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Demiurge4
Aug 10, 2011

Furism posted:

Not a big fan of the Avatar Project thing. I hate time limits and that's apparently what it is. I realize it was possible to delay a little bit too much in XCOM1, just rack in XP to get the best possible squad for the Temple Ship, but that was also kind of cool. We'll see how it turns out, but having to beat the alien clock doesn't super fun to me.

I get where you're coming from, XCOM has always been a game where you build up, fight the aliens and prepare for the final battle at your own pace. XCOM2 is breaking away from that by ramping up the low-key roguelike factor. Time limits make you take more risks, this causes more deaths. Chrysalids can attack you on their reveal turn now, this causes more deaths. There are more randomization factors as well with the ammo and grenade crafting plus more events on the game board. XCOM2 is a tactical roguelike and like FTL it's putting a time limit on it to encourage the player to take more risks and plan ahead.

I think this is a good thing but if you don't that's also fair. I think everyone will get the game they want when mods start coming out.

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Demiurge4
Aug 10, 2011

Luceid posted:

the Final Mod Pack is really good, and hell, so is the anime pirate babe titty one

The final modpack is some spergy bullshit and the tech tree is impossible to wrap your head around. But i's fun, it's so much fun.

I still put it down after I discovered the modpack puts all your stored items in the hangars during base defense though, because that's when I realized the mod is made by people who don't want you to have fun.

Demiurge4
Aug 10, 2011

This is really huge. Like, this could bring a whole generation of tactical strategy games that have nothing to do with XCOM just because of the ease with which you can mod it. I'm imagining a Homefront game with the map being various parts of the US and you're fighting off an occupying force.

Demiurge4
Aug 10, 2011

Annointed posted:

I'm half expecting unholy abominations of memes and anime

You can mod that in!

Demiurge4
Aug 10, 2011

I envision modding in a special council mission where the old dude tells you that Bradford has found the location of an important asset that needs to be recovered with all haste. XCOM is mobilized to the target location, an alien blacksite hidden under the Sahara desert. You fight your way through a grueling gauntlet of enemies and cool set pieces such as a Muton gladiator arena, a Chrysalid hive nest and a Sectoid gym. As you near the end of the mission Bradford gets visibly upset and more agitated, often commenting on the state of the blacksite and the weird experiments they are performing on human technology.

By the end of it you defeat the Codex and claim your prize. A dramatic cutscene reveals a vault secured by two doors, the first unlocked by the specialist and the second one unlocked by the psi-trooper. Inside, illuminated with an eerie blue glow is Bradfords Sweater. Achievement unlocked.

Demiurge4
Aug 10, 2011

Beagle's stream starts exactly when I get home from work! :neckbeard:

Demiurge4
Aug 10, 2011

God drat Faceless are an amazing unit. Terror missions are just so drat tense and scary because of them.

Demiurge4
Aug 10, 2011

I'm trying to imagine the Commander patrolling the Avenger, keeping troops in line and preventing a severe outbreak of ADVENT burgers. The only one who gets away with it is Van Doorn, but he's in prison so it was probably the President.

Demiurge4
Aug 10, 2011

ImpAtom posted:

That doesn't feel like an unfair claim to me. "That's X-COM!" isn't for everyone and the fact that you can lose due to random chance can be frustrating to people. It's a fair thing to mention in a review.

There's no excuse for being a big baby. Play on easy if you can't handle the A's.

Demiurge4
Aug 10, 2011

Operation Perilous Doom.

This campaign is over.

Edit: Beaten so hard.

Demiurge4
Aug 10, 2011

Yeah you get bonus will if you get rid of shaken. I expect it's to give players a little carrot for not benching their soldier forever.

Demiurge4
Aug 10, 2011

Josef bugman posted:

He didn't help himself by basically abandoning 3 of his best men in an effort to keep one alive.

That wasn't a choice :colbert:

Demiurge4
Aug 10, 2011

BRRRRRRRRRRRRRRRRRRRRRRRRRR!

Demiurge4
Aug 10, 2011

Man I wonder if any of the missing guys are in one of those cells, it would be so cool if they spawned inside cells during non-rescue missions.

Demiurge4
Aug 10, 2011

I think one of the best things about Beagle's XCOM2 streams are the donation trolls. Dr_Vahlen going on about explosives, Mr. Clippy asking if the commander needs help with that berserker and 3 donating $3 dollars every 10 minutes.

Edit: Also Beagle referring to the mimic beacon as a squeaky toy.:allears:

Demiurge4
Aug 10, 2011

The Specialist is the only rifle class, each class has their own weapon but I don't remember if you can change them out in this game too.

Demiurge4
Aug 10, 2011

The research tree seems kinda short if you go by Beagle's progress last night. By the end of the stream he had plasma weapons available as an option, albeit at a long research time, but he also had only one scientist the whole game.

Demiurge4
Aug 10, 2011

UberJew posted:

Swords appear to never get 100% hit rates and exposing a soldier for only a chance, no matter how high, just isn't beags' style.

For us normal people who gleefully threw run and gun assaults into the grinder rather than playing safe at all times the crazy blademaster bullshit will be fantastic

I dunno, phantom is just so good when the alternative is 2 damage. Maybe if blademaster was 100% hit on swords.

Demiurge4
Aug 10, 2011

Yeah but the thing about blademaster is that if you run next to an alien you still have 100% on the shotgun. The sword has the advantage of being able to attack in a sprint without run and gun but the shotgun will also proc implacable. The sword ranger is worse than shotgun ranger, but it has a bunch more flavor.

Demiurge4
Aug 10, 2011

Misandu posted:

The problem with Phantom vs Blademaster is that the question is "Completely new tactical options" vs "+2 Damage." It's like the old Squadsight vs Snapshot with Snipers, one of them completely changes how you play the game. You would have to change Blademaster to something like "Gain an Action the first time you kill an enemy with Slash in a turn" to make it an actual option.

Yeah it's the same problem with Fallout 4, perks aren't interesting nor do they add anything to or change the way you play the game, they are all straight up percentage damage increases.

I looked through the skill tree's and the only things that come close to blademaster is volatile mix for the grenadier (+2 damage and +1 spread range) and the specialist's combat protocol. I give combat protocol a pass because it's 2 guaranteed damage, can be upgraded to 4, it ignores armor and works extra well against mechanical enemies. Volatile mix is kinda boring in the same way blademaster is and it's set against a slightly worse rapid fire skill.

Demiurge4
Aug 10, 2011

Xenonauts came out around the same time as XCOM: EU which made it look kinda crappy in comparison. It has the best air combat model of any XCOM remake but I personally really hate time units and for me it suffers a lot from that. EU really streamlined the tactical combat and made it a ton of fun while Long War improved on the class model to give you more options while Xenonauts kinda stagnated in that regard. It's still a good game, has a decent narrative and some genuinely good characters but the sprites are kinda awful and it's weird to see the quality differ so wildly in a lot of places.

Demiurge4
Aug 10, 2011

Deuce posted:

They requested a name change away from Miss_Jamball because people were always getting confused. The name change went through mid-stream. Awkward things ensued like the video migrating to the new channel but the chat not doing so.

BeagsandJam now, I think.

I was just coming here to wonder wtf.

Edit: Also they hosed up the capitalization.

Demiurge4
Aug 10, 2011

Beagle also made some good points about Mimic Beacon in the beginning of his stream. Right now it's super powerful because it can eat 3 shots when you toss it in the open and it's way too powerful. An easy fix is to make it tank 1 hit only so when the aliens hit it they know it's a hologram. This would incentivize using it more strategically by placing it into cover and baiting an alien to move from his position in order to flank it and be less of a get out of free jail card.

Demiurge4
Aug 10, 2011

Tae posted:

Unless the Mimic Beacon is an endgame item, you effectively get a free turn with every one of these apparently.

You can get it after your first terror mission.

Demiurge4
Aug 10, 2011

Man, I keep defaulting to Miss_Jamball when I go to look at beagles videos. Twitch should really do them a solid and redirect to the new name.

Demiurge4
Aug 10, 2011

Not really sold on the tier 3 weapons and armor as they're too smooth, too round and looks a lot like Archangel armor in EU. Looks like the patched together jury-rigged theme doesn't hold out in the late game :(

Demiurge4
Aug 10, 2011

Charles Get-Out posted:

My nerves are running high like a kid on christmas. Can't wait to shoot aliens with my squad of native americans and k-pop idols.

I'm just gonna fiddle with the character pool for the first hour or so. I love that you can designate certain characters as scientists/engineers only, gonna build myself a science team.

Demiurge4
Aug 10, 2011

Steam will gently caress you if you try to buy games for a different currency. I live in Iceland right now but I still have my steam account tied to my Danish card with my home billing address, I'm paying in Euro's which is fine. But if I were to try and VPN myself to Mexico and pay in Mexibucks (with an EU card) they'd take issue with that. All you need to do is log in, Steam checks the game against your location and unlocks and you log off, turn off the VPN and download the day 1patch. It takes all of 10 seconds.

Demiurge4
Aug 10, 2011

Vodos posted:

Actually nowadays the game will re-lock itself if you turn off the VPN. You need to go into Steam's offline mode to circumvent that, or just leave the VPN running until it's unlocked in your region.

Really? I didn't have that issue with Fallout 4.

Demiurge4
Aug 10, 2011

Vodos posted:

Interesting, so that would be something the developers can control? I definitely had that issue with a game, I can't remember which game it was though, something in November 2015 I guess.

No I'm misremembering, I didn't unlock Fallout 4 early, it was The Witcher 3 which is almost a year ago now so it could easily have changed.

Demiurge4
Aug 10, 2011

cheesetriangles posted:

Legendary / Iron Man first game for anyone else?

Just Commander difficulty for me, thanks.

Ironman is mandatory though.

Demiurge4
Aug 10, 2011

It's pretty certain that Veteran difficulty will have the same hidden modifiers stuff that Normal had in EU. Every miss will stack an accuracy bonus until you hit something and aliens will just randomly do retarded poo poo to help you out. Besides, losing is Fun you guys, play on Commander.

Demiurge4
Aug 10, 2011

monster on a stick posted:

I caved.


12 corpses per armor set?

Nah, armor is an unlock, you get to put it on all your dudes. Except for specialist armor like the spider and EXO suit.

Demiurge4
Aug 10, 2011

I finished my Commander difficulty campaign last night, had to do a little bit of save scumming in the end but I think overall the campaign went well. There were a few great moments like when I first met the Andromedon and it all but destroyed me, also realizing what the new Chrysallids can do was scary as poo poo. Overall I give the game an A- because it's 100% XCOM but I think it gets some story beats wrong and I don't think the art direction is consistent. There was a big PR focus on the scrappy nature of the resistance and how you're all freedom fighters working with whatever scraps you can get and I think the tier 3 weapons and armor completely missed that and was completely inconsistent with the tier 2 stuff. I took a lot of losses during the campaign so I've learned the value of med kits, I think if you don't have a med kit you don't even get the bleedout timer because the first time I saw it in my entire campaign was on the final mission.

Stuff I liked:

- Alien designs are glorious, they all have really unique abilities, look great and have a few "oh god no" things you have to look out for.

- The character designer is everything I ever wanted. Class design is super well done.

- Psi troopers are valuable but expensive, they also edge in on overpowered but that's the point. Once I got stasis on both my psi troops the game got super easy.

- The strategic map is very good and missions are spaced out well to let you get at the goodie huts. Great design there.

Stuff I didn't like:

- Tier 3 art direction. It's not consistent with the previous tiers and feels like MMO progression. I think it's clear it was designed early on before they finalized the resistance fighter story.

- The story beats don't match up well, the emotional beats are poorly done but Firaxis have never been able to string together a great narrative. I met a bunch of enemies early that were clearly supposed to be introduced during story missions. Contagion zones from the book also aren't a thing.

- Scientists don't have an actual use. That appears to be an unfinished game feature or was cut completely, you can only ever staff 2 of them in a lab but by the time I got around to that I was already through 80% of the tech tree.

Now I'm gonna start a new Ironman campaign :downs:

Demiurge4
Aug 10, 2011

Has Beagle uploaded his character sheet somewhere? I only want cool people on my roster :colbert:

Thyrork posted:

Got a lead, researched it, nothing happened on the geoscape. :raise: So what exactly are they meant to do?

They let you assault a facility in a territory you don't control. Use the mission bar at the bottom of the map.

Demiurge4
Aug 10, 2011

So the game updates when you start a move (like you throwing a grenade the the enemy icon instantly turning yellow) and this leads to some hilarious situations. I had a guy sitting on a roof and took a shot past him with my ranger, he lines up the shot and my specialist instantly flops to the floor as a ragdoll and I kinda freaked. Then the shot misses and takes out the floor beneath my specialist and he falls down after the cut is over :allears:

Demiurge4
Aug 10, 2011

Vib Rib posted:

Seeing chat like this makes me realize my supply drops in late May should probably be bigger than $222.

Always get resistance comms first and expand to 3 territories as fast as you can. That'll net you a cool 300+ supply drops, you can then use these supplies to pick up an engineer at HQ every month as well as buy some for intel at the black market (or more supplies). Using engineers to get to the shielded power cores should be a priority so you can put a power plant in there and expand your network further.

Edit: Really the early game is all about building your long term gains, at least on commander. The faster you get more territories the more they will pay out in the long term. The faster you get towers up the faster they will pay themselves back. I got lucky in my second campaign and got the 33% intel discount on the black market from oceania (2 territories) so I started buying stat boosters and advanced laser sights for less than 20 intel a pop, it's glorious.

Demiurge4 fucked around with this message at 09:45 on Feb 8, 2016

Demiurge4
Aug 10, 2011

Replace Blademaster with an ability called "To the Death". When used on an enemy the ranger runs up and engages in RULES OF NATURE where only one man or alien can be left standing. Success chance is based on relative HP and equipment.

Demiurge4
Aug 10, 2011

Speedball posted:

Man, I'm at the endgame (facing Sectopods and the like) but I think I need to call this campaign done. Because I lost too many experienced troops, and those game-changing abilities our colonels can have are really absolutely necessary against the end-game baddies.

Some items are really great at making up the difference, though. For example, bluescreen rounds are amazingly good at wrecking sectopods or mecs or basically anything tough and mechanical. Does so much extra damage they might as well not have armor, plus I think it disrupts Shieldbearer shields. AND it makes them more vulnerable to hacking attacks if they're still alive afterwards.

My experience was that once I got a psi trooper with stasis I could clown basically any pod. You should aim to get psi up by the mid game and get that ability out, it was instrumental to my non-failure against Andromedons.

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Demiurge4
Aug 10, 2011

Pyromancer posted:

Mine got void rift as first picked ability(AoE damage, chance to apply insanity to organic enemy) and then schism(adds rupture effect and damage to insanity). It's amazingly good, like a rocket launcher that goes through walls and armor and applies debuffs.
Got void lance later, by comparison it's :mediocre:

Yeah psi is super OP.

As an aside I had basically written off my ranger because I was sure that berserker was gonna punch him down because I didn't have the firepower to chew through it's HP. Turns out enraged berserkers will engage the closest target so it turned around and pummeled an ADVENT trooper :xcom:

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