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Cuntellectual
Aug 6, 2010
The Dark Events are kinda like a mechanic from that XCOM board game.


I'm a little disappointed that the 5th class was just psionics instead of something new. As much as I want MECs back I will be let down if that's the 6th class that's in the DLC they announced.

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Cuntellectual
Aug 6, 2010
Was there any kind of collector's edition for XCOM2 that includes the dlc? Google wasn't helpful.

Cuntellectual
Aug 6, 2010
XCOM 2012 Long War question: I can build a Genetics Lab, but not a MEC one. I'm on an outdated version, but what do you need to do to make the MEC lab?

Secondly, isn't EXALT supposed to drop weapons as loot?

Cuntellectual
Aug 6, 2010
Did I miss it or is War of the Chosen not really going to add much to the endgame in the way of buff new aliens that actually pose a threat by the time you're toting plasma weapons on colonel ranked soldiers? I know xcom in general has a problem with the endgame being a cakewalk but it'd be nice to at least see an attempt at it.

Also why do bulwark SPARKs give high cover to enemies that they are melee attacking.

Cuntellectual
Aug 6, 2010
At first I thought the Reapers were the Lost and was like "oh cool feral humans that use weapons like a mixture of Zombies and EXALT. Neat." Oh well.

Zore posted:

They said they're buffing several late game enemy types and they added a new alien who knocks out your soldiers and creates clones of them to gently caress you up.

The best way to challenge XCOM is with XCOM :v:

Plus the Chosen themselves.

You're supposed to beat the Chosen before the actual endgame, though.

Speaking of, I heard something before WotC was announced about it having a nemesis system; Did they mean the Chosen themselves, or if say a random ADVENT Officer caps an XCOM soldier will he show up in a different mission with buffed stats?

Cuntellectual fucked around with this message at 06:11 on Jul 14, 2017

Cuntellectual
Aug 6, 2010

marshmallow creep posted:

You can rename Jane Kelly from the tutorial missions, yeah?

If they retooled Alien Hunters, will those story missions still be in the game? I'm now wondering how much "story" you can pack into this game.

My guess is that the Templars are going to be introduced in a mission where you go to them to get help busting Mr. Skrimisher out of Chosen jail.

edit: Personally, I like to run with doubled pod sizes but increased squad as well so I'll be able to do one of each just fine.

The preview said something about "affecting the course of the campaign" so I'm betting you can opt to save the Skirmisher and leave the Reaper to her fate to start off in better standing with the Skirmishers and worse with the Reapers, instead of vice versa.

Fangz posted:

Not really, casualties were high for like the first few battles but fall off sharply once you get lasers and armour.


TFTD was more a meat grinder until you had vibroblades and decent armor. I always figure that's what people remember when they think of OG XCOM as being a nightmare.

Cuntellectual fucked around with this message at 06:23 on Jul 14, 2017

Cuntellectual
Aug 6, 2010
No, it's when you fire an entire squad's worth of harpoons at a gillman, only for the aliens to stand perplexed for a moment before returning fire at your new pile of advent burgers.

Cuntellectual
Aug 6, 2010
Is there a way to make Long War 2 enabled with the Not So Long War second wave option from Long War from EU2012? I like a lot of stuff it's added, like Haven management and new classes and enemy types, and the infiltration mechanic is really cool (I felt really smug when my 6 man squad took out 20 ADVENT dudes. :v:) but there's just so many missions I feel like I'm going to lose interest.

Cuntellectual
Aug 6, 2010
So what's the cheapest way to get WotC now?

Cuntellectual
Aug 6, 2010
Is there anything to replace Second Wave either mod-wise or in wotc?

Cuntellectual
Aug 6, 2010
Man this is awesome. The little scenario missions in XCOM 2 were fun and this looks like that but better.

Now just add in cute robot girls. :colbert:


LashLightning posted:

Unless Fire Emblem has changed since I last played it, it only failed when a super-important character died whereas it was regular permadeath for your horde of cannon fodder erstwhile allies. It was the player's prorogative to save scum but not mandatory nor expected. Although, I guess with having a max of ten characters, rather than 20 or more, each of the XCops have some storyline importance.

... And I guess they don't want to show cops as expandable cannon fodder, where this was acceptable as a clandestine international paramilitary taskforce or a terrorist freedom fighter resistance.

Anyway, it's an insta-buy for me.

FWIW the FE devs said that they all savescum too. :v:

Happy Noodle Boy posted:

Whatever happened to Vahlen anyways

Fish cultist.

Zore posted:

The only thing I'm disappointed in is that Androids are skillless stand-ins for injured soldiers.

After we got Julien I was hoping for a wisecracking Android XCOP.

I was so happy you could make Julian a SPARK.

Cuntellectual
Aug 6, 2010
One thing about the sectoid: I liked the skull faced xcom 2 ones more than the kinda old-new sectoid in chimera.


TK-42-1 posted:

Just going to say that it’d be amazing to reveal that Daddy is the leader of the rebels because he couldn’t reconcile living with the unmodded aliens. It’d make so many people mad it’d be worth it and also allow them to go another way with things.

...What?

Cuntellectual
Aug 6, 2010
I think the big reason the Muton and Sectoid looking more human-ish weirds me out is that the Viper doesn't.

pseudodragon posted:

I hope the bad guys are just a bunch of racist human assholes that are exactly that guy and you just run through the game shooting them in the face.

Judging by how we've seen hostile aliens already: outlook unlikely

Phobophilia posted:

Honestly, if you were to throw off the shackles of an alien empire, then it is actually best practice to start hiring on remaining alien colonists and former security forces with thin loyalty to the previous regime. They have the technical know-how, they can help build orbital defences against a second invasion from the empire, they might have more knowledge about interstellar politics that can allow you to play empires off against one another. If your diverse coalition starts to look like Burger King Kids Club then that's just a happy coincidence.

It's what the Half Life resistance was trying to do, and what Avatar's Na'vi should probably do.

That's basically what Verge's deal was even before Chimera Squad. Apparently he leaked information to XCOM.

Cuntellectual fucked around with this message at 23:30 on Apr 16, 2020

Cuntellectual
Aug 6, 2010

Olive Branch posted:

Humanity really didn't want to lose those snake tits. Or as Helion put it...

Anime waifu vipers when

Cuntellectual
Aug 6, 2010

Floodixor posted:

Blech, doesn't sound great. I'll gladly leave it out.

I also have the "Integrated Downloadable Content" checked, and Shen's Last gift is a mission I actually already did in XCOM2 vanilla, isn't it? It's a fantastic mission but I've already done it. So I'll leave that one alone.

The other is Alien Hunter's Nest DLC, which I'm reading about and deciding if I want to check it. It doesn't sound like I should, from what I've read so far. Since I just beat XCOM2 vanilla, I may have already played that one, too?

Long War 2 kinda sucked anyways. There was neat stuff (new aliens and weapons and stuff) but then you also got penalized for using all your guys and your best gear, so...

Coolguye posted:

Mod advice is not something I'm going to be putting in the OPs because that stuff tends to change a lot and I don't want to prescribe a lot of that stuff. Since we finally ran the mod zealots out of this thread we get a ton of good conversation out of it, too.

Ones that hated them, or liked them?

Cuntellectual
Aug 6, 2010

Coolguye posted:

Mostly liked. Long War fans were so zealous they had to get probated out of a couple of completely unrelated threads for trying to evangelize the virtues of their mod and not taking "shut up" as input. Their complete inability to handle anyone not liking their darling mod was the direct onus for the chess rules in this thread. The mod antagonists were also pretty virulent and lovely, but at least kept the fights in this thread.

You would think that the moderators would have helped with it at any point in the literal years-long crusade they ran with disturbances going across forum lines but nah, our friendly local mods actively got in the way the entire time.

What chess rules?

Regardless, maybe they just misunderstood what the mod worship was about? :v:

Cuntellectual
Aug 6, 2010
Mechtoids are more BS when they show up early, imo.

Cuntellectual
Aug 6, 2010
I tried to add some voice pack mods because I'm kind of tired of the default selection. I clicked the box in the launcher so the were highlighted, started a new game and... They didn't seem to be included? :confused:

Cuntellectual
Aug 6, 2010

Eau de MacGowan posted:

Are you certain they're compatible with whatever version you're playing (vanilla/wotc)? some of the mods for no reason whatsoever are extremely finnicky about which version they'll work with.

Anyway the tech support all specialists and sparks run ran into an unforeseen snag: I have enough medics to keep everyone alive on the battlefield pretty much indefinitely. You'd think that'd be a good thing, but they take so many hits that every time the survivors come home they ping up as 1hp gravely wounded and have sustained enough poo poo that collectively they're terrified of EVERYTHING. I've got 12 specialists right now on 7 - 30 day recuperation, Mox and a bunch of rookies are going to have to carry the weight and oh great sectopods just showed up.

I think something messed up when I transferred it between computers. I uninstalled everything and they worked after.

Cuntellectual
Aug 6, 2010

Yeah, I don't like the changes they made to Mutons and Sectoids to make them look 'friendlier' or whatever. :/


Mesadoram posted:

I'm actually really excited for this game. It seems like a nice side project they did to have fun (key word there is seems). If it is great, I hope it too comes to the Switch. Been itching for a good XCOM like on the Switch.

Hard West was OK. Not great but it gave me a good amount of hours of fun. I got it on sale for like $2, so for that price it was worth it.

I mean, I'd imagine they're doing it to see how things are received before considering implementing them in XCOM 3 as opposed to fun. :v:

Cuntellectual
Aug 6, 2010

The Neal! posted:

I assume there's going to be bad guy mutons and sectoids in this game. Going to be interesting to see what they look like

I'm 99% sure we've seen them. There's also at least one OG looking pectoid, the guy who runs the black market shop from the back of a truck.

Cuntellectual
Aug 6, 2010
It's weird people seemed to doubt you could lose on the strategy layer. I was pretty sure they'd said you can if panic means your funding gets pulled and YOU'RE OFF THE FORCE HAND IN YOUR GUN AND BADGE!


Warning: This game is canon.

Cuntellectual
Aug 6, 2010

Semisomnum posted:

so uh what the gently caress is going on here?



What do yo umean?

Cuntellectual
Aug 6, 2010

Caidin posted:

Genuine Space Racism, haha.

Spacism.

Cuntellectual
Aug 6, 2010
So is there no preloading?

Cuntellectual
Aug 6, 2010
Anyone know how big the download is supposed to be?

Control Volume posted:

Call it by its real name: Spacism

:mad:


Cuntellectual fucked around with this message at 04:41 on Apr 24, 2020

Cuntellectual
Aug 6, 2010
Lol why does the launcher advertise XCOM 2 DLC?

Cuntellectual
Aug 6, 2010
Starting on impossible lets you take anyone it seems.

Cuntellectual
Aug 6, 2010
I won a mission by having Axiom book it and everyone else get shot to death lol

Cuntellectual
Aug 6, 2010
Ended up losing my first no-heal Impossible Hardcore Ironman game about 8 missions in. Mind Control that early is rough and scars add up. :v:

Game's quite fun though I do have some complaint. I'm glad they're trying this out, though.

Oddly there is no achievement for finishing the game with any of those things other than impossible.

Why are there so many human soldiers working for the alien supremacists?

Cuntellectual fucked around with this message at 07:41 on Apr 24, 2020

Cuntellectual
Aug 6, 2010
Claymore seems to kind of suck.

On impossible, Verge, Axiom, Blueblood and Cherub are all godsends. Torque is cool due to being able to stun high value targets too.


BobTheJanitor posted:

Probably money. It's always money.


More figured the aliens wouldn't want them than the other way around.

Cuntellectual
Aug 6, 2010
For future reference: The ADVENT guys have robots from the start, so hacker lady might be more useful than verge in that case. :v:

Cuntellectual
Aug 6, 2010

Mr.Pibbleton posted:

XCOM 2 changes gameplay A LOT dependent on which DLC is active.


I'm going down the hybrid path which is mec and android heavy, I've just been throwing the charge so it blows up in a few turns and shooting/subduing guys with his remaining action and it's been going pretty well so far. I hope I can upgrade his charge so it blows up cars in one hit, that'd be AMAZING.

Yeah I was doing Grey Pheonix. Mutons and both forms of Sectoids I've seen had 1 armor, but my very brief attempt at Sacred Coil had turrets with like 2 armor and a bunch of other stuff with 1.

also skipping the tutorial was a mistake I totally didnt realize how field teams worked. :v:

I would've done it but you can't do it on impossible for some reason.

Cuntellectual
Aug 6, 2010
Devs guessed around 20 hours iirc.

Cuntellectual
Aug 6, 2010
Game locks up when I have all my guys ready to enter evac.

oh right this is why i dont play ironman, good to know.

Cuntellectual
Aug 6, 2010
Does the tutorial have story in it or something?

e: Oh.

Ironman loving sucks with how unstable the game can be.

Cuntellectual
Aug 6, 2010

Agent355 posted:

That's a thing? Man I'm glad I've never interacted with the xcom community then, what a weird loving takeaway from the series.

E: my favorite thing about chimera and really all the x-com games (except the underwater one) is that they always take the series in new directions with each and every installment.

So many sequels in all forms of media are just about doing the same thing again but bigger, while x-com has always been more about 'okay so after the events of the last game what changes would we see in the world and how can we build the next game off that' and it owns so hard.

It doesn't seem very surprising to me. :shrug:

Doesn't mean it's good or anything but it's literally a series about killing invading aliens that are all completely hostile war crime enthusiasts.

Cuntellectual
Aug 6, 2010
What happens if you get Anarchy in a district? Is that game over or is it like a council member withdrawing?

I really wish you could have 2 people in training at once.

Cuntellectual fucked around with this message at 23:09 on Apr 24, 2020

Cuntellectual
Aug 6, 2010
Is it just me or does Torque's pattern of scales make anyone else think of a little hat?

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Cuntellectual
Aug 6, 2010

Ornamented Death posted:

The gently caress is the point of a one-turn stun? The enemy just...wakes up and does their thing. It's a complete waste of an action to do something that only stuns an enemy for one turn.

I've been wondering that too.


TIL: Zephyr's lockdown attacks CAN and frequently do miss.

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