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

samn

Member
Has the hotfix fixed much for anyone? Just built a new PC and was thinking about heading in for a new Legend run but I'd much rather wait for more patches/DLC than face any issues.

Well it's fixed what it says it's fixed and that's about it.
 

Sulik2

Member
Oh completely agreed, especially with Ammo which compliments gunslingers much more than snipers. Gunslingers simply are better than snipers due to their adaptiveness. Especially on harder difficulties.

Long range snipers got nerfed hard. In my first game I didn't realize that and had snipers, I somewhat alleviated it by using a spider suit so I could up to height advantage and still get a sniper shot in the same round, but Gunslingers seem way more useful.
 
The hotfix completely tanked performance for me. I've since re-verified or whatever the game files in hopes of fixing it, but no; everything now on the strat layer has a 3-5 second stutter now.
 

mercviper

Member
What's the deal with proximity mine ambushes? I drop one, put everyone on overwatch, but then they get a turn to react, unlike using...say, kill zone. Both times I've noticed it, it has been an Andromedon. Everybody does their thing, and then he comes over for a tall glass of punch. No flanks were harmed in the making of this ambush.

I dunno. Every time I use proxy mines to start the ambush, they only hit one person :< So I set them off on my turn now.

As much as I hate VIP missions, my favorite experience in this game was when I almost stealthed a rescue mission on Legendary. I only had a ranger (Mazre) and 4 rooks so I slapped on SMGs and went for it. The rooks made it all the way to the end undetected, but the VIP couldn't quite make it out in 1 turn. So I hacked the door, and sprinted to cover and to break LoS from 3 pods + reinforcements, hunkering those I could. Everyone survived the onslaught and the overwatch fire over the LZ and made it out. Well, almost everyone.

Unfortunately, a patrol got stuck on Mazre at the beginning, so I had to leave him behind until everyone else evaced so that he didn't break concealment. This wouldn't have happened if I hadn't idiotically slapped the shotgun back on him 'just in case' I needed the extra damage.

On the other hand, after that was done, I still had 8 turns to evac and he had conceal to get back into stealth to make it the rest of the way.

f6iE2by.png

Made it up to here before the erratically moving sectoid (literally zigzagging around the LZ looking for the ranger) walked past and broke the stealth. Miraculously survived the onslaught of every advent on the map to make the last run to the LZ and then


RIP Mazre

I'm sorry I swapped out your SMG. Also sorry I didn't move you just one step further that last turn. The problem was I counted how many steps I needed and apparently I miscounted .:x
 

Sober

Member
I've never really had issues with turn limits and a long range sniper. The ones where you secure an objective, you can usually park them in the back and you're all good with clear sightlines to rain hell on people. If it's a mission you need to evac then you just have to be mindful of positioning but it's very rare my sniper gets caught out of position and either way you rarely fight that many pods heading to an escape that you can't evaporate in the first turn anyway.

Also I never had the spider suit. Just made one and I hear grapple is a free action is this is gonna be interesting.
 

Gothos

Member
I wonder if there is a setting in ini files to set bigger zoom out level by default. Scrolling out every mission is tiresome...
 

cdyhybrid

Member
Snipers don't really come into their own until Kill Zone, and until then you're stuck trying to find a weird balance between keeping them far back enough to be safe and keeping them close enough to evac in time.

Or you just take Gunslingers on timed missions instead.
 

mercviper

Member
RIP Deadeye. That talent just doesn't do enough especially considering how the pistol damage is more or less equivalent but with added flexibility of close range, can be used while mobile, and can split the damage off on other targets for cleanup.
 

Sblargh

Banned
Is it possible to be assaulted by a UFO more than once in a campaign?

Yes. But it's rare. I even saw the odds on some. Ini file when I was checking them out, but I don't remember now.

Like, the odds for escaping it double or something like that after doing the mission de one time, but it's still there.
 
Deadeye will probably be fixed like snap shot was. Funny they did the same thing twice with sniper abilities...the aim penalty is too harsh.
 
Regardless, I think we should all agree no matter what sniper you build you should always get lightning hands.

Deadeye just sucks, every time I think about using it I look at the aim penalty and nope back to a normal shot.

Deadeye has saved my bacon more than a couple times, but I also play my snipers so far in the back that I've never viewed pistols as a viable option. In fact, I think I've only used the pistol twice.
 

Quicknock

Banned
Don't worry about it, play the way you like it. A lot of people like playing XCOM almost like it's a roguelike - you aren't supposed to win, but that one time you get really close to winning feels so good. That's the type of person Ironman appeals to.
Yeah, I see that.

I'm more into the whole superheroism, high-tech badass aspect of it, and watching my squad fail is like the opposite of fun for me. Suffice it to say, I'm probably going to stick with the lower difficulty settings for most of my playtime. (I tried Impossible a few times on Enemy Within and that was enough to convince me to never try it ever again.)
 
Ironman XCOM is like nothing else. As mentioned, it's a glorious mix of roguelike and strategy.
Is it possible to be assaulted by a UFO more than once in a campaign?

Wait, is it scripted? I thought it was just another threat card.

Which reminds me...


Bugwatch: when the UFO intercepted me, it flew to me--freezing me in place--then flew all the way around the globe to catch up to me and initiate combat.
 

mbpm1

Member
Ironman XCOM is like nothing else. As mentioned, it's a glorious mix of roguelike and strategy.


Wait, is it scripted? I thought it was just another threat card.

Which reminds me...


Bugwatch: when the UFO intercepted me, it flew to me--freezing me in place--then flew all the way around the globe to catch up to me and initiate combat.

Oh yeah, something like this happened to me.

Bradford yelled "Evasive maneuvers" and flew to California, dodging the UFO

Then he stayed in place for a full day as the UFO flew around the globe for another pass and intercepted him while he hovered over Western US instead of maneuvering evasively for who knows what reason. Maybe he just liked the sunshine
 
Oh yeah, something like this happened to me.

Bradford yelled "Evasive maneuvers" and flew to California, dodging the UFO

Then he stayed in place for a full day as the UFO flew around the globe for another pass and intercepted him while he hovered over Western US instead of maneuvering evasively for who knows what reason. Maybe he just liked the sunshine
XCOM is a weird world where bizarre mistakes happen all the time, thanks to failed rolls and RNG gods. There's probably a good police procedural in there somewhere (not the Bureau, dammit.)
 
Let it be said that riding the avatar project timer to the near-end isn't always a good idea. I did that, then did the first blacksite mission. Immediately after the mission, the fuckers made progress again, with an 11-day countdown, and I was one country away from the nearest alien facility, with low intel and no resistance comms built. So I had to build the comms facility and wait it out at resistance HQ to build up intel, then managed to do the mission with less than a day remaining.
 
Any estimates on how possible it'd be to make a properly functioning Brainsucker unit as a mod? Particularly pertaining to the likes of setting it up such that the victim unit would be in a perma-Dominated state independent of the Dominator's life (In this case, the Brainsucker which dies immediately afterward), in addition to being removed from the roster wholly and not being open for a rescue mission later like I'd assume normally mind-controlled units would be if the last unit left.

Not entirely sure if developing it would be worth my time, even as much as I'd love to work on a set of mods that Apocalypse-ify XCOM 2.

Seeing the OpenXCOM community struggle with making a Brainsucker unit work properly even in an open-source environment has seriously demoralized me on the idea of trying to do the same in a closed-source environment.
 

Sblargh

Banned
Any estimates on how possible it'd be to make a properly functioning Brainsucker unit as a mod? Particularly pertaining to the likes of setting it up such that the victim unit would be in a perma-Dominated state independent of the Dominator's life (In this case, the Brainsucker which dies immediately afterward), in addition to being removed from the roster wholly and not being open for a rescue mission later like I'd assume normally mind-controlled units would be if the last unit left.

Not entirely sure if developing it would be worth my time, even as much as I'd love to work on a set of mods that Apocalypse-ify XCOM 2.

Seeing the OpenXCOM community struggle with making a Brainsucker unit work properly even in an open-source environment has seriously demoralized me on the idea of trying to do the same in a closed-source environment.

I'll give it a try, later.
 
I wonder if an expansion will add a cover-restoring or cover-creating unit to disrupt the Grenadier's capabilities. After EW's invisible Squadsight-ambushers, I think it's very likely.
 

vpance

Member
Let it be said that riding the avatar project timer to the near-end isn't always a good idea. I did that, then did the first blacksite mission. Immediately after the mission, the fuckers made progress again, with an 11-day countdown, and I was one country away from the nearest alien facility, with low intel and no resistance comms built. So I had to build the comms facility and wait it out at resistance HQ to build up intel, then managed to do the mission with less than a day remaining.

I rode it out too before doing the first blacksite mission, although I'm not sure there's any major benefit of doing that since the mission scales in difficulty. I just wanted to have predator armor first though. I'm still hovering around 2 bars till completion for like last few months so I'm safe from those 1 bar progress jumps for now.
 
I thought I was good at this game. Decided to do a Commander/Ironman with several ini tweaks that improve enemy AI, remove the hidden XCOM hit bonus, etc.

Guess who was wrong?
 

Sblargh

Banned
This one needs to be flawless, no fuckups, too much injuries already.
*3 wounded*
Ok, this one I can't fail.
*forgets Holy Bacon at home, 1 dead, another 3 wounded*
Ok, now this one...
 

mishakoz

Member
Deadeye just sucks, every time I think about using it I look at the aim penalty and nope back to a normal shot.

Naw, you just get tracer rounds + Aim Stim + Superior Scope, your aim will nearly always be close to 100% even with Deadeye, especially if you have the higher ground.
 

kionedrik

Member
Just finished the game.

Despite the technical shortcomings it might be one of the best games I've ever played and I'm really hopeful on what they may deliver in the future.

All story missions felt great and diverse, especially the last one. The other missions also did a great job of mixing environments and objectives, so the mid-to-late-game never felt like a chore.

If I had to point any fault at it (besides the technical hiccups) it would be that you fight too few aliens and spend most of the time fighting robots and ADVENT minions.
The lack of Elders throughout the story also seemed like a missed opportunity.
 

Sblargh

Banned
Yeah. I get it you need standard units that do regular stuff like shooting and exploding, but I feel like we could use a bit more crazy aliens.

At least their blood is Orange.
 

mbpm1

Member
Yeah. I get it you need standard units that do regular stuff like shooting and exploding, but I feel like we could use a bit more crazy aliens.

At least their blood is Orange.

They should have made a more upgraded advent troop in the storyline
 
Alien variety is actually pretty good (IMO), but after a certain point that stops mattering because they just die too fast.

This is largely at the feet of Grenadiers effectively removing enemy cover as a factor, but over-effective EMP bombs and bluescreen rounds don't help.
 

SRG01

Member
Alien variety is actually pretty good (IMO), but after a certain point that stops mattering because they just die too fast.

This is largely at the feet of Grenadiers effectively removing enemy cover as a factor, but over-effective EMP bombs and bluescreen rounds don't help.

Late game enemies die too fast even without EMP/bluescreen. Normal acid grenades coupled with rapid-fire rangers take down pods fairly quickly.
 

Rentahamster

Rodent Whores
I've been experimenting with using 2 specialists with skullmining ASAP to farm intel as early as possible to buy more stuff at the black market. Dunno if it's worth it yet.
 
Late game enemies die too fast even without EMP/bluescreen. Normal acid grenades coupled with rapid-fire rangers take down pods fairly quickly.

I was mostly just thinking about how emps and bluescreen tear the hell out of what should be some of the nastiest baddies in the game (Gatekeepers and Sectopods).
 

Sblargh

Banned
Alien variety is better than EU, in my opinion. They look crazy enough too. So I guess my problem isn't with waiting more aliens, but (even) less space marines.
 
Anyone know the mod that lets you use low-tier equipment/weapons in the later stages of the game? I wanna use some of these assault rifle mods but the stats on em are weak.
 

Sober

Member
LOL the last room in the last mission can go straight to hell.

I just abused overwatch camping to finish it, take that Firaxis.

Also Jane Kelly for the campaign killing blow, feelsgoodman
 

SRG01

Member
I was mostly just thinking about how emps and bluescreen tear the hell out of what should be some of the nastiest baddies in the game (Gatekeepers and Sectopods).

That is very true.

I've often maintained that most games should get harder not easier as the game progresses. With XCOM, it's the other way around since the number and effectiveness of solutions for a given enemy increases.
 
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