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LordNat
May 16, 2009

Internet Kraken posted:

I think its gonna be an enhanced campaign like EW was. Its definitely not set after the game so it kind of has to be.

The Chosen sound a lot like Alien Rulers. I wouldn't be surprised if the entire Alien Hunters DLC was just a prototype for them.

Looking forward to starting a mission within sight range of a Alien Ruler only to have The Chosen and The Lost horde show up.
We are reaching peek "That's XCom baby!"

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LordNat
May 16, 2009

Zore posted:

So three new classes. One is a psi-class that can make sick psi-sword, one uses a flamethrower as a primary weapon and one's a stealth ranged unit?

And they're basically recruits you pick up from the three other resistance factions?

Sounds like you interact with them on the map level and loan guys to them to help with their missions then they do the same back.

LordNat
May 16, 2009

Internet Kraken posted:

So if I get an S rank bond between my soldiers will Tygan build a time machine so I can recruit their kid from the future?

If one of them dies in combat do all their kids go with them?

LordNat
May 16, 2009

marshmallow creep posted:

I am eagerly anticipating XCOM 3, but this sounds like it has several things that will make me happy.

Actually, a question I've been meaning to ask those of you who try Long War: How easy is it to go back and forth between a long war game and a vanilla one? Is it just unchecking the box in the launcher? I've been wondering about trying Long War like the Spectrum Green people mentioned recently, and was wondering how easily you can bounce between them or if they end up conflicting just by existing since they supposedly impact the base gameplay so much.

You have to wipe out your config files any time you want to turn Long War off then redownload it to turn it back on.

LordNat
May 16, 2009

thebardyspoon posted:

For me the chosen just look a bit.... poo poo compared to the other aliens. They look like something from a fantasy game or something. Eh, it's minor compared to the rest of the cool sounding stuff, even the chosen as a concept sound cool.

Just wait a few weeks after release and mods will change them into anime girls.

LordNat
May 16, 2009

Zore posted:

According to Jake on Twitter, Alien Rulers are being reworked so I doubt the new guys are like then.

Kinda sucks, I liked the Ruler mechanics. :(

I am hoping they mix the DLC in deep with the new stuff.
Missions like "X faction is under assault by Alien Ruler Y" with the option to save them for rep or pincer attack them to weaken them.

LordNat
May 16, 2009
Only time I ever really lose people is to bad rolls or forgetting that Half Cover might as well be no cover.

LordNat
May 16, 2009
I can't wait to see what a mess War of the Chosen LW2 is going to be.

LordNat
May 16, 2009

Nordick posted:

I for one have always been aware that these games are cheesy and campy and pulpy and whatevery as hell, ever since I first played the original and saw that Floaters had goddamned capes. And I'm fine with that, I like cheesy silly stuff. I just think the Chosen look boring and uninteresting instead of the fun kind of cheesy. :shrug:

That is also just a small nitpick, and anyone who reads that complaint as me condemning the whole expansion over it is a loving moron. I am stoked as all hell for this poo poo.

Here's IGN's bigass infodump about it http://uk.ign.com/articles/2017/06/14/e3-2017-extensive-details-on-xcom-2-war-of-the-chosen

Mission modifiers sounds like something that will be really interesting once we get some mods for them.
I am loving how many "random" aspects they are adding to the generation levels of the game. Fixes some of the reply issues I have.

LordNat
May 16, 2009

Jabor posted:

I'm pretty sure the intention there is you take good cover and hit it 14 times for 1 damage each. One of SG's gimmicks is that Gatecrasher ends with a miniboss that gives you a leg up on one aspect of research.

A lot of the ideas in the mod sounded interesting, shame to hear that it's poorly balanced on the strategy layer.

Most of the big conversion mods for Xcom 2 are like that. Just a collection of really interesting ideas that are not executed well. Makes me wish it was easier to just use parts of mods.

Also more things need to mesh with Grimy's Loot Mod better. I find it hard playing without it anymore.

LordNat
May 16, 2009

Double Bill posted:

XCOM2 was "ruined" (i.e. a very good game, but not XCOM-good) by having a timer on most of the missions, and having it be unnecessarily strict on most of them. Like "dash straight to the objective dodging anything on the way because any fight would delay you too much"-strict.

True Concealment with harshly lowered timers makes the system so great tho. Gives you all the time you need before you strike then you have to take risks to complete the mission from there. Even better if you add in stealth kill odds so your Sharpshooters and Rangers can pick stranglers off before you engage.

LordNat
May 16, 2009

jfood posted:

Yea, squad up in some burned out wreck of a building or some shiny Advent office park, hoping that roving patrol of snakes passes you by before you bound to the next room is awesome. Then when it's time to get wild, you really gotta bring your A-game.

It's really the best combination. Extracting four prisoners, while the timer counts down from three and you're in a firefight with 4/5ths of all the ayys on the map. Good loving times.

I love for extraction missions, leads you to having to take out walls or making risky moves to get in out in time. Makes Sparks great as moving cover to allow for quicker escapes.

LordNat
May 16, 2009

Exposure posted:

Honestly I'll just recommend people to buy WotC if they didn't like timers that much but otherwise liked the game, because one of the Resistance Orders (IIRC Jake has called this their equivalent to policies from Civilization) is enabling True Concealment mode for timer-based missions. :v:

(And if they didn't like the Avatar Project timer, there's also a resistance order that delays Avatar Project progress by one bar per month.)

WotC is more or less "Most subscribed mods" tossed into a pack. So far it looks like I am removing all my non-cosmetic mods from my mandatory list when WotC comes out.

LordNat
May 16, 2009

Bolow posted:

True Concealment is great until you get that loving Dark Event that halves the turns you get during one of those missions. So a VIP extraction is 6 turns from the absolute instant you go loud.

Now granted I could have stopped that one but it was either that or more Chrysallids on missions and there's no goddamn way I want more Chrysallids in anything

My default for VIP Extractions was 6 turns on my last run. Never got that Dark Event but I can see doing a good chunk of them in three. Pop the lock and B line your entire team for the exit.
6 turns is fine tho, Just gotta alternate half your team with full moving and half moving while supplying cover for the double movers. Abusing smoke grenades, decoys, etc along the way.

Since you don't take corpses or drops really on extractions there is zero reason to ever focus on killing.

LordNat
May 16, 2009
I always wanted a better way for pods to trigger each other. Seems silly to have this world spanning hivemind cop force that can't even help each other if they get into a fire fight.

LordNat
May 16, 2009

Iron Crowned posted:

Christ, just shut up about the timers, if you don't like them, shut the gently caress up, the game has them, get the gently caress over it.

You know what I hate. The fact that time on the geomap is limited. I wish I was able to scan forever and never have to do missions till I wanted.

LordNat
May 16, 2009

Fangz posted:

There will be a new ending cinematic though, IIRC.

The glow under water changes color based on actions you take during your play.

LordNat
May 16, 2009

Moola posted:

yeah I'm a bit bored of this combat style tbh

I'd love a mod that made the combat more about trading blows and attrition

Check out: http://steamcommunity.com/sharedfiles/filedetails/?id=790582498
It gives a more defensive/attrition feel to combat.

LordNat
May 16, 2009

Heffer posted:

I know the War Bond thing just means a soldier will pick up Shredder from their Gunner buddy, but I really wish it enabled joint super-moves. Like, Grenadier applies rupture to all visible targets before Sharpshooter hits them all with Faceoff

Ricochet attack that shoots a Grenade in the air to make it go around a corner.

LordNat
May 16, 2009

Deltasquid posted:

I can see it, 6 months from now. XCOM 2: Enemy Within my Heart

You get to create the commander himself/herself at the game start, with branching dialogue trees depending on your soldiers' compatibility, intelligence and personality. Your soldiers will liberate Earth, but who will liberate them from their troubled past?

Co-written by EA's Mass Effect Team

Telltale Games presents Xcom.
The Commander will remember this.

LordNat
May 16, 2009

Deltasquid posted:

To be quite honest, rangers does imply some sort of ranged ability. Not swords lol

rang·er
ˈrānjər/Submit
noun
noun: ranger; plural noun: rangers
"A soldier in the U.S. Army who has special training especially in fighting at close range."

LordNat
May 16, 2009

Bolow posted:

They've also mentioned a modifier called "Beta Strike" which significantly increases the HP of your units and the enemies so the game becomes less about alpha striking a pod before they can react.

Relatedly, Jake has said they have increased the HP pool of late game enemies by a fair amount to compensate for the power spike at the late game with the new DLC stuff.

LW 2 1.5:
Beta Strike has been enable on all Advent forces. Xcom units have had their HP halved to compensate.

LordNat
May 16, 2009

RBA Starblade posted:

The sniper rifle is the shittiest weapon in the game, but it's balanced by the handcannon being the best non-explosive weapon.

Entirely agree. The mix of timed missions and mostly random map layouts makes taking a Sharpshooter too risky.
They really need a talent that lets them move after firing.

LordNat
May 16, 2009

Jetamo posted:

The biggest shame about this expansion is none of the new factions seem to be ran by ex-EXALT.

I fully expect a mod to add an ex-EXALT faction and hero class within six months. Make them the Hero Gunner that doesn't seem to be a thing.

...Actually, this new ability point system seems like it'd loan itself to a MELD-like system well. Random caches that would expire within x turns that grant ability points to the squad.

Exalt never existed in XCOM 2.

LordNat
May 16, 2009

Vib Rib posted:

Yeah, with sparks, psis, and now 3 resistance classes, that leaves 9 total soldier classes (more if you have mods). My old standard was "one of each" just to keep things interesting but that's out the window now.

You will be rotating people much more with the new fatigue system. Odds are 1 of each won't even cover you now.

LordNat
May 16, 2009

monster on a stick posted:

I am also disappointed that they didn't re-introduce the blobs from The Bureau.

Silacoids are from the OG Xcom.
http://www.ufopaedia.org/index.php/Silacoid

Heavy armored melee only unit that spreads fire where it moves sounds just like what we need in XCom 2.

LordNat
May 16, 2009

Exposure posted:



I think Jake looked at the dark event mods out there and went "pfft we can one up them no problem."

Don't forget the build in Second Wave option to make Dark Events permanent.

LordNat
May 16, 2009

Exposure posted:

So it turns out If you want Gatecrasher to be super easy, just disable the narrative mission (Lost and Abandoned).

Apparently the game gives you a random faction to start at (or the specific one you chose in the advanced options menu), and more importantly, gives you a faction soldier as part of your 4-man Gatecrasher squad.

As someone that has reset Gate Crasher at least 100 times doing Iron Man runs I am ok with this.

LordNat
May 16, 2009

Zore posted:

So, serious and far bigger issue.

I'm unsure how to color-code my new classes.

Grenadiers get Orange, Specialists get White, Rangers get Red, Sharpshooters get Purple/yellow, Psi-Ops get Brown and Sparks get Yellow

the gently caress am i going to use for 3 new classes???? Especially since I already have their default colors represented.

Blue for Skirmishers, Black for Reapers and... Green for Templars maybe??

Green for Skirmishers, Salmon for Reapers, Hot Pink for Templars.

LordNat
May 16, 2009

1st_Panzer_Div. posted:

Does the new expansion make this a better game? The base game's difficulty curve is really off-putting to me, is it still difficult start to easier and easier game as it progresses?

Victory lap is always going to be a thing without heavy use of mods. The Expansion does not change that.

LordNat
May 16, 2009
HOLY GOD WHERE IS MY KEY!!! drat YOU HUMBLE STORE!!!!
But really there is no preload. why are people freaking out about keys?

LordNat
May 16, 2009
Got my Humble Store key right away!
Time to make some posters!

LordNat
May 16, 2009

Zore posted:

The lost are an environmental hazard more than anything but goddamn can they swarm you if you don't keep then under control

It is really fun when Warlock mind controls you and forces you to throw grenades, resulting in a panic chain that resulted in 2 more grenades being thrown. So many lost...

LordNat
May 16, 2009

Tae posted:

I would seriously recommend to make a Spark if you didn't get one for free. Having a unit that can be in every mission is great, and in general he's just a good unit.

I 100% agree. Advanced Scope + that talent that makes them not lose hit chance when overcharged makes them murder machines.

LordNat
May 16, 2009

Anias posted:

Looking at this again, one question on the expac - Is the whole game still alpha strike hardest and if you left a mob alive you did something wrong?

Yes. But there is the "Beta Strike" advanced option that gives everything (but lot) 2X health, 25% longer mission timers, and your healed for half your HP of damage before the wounded timer is applied at the end of missions.

I have been messing around with it and enjoy it so far.

LordNat
May 16, 2009

DreamShipWrecked posted:

Its kind of weird how the game treats The Lost as some sort of big scary enemy when in actual gameplay I go "A Lost only map? OH BOY!"

Yeah there are a lot of them but they also do low damage and a rookie with a mag rifle can delete eight of them in a single turn.

Have you done a mission where you end up with 30-40 of them running around from Advent just not giving a gently caress about grenades.
They are super easy if you keep them under control but once things start to slip it can go down hill really fast.

LordNat
May 16, 2009

marshmallow creep posted:

In xcom 3 we will have covert ops to infiltrate the plumbing company and taxi service.

Na it will be about managing the last city left on earth after the Lost have taken over the world. You will have to deal with a bunch of factions and protect the world from that greater evil they keep saying is coming.

LordNat
May 16, 2009

RBA Starblade posted:

Does the flamethrower count as an explosive to the lost or is it still the worst heavy weapon?

It does not and Lost are weak to fire so anything that does not die to the first burst will die on it's turn. I like having a Flamethrower to swap in for Lost missions.

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LordNat
May 16, 2009

Ragingsheep posted:

I've suddenly run into quite a few crashes and I'm not using any mods. :(

Same. All my saves started corrupting the moment I turned on any mod as well.
Might wait for a patch or two.

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