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XCOM 2 |OT| Be Aggressive! Be Be Aggressive!

I'm starting to notice significant slowdown between turns at about 18 hours in now. Like a good 10-15 seconds while the game thinks about switching, and especially around Overwatch too. Is there a cache or something I'm supposed to clear out? Old save files (since this thing aggressively autosaves)?

I do know that too many save files will make the UI start to crawl. I backed up/removed all my saves before starting a new playthrough, and the UI almost feels snappy. Performance absolutely got worse as time went by on my end also, but I think That's XCOM, Baby! :(


Picking up vulture seems like it may fix my elerium core shortage from last time. I haven't even built the proving grounds yet, and loot drops can now have 2 cores.
 

Falk

that puzzling face
One of the reasons I'm going 2-save honestman was remembering how messed up the save dialogue got when you exceeded a certain number in EU.

Looks like I dodged a bullet?
 
One of the reasons I'm going 2-save honestman was remembering how messed up the save dialogue got when you exceeded a certain number in EU.

Looks like I dodged a bullet?

I'm not sure if listing saves out of order after 100 total, or slowly degrading performance is worse. Too many RPGs on my end...I can't help but to save all the time, even if I don't need to.
 

Falk

that puzzling face
Mind you I haven't even booted up the game in the past two days. Work, plus might as well wait for a patch.

Dodged a bigger bullet, maybe.

Call me the dodgemaster.
 
100% chance to hit
100% critical hit
Concealment

Dodge: Grazed!

694.png
 

ISee

Member
I deactivated all mods and moved all previous savegames to another folder before starting my current playthrough, so practically I'm on one savegame atm. And still I'm getting weird UI glitches (buttons and shortcuts not working), camera bugs, sound glitches and AI freezes from time to time. In general larger, random generated maps seem to 'glitch' more often then smaller ones.
 

cripterion

Member
I'm enjoying more ChristopherOdd playthough than playing the game on my own.

Really wish this had some kinda of co-op as I don't feel compelled to play the game after finishing it. Hopefully we will get some nice mods soon.
 

samn

Member
I deactivated all mods and moved all previous savegames to another folder before starting my current playthrough, so practically I'm on one savegame atm. And still I'm getting weird UI glitches (buttons and shortcuts not working), camera bugs, sound glitches and AI freezes from time to time. In general larger, random generated maps seem to 'glitch' more often then smaller ones.

Verified your files through steam?

deleted your configs in your Documents folder and had the game rebuild them?

I'm enjoying more ChristopherOdd playthough than playing the game on my own.

Really wish this had some kinda of co-op as I don't feel compelled to play the game after finishing it. Hopefully we will get some nice mods soon.

I wonder if someone could work out a remote desktop kind of solution for this.
 
I've had the Psi Lab for some time now. Really regretting not immediately unlocking the second chamber. Playing with and without my one psi soldier is night and day. Her aim is dreadful though
 
I've had the Psi Lab for some time now. Really regretting not immediately unlocking the second chamber. Playing with and without my one psi soldier is night and day. Her aim is dreadful though

I was planning on rushing a Psi Lab this playthrough, but there is just so much other stuff you "need" before that.
 

ISee

Member
Verified your files through steam?

deleted your configs in your Documents folder and had the game rebuild them?



I wonder if someone could work out a remote desktop kind of solution for this.

Nope. But good advice, will try.
 

ant_

not characteristic of ants at all
I'm pretty lategame and don't have a single psi-ops soldier, let alone the psi-ops facility thing. Am I screwed?
 

samn

Member
I'm pretty lategame and don't have a single psi-ops soldier, let alone the psi-ops facility thing. Am I screwed?

I was in the same position on Veteran. I assumed psiops would be as crummy as they were in EU so I didn't build it until very late. I did fine, though it was a low difficulty and I did delay a lot of the story missions.
 

captainpat

Member
Gonna start a new game on veteran ironman today. I beat the game on rookie, save scummed a fuck ton and while I had good time, I feel like I cheated myself out of something.
 
I just built the AWC and have a bunch of high-ranking soldiers. Would respeccing them unlock the bonus skill if it was attached to a lower rank? I've been reading contradictory things.
 

Terra_Ex

Member
I'm pretty lategame and don't have a single psi-ops soldier, let alone the psi-ops facility thing. Am I screwed?

I left them till quite late on too and ended up wishing I'd trained some sooner, they're pretty decent this time around. Definitely tipped the odds in my favour a couple of times towards the end.
 
This is really disappointing. The game is becoming less functional the more I play it. Now getting to the point where I'm looking at close to a minute to register a match end and getting serious delays between actions too. What's the save issue causing that? I only have a single playthrough going and have deleted older saves but it's still getting worse.
 

ant_

not characteristic of ants at all
I was in the same position on Veteran. I assumed psiops would be as crummy as they were in EU so I didn't build it until very late. I did fine, though it was a low difficulty and I did delay a lot of the story missions.

I made it through Veteran with no psi-ops soldiers just fine.

I left them till quite late on too and ended up wishing I'd trained some sooner, they're pretty decent this time around. Definitely tipped the odds in my favour a couple of times towards the end.

Thanks guys. One more quick question - Does a psi-ops soldier have to start out as a recruit? Or can I give my old soldiers psiotic abilities?
 

SCB3

Member
Finally finished the game last night with the avatar project on maximum but all upgrades done on my soldiers bar psi (I prefer a more realistic approach)

thats last mission though.....


5 Hours and so many things that can go wrong, cleared it finally in spite of my secondary grenadier being glitched and unable to move or be hurt at all
 
Threat Assessment is so good. I find I'm bringing 2 Specialists more often than not recently.

being able to range heal with a gremlin on any ally within sight (I think) is pretty godlike, even if it is only 5hp for me right now.

Also I noticed that clearing out old saves and log files improved loading time significant.
 

masterkajo

Member
Just had a VIP rescure mission where the VIP was inside a vehicle. After my first move I got informed that we have eyes on the VIP (not possible as I was on the other side of the map and he was inside a vehicle) and three alien pods activated next to the vehicle. Managed to get him out to the evac zone after one alien shot open the doors. Thought I could evac my soldiers with a manual evac zone to get an easy mission... but it is apparently not working if there is already an evac zone on the map. Lost all soldiers and the Legendary ironman run :(
 

eek5

Member
I just built the AWC and have a bunch of high-ranking soldiers. Would respeccing them unlock the bonus skill if it was attached to a lower rank? I've been reading contradictory things.

There is a mod called AWC retroactive which will give you hidden skill for soldiers that ranked past the unlock point
 

vpance

Member
being able to range heal with a gremlin on any ally within sight (I think) is pretty godlike, even if it is only 5hp for me right now.

Also I noticed that clearing out old saves and log files improved loading time significant.

Gremlin medic has permanent spot on my roster. It's hard to justify not bringing one along unless you bring multiple mimics. Can save the life of like 2 guys in a single turn.
 
Just had a VIP rescure mission where the VIP was inside a vehicle. After my first move I got informed that we have eyes on the VIP (not possible as I was on the other side of the map and he was inside a vehicle) and three alien pods activated next to the vehicle. Managed to get him out to the evac zone after one alien shot open the doors. Thought I could evac my soldiers with a manual evac zone to get an easy mission... but it is apparently not working if there is already an evac zone on the map. Lost all soldiers and the Legendary ironman run :(
Ouch. This sort of stuff is why I back up my I/C save every (in-game) month or so. Haven't had to use it, but I don't think I could handle a bug scratching tens of hours of progress.

I've failed two missions on this run, though. Once because I put a VIP next to a car, which blew up on the same turn that I killed all the aliens and while the VIP was a blue move from the evac. And the second was a "protect the device" mission where the device somehow caught on fire from an alien shot on the first turn. I couldn't kill all the pods before it burned to a crisp.

Gremlin medic has permanent spot on my roster. It's hard to justify not bringing one along unless you bring multiple mimics. Can save the life of like 2 guys in a single turn.
I've had a couple of medics in the dozens of hours of XCOM 2 I've played, but they just seem to, well, suck compared to literally every other build. Just a waste of a roster spot.
 

Vena

Member
I actually like the dodge/graze mechanic as a point of uncertainty since it brings certain classes down a peg in "definitely superior".

This is also why I run two demolitions experts since you can't graze or miss with nades, and blowing up buildings with troops on them will usually net you multiple kills for free out of stealth (and kills turrets instantly if you break their building). If there were no uncertainty in hits ever, I think I'd just run a bunch of Serial snipers with armor ignoring rounds.

That said, I am nearing end-game on IronMan + Commander and right now I have found the best team comp for my playstyle to be:
1x Reaper/Implacable Ranger in Wraith, and EMP for dealing with MEC and Sectopods.
2x Demolitions, one Heavy EXO (Holo Targeting) and one regular full demolitions (Acid x2, Frag x1).
1x Tech, full Gremlin Offensive.
1x Psi Op.
1x Sniper Serial (armor ignoring) + pistol perks.

The game no longer really offers much of a challenge. Anything with armor is killed by the second demos and sniper, all small fry are Serial/Reaper fodder (especially Codex), and the EXO demo is how I initiate any concealed encounter by blowing up whatever is in the biggest clump on a building. The techie will Skullmine, Haywire, or Discharge anything left over.

Psi-Op is OP imo.
 

KingV

Member
I just beat it on rookie last night (after three or four failed veteran playthroughs) and man is it a lot harder than EU. I breezed through EU pretty well on its default difficulty, but Xcom 2 feels much more reminiscent of the original, where the early game is really difficult.

I actually thought the rookie difficulty curve was still somewhat challenging, and allows you to make some mistakes without getting wiped. There's still some difficult fights.
 

mishakoz

Member
Here are my post game observations:

  • Sniper with "Serial" is amazing, with Autoloader you can destroy several enemies per turn
  • Having an offensive specialist is the way to go. Having a medic definitely is important, but since the best defense is a good offense in Xcom, the medic is kinda useless.
  • Psi-Op is amazing, didn't pick them up till very late in the game due to me not understanding how Psi works in the new game, but damn she was powerful
  • Heavy is useless since now anyone can carry heavy weapons with the new suits. They have terrible accuracy and don't have significantly more damage than other soldiers like the last Xcom Game
  • Ranger with the blade ability and untouchable is great, though i missed not having the double shot

I don't know when ill get to a difficult Ironman run, but I think I'm going to run the following

Sniper
Sniper
Offense Specialist
Blademaster
Psi-Op
Heavy (early game)
Psi Op (Late game)
 

Palmer_v1

Member
Overall, I sort of wish everything had more HP and there were more pitched battles. OHKO should be a rare occurrence. I'd want to also diminish hacking and mind control, and make it easier to recruit troops.
 

Steel

Banned
Just had a VIP rescure mission where the VIP was inside a vehicle. After my first move I got informed that we have eyes on the VIP (not possible as I was on the other side of the map and he was inside a vehicle) and three alien pods activated next to the vehicle. Managed to get him out to the evac zone after one alien shot open the doors. Thought I could evac my soldiers with a manual evac zone to get an easy mission... but it is apparently not working if there is already an evac zone on the map. Lost all soldiers and the Legendary ironman run :(

Had something similiar to me. The van spawned in with no walls, so as soon as I got it in my line of sight, I got the VIP unit, who in turn activated 3 pods. Killzone saved my soldiers lives in that case, but that VIP didn't stand a chance.

Grenadier+concealed ranger+psi is the strongest. maybe specialist in there too

Nah. 2 Snipers with killzone and extended mags+Concealed ranger+psi with a grenadier on the side is the way to go. Enemies will all be dead before they get close to the snipers, and if they aren't the psi-operative will just stasis them. Only problem comes up when there's a large in-door area, but even that can be solved by a grenadier collapsing some walls.
 

Sblargh

Banned
Commander is too easy and legend is too hard. :(

Also, when I figured out I wouldn't be able to extract the dark VIP, I put him on the floor and threw a grenade. He dies, the game recognized that, yet the mission failed.
 

vpance

Member
I've had a couple of medics in the dozens of hours of XCOM 2 I've played, but they just seem to, well, suck compared to literally every other build. Just a waste of a roster spot.

Still kind of mid game ish(?), pre plasma, rookie psi op, but they're working well for me so far. I guess it's kind of situational. Threat Assessment made a them a whole lot more useful to me though. Getting the feeling I'll probably end up slotting in a psi op instead later.
 

Falk

that puzzling face
I've had a couple of medics in the dozens of hours of XCOM 2 I've played, but they just seem to, well, suck compared to literally every other build. Just a waste of a roster spot.

The problem with medics lie not in tactical layer but strategic layer. Because of the way injuries work (along with their tuning) prevention is very literally better than cure. To scrutinize an obvious choice for example, Combat Protocol as guaranteed damage (especially against MECs) to finish off an enemy at the end of a turn is a far better idea than letting it shoot at you, which is when Medical Protocol becomes useful.

(Obviously this also requires a certain mindset and playstyle)

Heavy is useless
Ranger with the blade ability and untouchable is great

Are you sure you didn't get grenadier and blademaster swapped around there :V
 

Vena

Member
I found medics and medkits to be completely useless. This gets even more pronounced if you get the experimental armor for ignoring fire, acid, and poison as those are the only annoyances outside of just killing everything before it ever has a chance to shoot.

My ranger got an absolutely great perk roll from AWC, giving him free Overwatch on movement only turns. With concealment he can solo-prep ambushes while also scouting everything ahead of my team. Also lets me save Run-and-Gun for actually setting up combos or finishing off a distant enemy rather than waste it to Overwatch a position.

Heavy is useless since now anyone can carry heavy weapons with the new suits. They have terrible accuracy and don't have significantly more damage than other soldiers like the last Xcom Game

Salvo, multiple grenades, and mixture.

The demos have some absolutely amazing perks to make them better than other classes trying to be pretend demolitionists.
 
Overall, I sort of wish everything had more HP and there were more pitched battles. OHKO should be a rare occurrence. I'd want to also diminish hacking and mind control, and make it easier to recruit troops.
I think better cover and less effective grenades is the answer, not more HP. Long War did both, and it's a large part of what makes firefights in it fun. Also just more enemies. If you're controlling pod activations in XCOM 2, you almost always outnumber the enemy, sometimes by three or four soldiers.

In XCOM 2 right now, I basically kill everything on the turn I reveal it or I mimic beacon/shutdown/stasis what's left. I have two mimic beacons, so I can afford two turns where I don't kill or neuter everything on the turn I reveal it. The result is I almost never get shot at, which becomes dull.
 
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