaranteed damage to end your turn in case you get bad damage roles.
Blademaster Ranger / Templar melee: fantastic guaranteed damage but risks activating another pod.
Free attacks: not guaranteed damage but they're free so I add them here - Sniper's lightning hands and the Skirmisher's lightning whip are fantastic.
Environmental damage: comes up a bit rarely but super satisfying when it does. Use explosives to cascade into cars or tanks, or even better the Reaper's remote start. Guaranteed damage.

Then you want to maximize your uncertain damage:

Remove cover: grenades again!
Get elevation advantage: every time.
Flank!: Being in position to flank is hard to describe, it's more of just a feel. Look at where the major cover is moving forward and spread our your squad slightly to maximize the chance that you can blue-move to a flanking position. It's a little hard to describe but approach enemy pods from a diagonal angle - this makes it MUCH harder for them to find cover between you and them because of the 90 degree nature of all cover in X-COM. Imagine you approach from the South West. If they take cover which covers them from the South you can move further north more easily, and vice versa.
Proper order: This is also a 'practice' system. Shredder shots on armor before non shredder shots, remove cover before taking shots, sure, but also think about saving time. Let's say you have two soldiers - one with an assault rifle with 3-5 damage and one with a chain gun doing 4-6 damage, and you have a six health alien. Take the chain gun shot first all else being equal because it may free up your second soldier, who would have trouble killing the alien in one shot. This gets complicated with ammo types, etc., and also applies to things like stocks and combat protocol.

Ah this was satisfying to write. I love this game.

rabidsquid
Oct 11, 2004

LOVES THE KOG


i kind of hope the game will run okay on the switch because portable xcom 2 would be great but man what are the odds that will actually run okay

Ugly In The Morning
Jul 1, 2010
Pillbug

rabidsquid posted:

i kind of hope the game will run okay on the switch because portable xcom 2 would be great but man what are the odds that will actually run okay

The Link’s Awakening remake runs like poo poo, so somewhere between zero and “hahahahaha”.

habituallyred
Feb 6, 2015
RIP Loadout. 70% chance to shoot that tank: missed. Tank miraculously plinks with its machineguns and Loadout gets to return fire. Missed. RIP.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Ugly In The Morning posted:

The Link’s Awakening remake runs like poo poo, so somewhere between zero and “hahahahaha”.

That's why I eventually gave up hope for a Breath of the Wild or Skyrim port on the Switch.

Vengarr
Jun 17, 2010

Smashed before noon
How was Xcom 1 on the IPad?

Peachfart
Jan 21, 2017

habituallyred posted:

RIP Loadout. 70% chance to shoot that tank: missed. Tank miraculously plinks with its machineguns and Loadout gets to return fire. Missed. RIP.

Never rely on any percentage below 100%.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

The android port is at low settings and the two story dlc's are missing to make it run, but it's still drat fun to play enemy within on the go and plays great.

I'm assuming the apple port is similar

Samopsa
Nov 9, 2009

Krijgt geen speciaal kerstdiner!

Vengarr posted:

How was Xcom 1 on the IPad?

it's fun and plays well!

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Vengarr posted:

How was Xcom 1 on the IPad?

Not bad but the maps are quite small because of the limitations of the hardware so it can be artificially hard because of the number of times another pod patrols into you and the maps themselves are limited to a smaller number, for instance there's no escort missions at all so your first council mission will always be bomb disposal which I think is the hardest one, and there's some control issues, it can be easy to misclick so it's not great to play ironman on

BUT it's x-com on a plane or whatever so I mean that's pretty cool

it's certainly worth the $2 or whatever it costs now

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Coolguye posted:

sometimes he just decides he's over this poo poo and instantly drops that bleedout shot on your favorite gi joe and very abruptly it's less about killing him and more about just breaking even.

He showed up on my first retaliation of a campaign and abruptly ended that run. With Kinetic Shielding and Soul Steal so that he gained health if I missed, and gained health if he hit, and then proceeded to one-shot one of my guys every turn (or at least get them low enough that bleed immediately killed them at turn start) until all five were dead, ending the fight with more HP than he started. It was exceedingly rude.

MF_James
May 8, 2008
I CANNOT HANDLE BEING CALLED OUT ON MY DUMBASS OPINIONS ABOUT ANTI-VIRUS AND SECURITY. I REALLY LIKE TO THINK THAT I KNOW THINGS HERE

INSTEAD I AM GOING TO WHINE ABOUT IT IN OTHER THREADS SO MY OPINION CAN FEEL VALIDATED IN AN ECHO CHAMBER I LIKE

Mimic beacons will change the game for you after the first one you produce, the second one you make is less important but will still be really useful; I never make 3 because I don't want to carry 3 into a mission, but holy poo poo does having 2 "get out of jail" free cards in the late early to mid game really change poo poo.

rabidsquid
Oct 11, 2004

LOVES THE KOG


Chronojam posted:

That's why I eventually gave up hope for a Breath of the Wild or Skyrim port on the Switch.

well, i mean you DO have to admit xcom 2 has run flawlessly on consoles so far, so why wouldn't it run even better on the switch!

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Akratic Method posted:

He showed up on my first retaliation of a campaign and abruptly ended that run. With Kinetic Shielding and Soul Steal so that he gained health if I missed, and gained health if he hit, and then proceeded to one-shot one of my guys every turn (or at least get them low enough that bleed immediately killed them at turn start) until all five were dead, ending the fight with more HP than he started. It was exceedingly rude.

lol speaking of this, I just started a new game where he was my first chosen and I was like oh good it's this idiot

then he did three hunter shots in a row that killed one person each!!!!!!

I didn't even have a medkit on me at all!!

I ended up evac'ing my last guy because he was def not gonna survive, I'm gonna keep going cause why not but I lost my hero unit and my only ranger

Happy Noodle Boy
Jul 3, 2002


Samopsa posted:

it's fun and plays well!

Stefan Prodan posted:


BUT it's x-com on a plane or whatever so I mean that's pretty cool

it's certainly worth the $2 or whatever it costs now

:hai:

My only disappointment (and this is less a XCOM complaint and more of a iOS complaint) is that the port came out five years ago and since then have done NOTHING to support the increase power newer iOS devices have. You could have the proper maps now and bump the graphics consideraibly from the preset low models the initially came out with. Hell, iOS 13.4 added actual mouse support! I'd love to see some of these games get updated for what an iPad Pro can handle and let them have proper m/kb (or even gamepad) controls. Unfortunately it's not in the nature of iOS ports for them to go back and add features since they're ussually handled by a third party so outside of updating the apps so they run on the new OS they don't really do anything else to them.

I did some cleaning on my PC this week and got a new SSD so now I can have more games installed and XCOM2 is on top of the list. Maybe this will be the time I finally get a good campaign going. I finished the game once but I haven't had luck ever again.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

If you are still wondering whether XCOM 2 and WOTC is on sale, check out GOG.com. At the time of this post, they're 66% off.

Happy Noodle Boy
Jul 3, 2002


Olive Branch posted:

If you are still wondering whether XCOM 2 and WOTC is on sale, check out GOG.com. At the time of this post, they're 66% off.

Can i grab WOTC off there to use with my Steam copy of XCOM2?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Happy Noodle Boy posted:

Can i grab WOTC off there to use with my Steam copy of XCOM2?

No. GOG doesn't work with any other platform.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So, as it doesn't have it's own thread to check it out in (and I don't know where else to ask), but I was looking in Steam the other day and saw an XCOM-like in Gears Tactics.

https://store.steampowered.com/app/1184050/Gears_Tactics/

Apart from being entirely unexpected, what does everyone think? I'm wondering if I should check it out.

Mordja
Apr 26, 2014

Hell Gem

DMW45 posted:

So, as it doesn't have it's own thread to check it out in (and I don't know where else to ask), but I was looking in Steam the other day and saw an XCOM-like in Gears Tactics.

https://store.steampowered.com/app/1184050/Gears_Tactics/

Apart from being entirely unexpected, what does everyone think? I'm wondering if I should check it out.

PCGamer was positive on it in their preview, but be advised, it's gonna be a much more linear campaign with no real base management.
https://www.pcgamer.com/gears-tactics-is-a-shockingly-good-strategy-game/

Justin Credible
Aug 27, 2003

happy cat


Game started crashing, won't stop crashing. Had to uninstall it. Sucks.

Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal

Tom Tucker posted:


Ah this was satisfying to write. I love this game.

I read through this whole thing and thought 'yeah yeah I played EW a few times this is all review.' I went back into my campaign today and ran into two harsh situations, one where I was faced with pulling two pods from concealment or backing off and missing the mission timer.

I played a bunch with the point economy and ambush tactics, setting up two overlapping kill zones and taking elevation where I could. I caught myself second guessing risky choices based on what you wrote.

And you know what? Flawless missions. The kill zones demolished from elevation. Destroyed cover first with the heavy, cleaned up after.

So thanks for the write-up, it worked!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

I’m glad it was helpful! This is a game that really rewards trial and error (and error and error) until by the end making these decisions feels like second nature. This is part of the reason the “victory lap” feels so real because by the end you have a good sense how to maximize terrain and unit actions, even if you don’t think of it that way. Then because you have these skills and then your soldiers get NEW abilities that further benefit positioning and maximize soldier actions. Death from above hey how about a free move or reload, basically doubling your snipers shots per mission? Bladestorm - how about you just stand there and do nothing don’t worry about it. Capacitor discharge - I heard you like guaranteed damage in an area of effect so I put guaranteed damage in your area of effect and also double it vs that sectopod oh also it avoids armor.

Happy Noodle Boy
Jul 3, 2002


I started a 2nd hardest difficulty (commander?) and I'm doing waaay the gently caress better than any previous attempt after seeing the video guide posted earlier. Especially the stuff about abusing verticality and how the enemy AI works. In addition, grabbing the mods that display some essential poo poo like how many enemies are active / dead, wether your movement results in a flank/good LOS, and the instant avengers menu (holy poo poo this is the greatest) I'm now doing WAY better on the tactic side of things. I got rid of all the mods that made things easier (increase timers, XP for all) and I'm still having a good handle on things.

That said, yesterday I looked to see if there was a mod that made the start a little easier and the one I found (aptly called A Better Start) was... interesting. And by intersting I mean this mod let you have plasma fully researched by the third mission. So yeah, not balanced at loving all.

super fart shooter
Feb 11, 2003

-quacka fat-
Does quickdraw (firing pistol doesn't end turn) mean you can use your second action to fire the pistol again immediately after? (or I suppose you could throw in lighting hands to get three pistol shots in one turn!?)

Peachfart
Jan 21, 2017

super fart shooter posted:

Does quickdraw (firing pistol doesn't end turn) mean you can use your second action to fire the pistol again immediately after? (or I suppose you could throw in lighting hands to get three pistol shots in one turn!?)

Yes.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

super fart shooter posted:

Does quickdraw (firing pistol doesn't end turn) mean you can use your second action to fire the pistol again immediately after? (or I suppose you could throw in lighting hands to get three pistol shots in one turn!?)

Look at this guy, impressed by three shots.

Icon Of Sin
Dec 26, 2008



Snipers running out of targets before they run out of actions will never be not-hilarious to me :twisted:

Death From Above, free reloads, and free pistol shot shenanigans (sometimes on everyone in sight) is ridiculous in all the best ways.

reignofevil
Nov 7, 2008
I'd just like to take a moment to reflect on how important a change between xcom1 and xcom 2 it was that snipers now get squadsight as their first promotion. Boy did I do a lot of swearing about that one a few years back!

Bogart
Apr 12, 2010

by VideoGames
If you want an easier start, get the mod that adds a SPARK to your starting lineup. Thanks Shen

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

MOCX is one of those S-tier mods for a game, like SPERG or Biomod, that improve on a considerably good base game, and I think it's still being maintained.

There are some aspects that are still a little bit wonky, probably limits of the code. There are seemingly unavoidable little things that probably come from MOCX soldiers being technically perma-mindcontrolled XCOM guys (in my game, the Resistance Order that increases the likelihood of soldier bleedout appears to apply to them as well) and they can break the balance on certain SITREPS (on transmitter defense missions and retaliation missions, each MOCX soldier gets a turn when unrevealed normal enemies would only get one turn to attack). They can appear in addition to present enemies / Lost / Chosen, so they can be a real vicious challenge, but not an insurmountable one.

The mod's a lot more stable than it once was, and can be enabled in the middle of a campaign, as I tried recently. One of the things that's always been kind of disappointing about WOTC is that once you chew through the Chosen it's a quiet cakewalk through to the end of the game. But if you time it right, MOCX can make the game basically infinite while maintaining challenge. When you enable it, MOCX does not begin in pace with your development - your first MOCX squads will be rookies with conventional weapons. If you time their start to, say, your first Avenger grounding mission, or your first Chosen elimination, then by the time you get to mopping up the last chosen they'll be six-man squads complete with their own SPARKs, randomly assigned GTS abilities, xpac units (or Skirmishers, at least) and psi soldiers.

There are even Dark Events / Covert Missions that you can pursue to counter their development, and they add a little bit of extra loot to the game - when you successfully kill a MOCX guy you get a "chip" material usable in the Proving Grounds to build PCS - and the higher-tier PCS you can make now mimic some of XC:EW's genetic MELD mods, particularly memetic skin (MOCX will also get these, in time).

A lot of fun, and they play fair. On Commander you'll even get some dead / critically injured colonels. I highly recommend it.

Basic Chunnel fucked around with this message at 19:08 on Mar 30, 2020

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Basic Chunnel posted:

MOCX is one of those S-tier mods for a game, like SPERG or Biomod, that improve on a considerably good base game, and I think it's still being maintained.

There are some aspects that are still a little bit wonky, probably limits of the code. There are seemingly unavoidable little things that probably come from MOCX soldiers being technically perma-mindcontrolled XCOM guys (in my game, the Resistance Order that increases the likelihood of soldier bleedout appears to apply to them as well) and they can break the balance on certain SITREPS (on transmitter defense missions and retaliation missions, each MOCX soldier gets a turn when unrevealed normal enemies would only get one turn to attack). They can appear in addition to present enemies / Lost / Chosen, so they can be a real vicious challenge, but not an insurmountable one.

The mod's a lot more stable than it once was, and can be enabled in the middle of a campaign, as I tried recently. One of the things that's always been kind of disappointing about WOTC is that once you chew through the Chosen it's a quiet cakewalk through to the end of the game. But if you time it right, MOCX can make the game basically infinite while maintaining challenge. When you enable it, MOCX does not begin in pace with your development - your first MOCX squads will be rookies with conventional weapons. If you time their start to, say, your first Avenger grounding mission, or your first Chosen elimination, then by the time you get to mopping up the last chosen they'll be six-man squads complete with their own SPARKs, randomly assigned GTS abilities, xpac units (or Skirmishers, at least) and psi soldiers.

There are even Dark Events / Covert Missions that you can pursue to counter their development, and they add a little bit of extra loot to the game - when you successfully kill a MOCX guy you get a "chip" material usable in the Proving Grounds to build PCS - and the higher-tier PCS you can make now mimic some of XC:EW's genetic MELD mods, particularly memetic skin (MOCX will also get these, in time).

A lot of fun, and they play fair. On Commander you'll even get some dead / critically injured colonels. I highly recommend it.


He just put up an addon to give them Templars as well.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

I'm absolutely terrified at the prospect of enemy Reapers. Prepared to argue against them on world immersion grounds

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Basic Chunnel posted:

I'm absolutely terrified at the prospect of enemy Reapers. Prepared to argue against them on world immersion grounds

They're a different addon :v:

Reality Machina did a whole series of faction packs that add on '3rd side' factions that are hostile to both Advent and XCOM. and spawned via Sitrep. You have renegade/hostile versions of the Reapers/Templar/Skimishers, renegade XCOM and just plain old human Bandits. They usually make things a bit of a clusterfuck.


And yes, all the renegade Reapers have concealment (though not Shadow).

There's another one that gives them all HQs you can find via covert ops to take them out.


Other people have made mods to spawn 3rd party factions using this as a base ranging from Geth/Terminus Mercenaries from Mass Effect to Dark Eldar/World Eaters from Warhammer 40k to the loving SCP Foundation/Global Occult Coalition from the SCP wiki.

Zore fucked around with this message at 19:20 on Mar 30, 2020

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Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

What are their mod names? I do enjoy a clusterfuck, though I hope they're at least judicious about which SITREPs they activate on - having 2+ warring factions on top of normal enemies for a VIP extraction, for example, sounds like the kind of nightmare that...

Actually, that might be just on enough on the side of possible to make for memorable missions. Mostly I'm concerned that normal XCOM2 maps are a little too small for so much stuff, and the mods that expand map size tend to break the timer balance.

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