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

Murman

Member
Does anyone else think that there should be timers on ALL missions?

Not sure if serious...

But I think the mixture is great. The sense of relief when you get a non timer mission is so good. Timed missions have their place and they make sure you don't overwatch crawl through the whole map.

I think the outrage at timed missions is a bit overstated, they mix up the game a bit and challenge you to adapt although I can understand the frustration.
 
Does anyone else think that there should be timers on ALL missions?

I think timer should be more dynamic. Like story missions should have multiple objectives that each extend the timer, giving you a motivation to push forward but not being quite so restrictive as some of the other missions, a bit like the bomb missions in XCOM: EU. I also think there should be timers that start when you engage an enemy squad that are eliminated when you wipe that squad, like for example if you don't eliminate every unit in a pod within 3 turns a group of reinforcements will be called on your position.
 
Although I haven't lost a mission due to running out of turns, the timer just makes playing the game feels uneasy, it's not something I want in a strategy game (only played 2 ladder StarCraft 2 matches in my life).
 
The mission timers are what make the game so exciting imo. They force you to make though decisions.

Do I move forward to get the objective but risk my soldiers?
Or do I move slowly to keep my soldiers safe but risk failing the mission?

Without mission timers the game becomes the ye olde move->overwatch, move->overwatch, move->overwatch, ...
 

samn

Member
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I think that stupid "beaglerush counter" they added to the game screws up normal overwatch ambushes. The Andromedon always seems to be able to attack during them, and this time a Codex just throws out one of those weapon disabling AOE attacks. Everyone is in cover, no flanks, just here...have this attack.

Nevermind on the guardian ability. I was thinking sentinel from EW, this time around it only has a 50% chance of triggering.
 

Croyles

Member
I absolutely love this and the last XCOM game.
However, I can't help but still feel disappointed about the gameplay mechanics in a mission when outside of battle (scouting, moving slowly etc).
The way pods are triggered is more annoying than anything else. I feel like that part of the game isn't balanced very well. It either leads to you demolishing all enemies with complete ease or getting completely wrecked and triggering all pods at once by moving one tile, both according to luck.

I keep wondering if I would enjoy this game more if that part were taken out and it was just the classic "Everyone knows where everyone is right from the start" similar to games like FF Tactics and just let the fun battle system speak for itself.

Rangers/battle scanners alleviate this a little bit but it still feels clunky imo.

Weirdly I actually like the timed missions.
 
Something else I love about this game is the level of cheese in the story. For me it just fits so damn perfectly for the game. An early example would be the opening cutscene where the news caster talks about peace and unity and you see the faceless grunts of ADVENT saluting. Or more recently AND A LATE GAME STORY SPOILER:
When Shen, Tygen, and Central were talking about who would go through/operate the portal/gateway I thought, "They're all going to look at me aren't they. I'm the only one who can save the world." Then they did and I couldn't stop laughing.

I really need to dig into some mods for my next playthrough when I get a chance. Might also just wait and see if they do any DLC or another expac like EW.

P.S. Thanks to those who answered my question about difficulty!
 
No, the timer adds variety to the missions. Removing it would start to make each mission type less unique.

I was talking about adding mission timers to more missions, not removing them.

It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??
 

WestwardLord

Neo Member
I got this recently and it's easily one of the most addicting and rewarding games I've played in a while. I love graphical improvements over XCOM:EU.
 
I was talking about adding mission timers to more missions, not removing them.

It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??

I'm sure you'll get a mod for that eventually then, but they are not going to add in timers to every single mission, when plenty of people hate them, or at least dislike the way they are implemented.
 
I was talking about adding mission timers to more missions, not removing them.

It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??

Yeah, I miss-spoke. Adding timers to each mission does the same exact thing. It removes mission variety.
 

vpance

Member
You would think the LOS indicators on enemies would help you in not triggering a pod, but apparently that's not the case.

I think you have to check every square you walk through, not only the ending one.

Another thing that helped me in trying to stealth concealed missions.. Even though the square you moved to wasn't red, that doesn't mean a pod you haven't seen yet doesn't have LoS on that spot. I was confused why I kept triggering pods like that the first few times.
 
I'm sure you'll get a mod for that eventually then, but they are not going to add in timers to every single mission, when plenty of people hate them, or at least dislike the way they are implemented.

A solution that I've seen many people talk about is instead of automatically losing the mission, have constant waves of reinforcements dropping in to force you to leave or be massacred when the time is up.
 

Falk

that puzzling face
A solution that I've seen many people talk about is instead of automatically losing the mission, have constant waves of reinforcements dropping in to force you to leave or be massacred when the time is up.

The in-game explanation is Skyranger will get shot down by aerial forces, not the arrival of additional ground forces.
 
A solution that I've seen many people talk about is instead of automatically losing the mission, have constant waves of reinforcements dropping in to force you to leave or be massacred when the time is up.

That just results in people farming kills like the defense mission, except even easier 'cause all you have to do is get your back to the evac zone and if it ever gets even a little too hot you just bug out.
 

Eyeh4wk

Member
How long should I put off that first black site mission?

I usually wait until I improve my soldiers, like research better weapons, increase squad size, getting phantom ranger & etc. And if I'm not mistaken it decreases 4 blocks of the Avatar progress the first time you complete it.
 

Croyles

Member
You would think the LOS indicators on enemies would help you in not triggering a pod, but apparently that's not the case.

I know being passive aggressive is the thing to be on the internet, but there really was no need here.

Actually they do help a lot. That doesn't mean that you have a ranger positioned in all directions.
LoS does not help at all with fog of war.

Let me give you an example:
Retaliation, 2 rangers. Enemy noise coming up ahead to the right, enemies shooting civis over there too. I send two rangers out, one to scout those and the other to cover the flankable positions to the left. The pod is not that far ahead.

All is going fine, I pull the enemies as soon as I can with great positioning. Then it's the second last move of my turn (enemies dead at this point), my sniper who is furthest behind moves one tile to the right of the tree she was standing behind because she didn't have line of sight with the second pack that was also ahead.
Triggers two pods instantly that were in the fog of war, 2 berserkers, 3 mutons, and like 2 stun lancers (iirc). RIP sniper and specialist.

I think you have to check every square you walk through, not only the ending one.
Yep this is another issue. Why not just give us a fourth colour tile after blue, yellow and red to indicate if that tile is LoS. Moving the cursor over each individual tile and then zooming out max is not fun.
 
I posted that after getting my ass handed to me by 2 pods activating at the same time myself.

But yeah, having an indication that you'll activate a pod once you move your soldier would help a metric ton.
 

Erheller

Member
That just results in people farming kills like the defense mission, except even easier 'cause all you have to do is get your back to the evac zone and if it ever gets even a little too hot you just bug out.

I'll have to poke around the SDK some more, but I'm pretty sure you can spawn enemies that award 0 kill experience. And I'm sure there's a way to get two or more pods to drop at the same time to make it harder to stick around.
 

Eyeh4wk

Member
Having played a lot of Long War in Xcom I got the habit of always hide in full cover no matter what, and I started to notice that although the aliens missed a lot, when they hit they would almost always crit and one-shot my guys.
Initially I thought "thats Xcom, baby" but now I came across this reddit thread and discovered that the hit/crit/dodge chance are all in the same roll (much like hacking). And thats some BS, so if you're being crited a lot despite standing in full cover now you know.
 

Sober

Member
I was talking about adding mission timers to more missions, not removing them.

It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??
I mean if you wanted to be particularly evil you could make it so you have to pick up the cargo and walk it to evac like carrying a body while a timer and reinforcements keep pressure on you.
 

Croyles

Member
My sniper just got rupture from AWC. Game, set, match.

Having played a lot of Long War in Xcom I got the habit of always hide in full cover no matter what, and I started to notice that although the aliens missed a lot, when they hit they would almost always crit and one-shot my guys.
Initially I thought "thats Xcom, baby" but now I came across this reddit thread and discovered that the hit/crit/dodge chance are all in the same roll (much like hacking). And thats some BS, so if you're being crited a lot despite standing in full cover now you know.

Yeah I don't know why they decided to do it in the same roll, either to save on processing power by not preloading too many rolls (lol), or some other reason.

It applies to your squads hit chance too so tit for tat I guess, but it seems a little odd still.
 

Falk

that puzzling face
Having played a lot of Long War in Xcom I got the habit of always hide in full cover no matter what, and I started to notice that although the aliens missed a lot, when they hit they would almost always crit and one-shot my guys.
Initially I thought "thats Xcom, baby" but now I came across this reddit thread and discovered that the hit/crit/dodge chance are all in the same roll (much like hacking). And thats some BS, so if you're being crited a lot despite standing in full cover now you know.

Heh, this reminds me of the hit table in WoW where shield block would push off crushing blows...

100% chance to hit and 103% chance to crit on an Advent Officer. No crit, and the Officer didn't even dodge :(

...although this is highly bizzare
 

Vena

Member
Speaking of pools.

I always use one guy, whether the game starts with him or not, I will hire him immediately after the run has started (screwing myself out of Supply early on but IT IS A MUST!). Anyone else do this?
 

samn

Member
Speaking of pools.

I always use one guy, whether the game starts with him or not, I will hire him immediately after the run has started (screwing myself out of Supply early on but IT IS A MUST!). Anyone else do this?

I do it with all of my celebs and friends in my character pool.

and then if any of them die in the first couple missions (ironman) I restart the whole game even if it's a salvageable run.
 
This is why you need to have a pocket Phantom scout.

Ive been regularly using 2 Phantom rangers, works pretty well.


On another note, looks like my current game is totally fucked because the camera is staring at a gas station away from where my squad (and anything relevant) is, and I can't move it. I can't take control of any of my soldiers, there's no alien activity sign, and nothing is happening.

On ironman too, which means I can't even reload an earlier save.
 
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