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

Sblargh

Banned
Think I've hit a wall. The first one didn't feel like it had this much base management bullshit. Knocking down the avatar project shouldn't be a 4 step process. I just wanna shoot aliens, not manage all this other crap. The difficulty ramp is nuts too and the game doesn't give you enough tools to deal with it. Increasing the squad size is a daunting task involving money and time I just don't have. I think I need a fresh save.

It's a new game, lots of veteran EU players have your kind of shock starting out. Keep it up and everything will start to make sense.
 
42.9MB?

Uh...

1c97e64ec5.jpg


That's not 42.9MB.
 

peakish

Member
Yay, saved the earth on Veteran Ironman. Just in time for the first patch, hah. Didn't run into any game breaking issues in the end, luckily.

Final mission was pretty fun, although I lost two of my elites in the mission just before that one which I thought would sting a bit. Turns out that a healer came in very useful in the end, as did Bluescreen rounds.

Will probably restart on commander later this week with some mods applied.


Thoughts on the game: Pretty damn great follow-up to the first game, bringing some nice additions to throw veterans off balance for a bit. I do wish the second half of the game threw as many curve balls as the first half, the game felt a bit complacent after the bits were put in place. Suggestions about upping the pod size later on and being more active hunting the player down in the geoscape (as I've read in this thread) would be great to keep you on your toes.

I think I'll return to this a lot.
 
Wasn't the OST exclusively for the more expensive edition? Or was it all pre-orders? I forgot.

Either way, backing that shit up in case it's the former and 2K realizes their mistake.
 

Sober

Member
I wouldn't mind playing with fatigue. It would indeed need to be rebalance around it, but it was a very good mechanic.
Probably need to do things like more missions, which means either more VIPs (and in terms scientists and engineers need to contribute less overall per character) or more Dark Events that can happen but can counter, or something. But yeah, I'd like to play a version where you have to actually fill out your roster. Considering now you can actually sort your roster now and you don't have to keep a separate literal spreadsheet for all your away teams.

It sucks to want to bring some people to level up but you look at the Shadow Chamber overview on the mission and it's like, whelp, can't have anyone below sergeant coming anymore. At least reward soldiers scale, thank goodness.
 

captainpat

Member
I hope this isn't a stupid question but
what happens if you fail the avenger down mission or the last mission on ironman?
Is that is it? Just gameover?
 

low-G

Member
Just wanted to say I finished the game on plain old normal a couple days ago, which was definitely a bit too easy, but XCom 2 was my favorite game this year so far. Witness #2.
 

Apoc29

Member
Missions are getting too complex for the write-ups. Lol.

It is my best I/L run, tho.

I'm considering making a mod that automatically generates a recap of a mission in plain English. Don't know if people will actually use it, but I think it would be a fun exercise.
 

mercviper

Member
[ IMG]http://s18.postimg.org/nh999lrvt/2016_02_17_00011.jpg[/IMG]

With a squad of proper soldiers instead of rookies, we charge on our first real mission.
The objective is pretty close to the LZ, so time doesn't seem to be a problem, on the other hand, multiple pods close together are always a scary possibility.

--snip--

Loving the recaps. Definitely getting the vibes while blasting the combat music below while reading it haha.

Where's the mod for this in my game? I mean come on, should have been day 1.

https://youtu.be/YTkkysQPGhM
 

Vena

Member
So beat the game (Commander, IronMan) and I have some questions on the story:

I am assuming the Ethereals/Elders are running/afraid of some psi-based menace given the ending and their "hints"? And this was attacking their bodies and causing them to slowly die? I am not sure why they took to such an aggressive stance in culling humans for their genomes when, at the end of the game, they seemed to have been after working with the Commander. Wouldn't coming on amicable terms have made a lot more sense given their dire straights?

That said, I was expecting the commander to end up stuck in the Avatar but it seems it, along with the rest of the facility and the Elder spirits, was destroyed. Guess the Commander is now an Elder-tier Psi being?

Also, just as a detail, is the split off point from XCOM to XCOM 2's "reality" the idea that you "lost" the base invasion, and from there everything was a dream?
 

Sblargh

Banned
I always interpreted the elders situation as a kind of evolutionary dead end. Their bodie's physiology not being able to sustain their psi powers anymore and they not being willing to give up. So they try to find a spescies that can. My guess is that their warning is that human evolution will eventually mimick their own.
 
omg, I will never pick Blade skills again for my ranger.
Thought it was a good idea to try out Bladestorm for once.
Next mission a Muton runs next to my Ranger, Bladestorm triggers, misses and I get counterattacked to death.

Great skill, 5/7, would pick again.
 

mbpm1

Member
omg, I will never pick Blade skills again for my ranger.
Thought it was a good idea to try out Bladestorm for once.
Next mission a Muton runs next to my Ranger, Bladestorm triggers, misses and I get counterattacked to death.

Great skill, 5/7, would pick again.

10/10 Sepukku skill
 

Sblargh

Banned
omg, I will never pick Blade skills again for my ranger.
Thought it was a good idea to try out Bladestorm for once.
Next mission a Muton runs next to my Ranger, Bladestorm triggers, misses and I get counterattacked to death.

Great skill, 5/7, would pick again.

Oh, tho I don't spec my ranger to blade, I always did got bladestorm. This particular interaction is now making me rethink it. Too dangerous.

Also, when a sectoid mind controls your bladestorm ranger, meaning every unit near him now can't move.
 

cdyhybrid

Member
So beat the game (Commander, IronMan) and I have some questions on the story:

I am assuming the Ethereals/Elders are running/afraid of some psi-based menace given the ending and their "hints"? And this was attacking their bodies and causing them to slowly die? I am not sure why they took to such an aggressive stance in culling humans for their genomes when, at the end of the game, they seemed to have been after working with the Commander. Wouldn't coming on amicable terms have made a lot more sense given their dire straights?

That said, I was expecting the commander to end up stuck in the Avatar but it seems it, along with the rest of the facility and the Elder spirits, was destroyed. Guess the Commander is now an Elder-tier Psi being?

Also, just as a detail, is the split off point from XCOM to XCOM 2's "reality" the idea that you "lost" the base invasion, and from there everything was a dream?
The Commander was always PSI-capable. He's possessed by an ascended Ethereal. Check out The Bureau's story.
 

Vena

Member
The Commander was always PSI-capable. He's possessed by an ascended Ethereal. Check out The Bureau's story.

Wait so the commander is an ethereal already? So he's always been an/the (? original) Avatar? And from there on the other Elders were trying to copy this program for themselves?

I have no idea what the story in Bureau is, heh. Any links to where I could read up on it? Or just the wiki I imagine?
 
Couple of features/mechanics I'd like to see from mods or DLC.

-More tiers of armor and weapons, being able to unlock the second best equipment in the game an hour into it really kills my sense of wanting to constantly improve.

-Maybe have completely optional missions that are way more difficult(relative to your current loadouts) but can offer exclusive weapons or technology.

-I wish more levels implemented being able to buy 'perks' with Intel before starting. I thought it was a neat mechanic, but it's only good for one whole, short mission. Hell, I'd think it would be really cool if you could 'gamble' Intel on a mission, like 'no explosives can be used' for an extra 50 Intel,etc.
 

cdyhybrid

Member
Wait so the commander is an ethereal already? So he's always been an/the (? original) Avatar? And from there on the other Elders were trying to copy this program for themselves?

I have no idea what the story in Bureau is, heh. Any links to where I could read up on it? Or just the wiki I imagine?
There are two types of Ethereals, those that have transcended their physical form (like the one possessing the Commander) and those that haven't (the enemies of the game). The ascended ones meld with their host, but the Avatars are just empty shells piloted by Ethereals. They also seem to be more benevolent/neutral and act as observers in some cases.

Yeah, you can get a plot summary on the Wikis.
 

Sblargh

Banned
Couple of features/mechanics I'd like to see from mods or DLC.

-More tiers of armor and weapons, being able to unlock the second best equipment in the game an hour into it really kills my sense of wanting to constantly improve.

-Maybe have completely optional missions that are way more difficult(relative to your current loadouts) but can offer exclusive weapons or technology.

-I wish more levels implemented being able to buy 'perks' with Intel before starting. I thought it was a neat mechanic, but it's only good for one whole, short mission. Hell, I'd think it would be really cool if you could 'gamble' Intel on a mission, like 'no explosives can be used' for an extra 50 Intel,etc.

Those are all pretty great ideas.
 
The middle of the game goes by way too quick, and no marathon second wave type option is odd. Laser weapons modded in before plasma in a longer game would be great.
 

Vena

Member
There are two types of Ethereals, those that have transcended their physical form (like the one possessing the Commander) and those that haven't (the enemies of the game). The ascended ones meld with their host, but the Avatars are just empty shells piloted by Ethereals. They also seem to be more benevolent/neutral and act as observers in some cases.

Yeah, you can get a plot summary on the Wikis.

Ya just read up on it. That definitely does explain some stuff (like his god-like Psi abilities that rival the Uber Ethereal, though I guess it makes it a little weird that Ethereals were... well... fighting an Ethereal. I guess that does explain their strong desire for the commander, though, since the commander is basically everything they failed at achieving.

Though judging by what I've read of the Bureau story, it would seem like whatever happened with Asaru/Commander vs. Asaru/Bureau characters is different and the former seemingly permanent, there's never any real distinction given between "commander" and "Asaru", and I can't quite figure why Asaru wouldn't have just jumped ship if he could.
 
Also, just as a detail, is the split off point from XCOM to XCOM 2's "reality" the idea that you "lost" the base invasion, and from there everything was a dream?

That was my impression as well.

Couple of features/mechanics I'd like to see from mods or DLC.

-More tiers of armor and weapons, being able to unlock the second best equipment in the game an hour into it really kills my sense of wanting to constantly improve.

-Maybe have completely optional missions that are way more difficult(relative to your current loadouts) but can offer exclusive weapons or technology.

-I wish more levels implemented being able to buy 'perks' with Intel before starting. I thought it was a neat mechanic, but it's only good for one whole, short mission. Hell, I'd think it would be really cool if you could 'gamble' Intel on a mission, like 'no explosives can be used' for an extra 50 Intel,etc.

Agreed on the intel spending, that was a really cool mechanic that only mattered once. I'd love to see it apply to other missions, especially something like the option super-difficult missions you suggested. I'd also like to see the opposite of the super-difficult missions. A mission that has really limited rewards, but also has fewer and weaker enemies. Something that makes it not suicide mid- or late-game to make half or two-thirds of your squad squaddies to train up some replacements in case your someone in your main team dies.
 

cdyhybrid

Member
Ya just read up on it. That definitely does explain some stuff (like his god-like Psi abilities that rival the Uber Ethereal, though I guess it makes it a little weird that Ethereals were... well... fighting an Ethereal. I guess that does explain their strong desire for the commander, though, since the commander is basically everything they failed at achieving.

Though judging by what I've read of the Bureau story, it would seem like whatever happened with Asaru/Commander vs. Asaru/Bureau characters is different and the former seemingly permanent, there's never any real distinction given between "commander" and "Asaru", and I can't quite figure why Asaru wouldn't have just jumped ship if he could.
A theory I've read is that whatever is coming for the Ethereals is going to come for humans eventually and Asaru wants to prevent it from wiping us out.
 
-More tiers of armor and weapons, being able to unlock the second best equipment in the game an hour into it really kills my sense of wanting to constantly improve.

While I'd appreciate more weapon tiers for sure, what I'd really like is variety in weapons. The Exo/WAR suit heavy weapons offer a nice variety in terms of your approach/play style, but it's kind of lame that all rangers have to use shotguns, all specialists use assault rifles, etc. I know there's the SMG mod which I'm going to check out, but I think being able to change up your loadouts beyond "weapon this class can use" and "better weapon this class can use" would go a long way. Hell, make there be secondary weapon options too. Like an automatic pistol instead of the revolver for Sharpshooters.
 

Oppo

Member
well. that last mission sucks super bad. both sucks and blows. atomic vacuum. two fingers in the wind as I sail off on a Viking funeral. screaming at pets. supreme injustice. just seriously fucking annoying.

I was in love with this game, warts and all, until this very last thing and it has left a taste so foul that I almost regret having even seen it. holy fuck is it bad. what a colossal bummer.

monster closets. what in the name of high Druidic fuck Firaxis.

there is nothing tactical about monster closets. it's the laziest shit. omg. it's like I found a turd in the bottom of a $900 bottle of wine.
 

SRG01

Member
So wait, The Bureau is actually Canon?
If that's indeed the case, there aren't many explicit links to Commander/Asaru in XCOM2 aside from the Avatar twist near the end, are there?

well. that last mission sucks super bad. both sucks and blows. atomic vacuum. two fingers in the wind as I sail off on a Viking funeral. screaming at pets. supreme injustice. just seriously fucking annoying.

I was in love with this game, warts and all, until this very last thing and it has left a taste so foul that I almost regret having even seen it. holy fuck is it bad. what a colossal bummer.

monster closets. what in the name of high Druidic fuck Firaxis.

there is nothing tactical about monster closets. it's the laziest shit. omg. it's like I found a turd in the bottom of a $900 bottle of wine.

For that last mission:
Stop going into those rooms. Just go around into the hallways. That, or mind control/haywire random things to go pop pods for you... Your squad -- six plus the avatar --should be able to alpha-strike any popped pods in two turns or less.

The last battle is even easier. Liberally use AoE on the pods that appear, use mimics to buy turns, and get your rangers to rapid-fire the Avatars.
 
I was doing well in my campaign, then Stun Lancers ran up to 3 of my troops and hit them, and all I saw was

Unconscious
Unconscious
Unconscious

AAARGH. I had to retreat after that.
 

SRG01

Member
I was doing well in my campaign, then Stun Lancers ran up to 3 of my troops and hit them, and all I saw was

Unconscious
Unconscious
Unconscious

AAARGH. I had to retreat after that.

At one point in my game, I contemplated getting rid of the Sharpshooters in my squad... then I realized that they were the perfect insurance against Stun Lancers :D
 
At one point in my game, I contemplated getting rid of the Sharpshooters in my squad... then I realized that they were the perfect insurance against Stun Lancers :D

Conveniently, I created a wide field of fire in Overwatch before breaking concealment. All of my troops missed. XCOM!
 
Need some help.

What ini files should I edit, there are two verions:

Steam\steamapps\common\XCOM 2\XComGame\Config.
and
Documents\My Games\XCOM2\XComGame\Config.
 
Just had a faceless in LOS at the beginning of the mission, revealed all my soldiers the turn after start. Oh man thank you mimic beacons, where would I be without you. I instantly had 3 Mutons, 2 advanced soldiers, 2 stun troopers, a shield trooper and a captain on me within 1 turn. 2 mimic beacons later, one wounded Soldier (3dmg) and mission cleared :D\


My performance has tanked recently, I used to get 60fps+ pretty much every mission, now I'm into the 40's with dips below into the 30's anyone else have this recently?
 

Oppo

Member
So wait, The Bureau is actually Canon?
If that's indeed the case, there aren't many explicit links to Commander/Asaru in XCOM2 aside from the Avatar twist near the end, are there?



For that last mission:
Stop going into those rooms. Just go around into the hallways. That, or mind control/haywire random things to go pop pods for you... Your squad -- six plus the avatar --should be able to alpha-strike any popped pods in two turns or less.

The last battle is even easier. Liberally use AoE on the pods that appear, use mimics to buy turns, and get your rangers to rapid-fire the Avatars.

thanks for the advice. managed to beat it with a lucky null lance through a wall but I did not like that end mission design one bit. seemed like you had to be lucky, not smart.
 
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