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

The building? It allows you to train a rookie to be a psi-op. It doesn't work like in EU, though, so keep that in mind on your next playthough. Just build one and play with it, I don't want to give away too much. You'll have fun figuring it out.
Cool, thanks for the info! I'll work on getting it next time. Funny thing, in my first playthrough of EU, I also didn't mess with Psy Ops until I was forced to.
This game is the gift that keeps on giving.
That's one thing I thought was funny with missions in city areas. I'd have gas/fire/acid down from a grenade or weapon and civilians would run through it and die the next turn.

Kind of surprised there's nothing against collateral damage in this game.
 

Rentahamster

Rodent Whores
That's one thing I thought was funny with missions in city areas. I'd have gas/fire/acid down from a grenade or weapon and civilians would run through it and die the next turn.

Kind of surprised there's nothing against collateral damage in this game.

Well, in the cities, the civilians are brainwashed ADVENT lackies anyway ;P
 

LexW

Neo Member
Kind of surprised there's nothing against collateral damage in this game.

However many people you kill on the missions, it'll be a drop in the ocean compared to what the aliens are doing, so I suspect they didn't want to put that in to annoy us on top of everything else.

Plus it would strip some of the sheer joy from blowing shit up - they might even have to start designating okay/non-okay things to blow up and it'd get really silly.

On top of all that, at least 90% of dead civvies in my games have been the victims of exploding cars which they decided to hang out near, and if that got blamed on me...
 

Sub Zero

his body's cold as ice, but he's got a heart of gold
some mods are really getting quite meaty already. so good with modding support.

more specifically https://steamcommunity.com/sharedfiles/filedetails/?id=618977388 and https://steamcommunity.com/sharedfiles/filedetails/?id=619706632. I'm also quite interested following the PCP and Parcel pack mods.

Yup, I am only rolling with cosmetic mods atm and these two are the best, especially the headgear pack.

Hope that someone mods in more faces and voice packs, as the game lacks severely in those two departments. There is a mod that adds some international voices but it still needs a lot of work
 

NIN90

Member
W40k Space Marine voice pack is the most essential mod. I couldn't stop laughing when my Space Marine dodged six attacks in a single turn on the last mission, exclaiming his love for the emperor or some shit after every miss.
 
Well, in the cities, the civilians are brainwashed ADVENT lackies anyway ;P
On top of all that, at least 90% of dead civvies in my games have been the victims of exploding cars which they decided to hang out near, and if that got blamed on me...
hah! Fair enough. I'd get annoyed to now that I think about it. The only penalty needed is to just have Central yell at you for killing brainwashed civilians!

Does remind me of a golden moment when I used a Shredstorm Cannon for the first time. Not only did I kill the three Advent enemies but I also blew away a civilian, murdered the VIP in the van that also exploded, and killed two other people on another block. Another moment where I couldn't stop laughing but was also in awe of the destruction.
 
Finished my first run on Veteran last night. Sound desynced on the ending cutscene.

Time for a break. I'll probably come back to it later this year depending on which DLC captures my fancy.

Can we talk about the ending:
definitely a Terror From The Deep tease, right? Will it be the expansion or XCOM 3?
 

Falk

that puzzling face
I can't imagine Firaxis aren't unaware of the existence/premise of TFTD, and I equally can't imagine they don't figure people would make that association, so I feel it has to be deliberate. Whether it's a tease or a misdirection, who knows
 

Jintor

Member
Jake The Snake Solomon has said
repeatedly that he didn't care for TFTD. I know that doesn't really mean anything when it comes to, say, publisher mandates or if the team decides it's a good theme for a quick expansion pack/dlc... or it might just indicate he wouldn't be working on that particular piece of content.
 

s_mirage

Member
Jake The Snake Solomon has said
repeatedly that he didn't care for TFTD. I know that doesn't really mean anything when it comes to, say, publisher mandates or if the team decides it's a good theme for a quick expansion pack/dlc... or it might just indicate he wouldn't be working on that particular piece of content.

Well, if he doesn't care for it (which is understandable considering it was a cheap cash-in sequel/reskin), perhaps they're taking the opportunity to explore the same theme but actually do it justice.
 
Jake The Snake Solomon has said
repeatedly that he didn't care for TFTD. I know that doesn't really mean anything when it comes to, say, publisher mandates or if the team decides it's a good theme for a quick expansion pack/dlc... or it might just indicate he wouldn't be working on that particular piece of content.

Well, he also said
"We didn’t know it would be this way at launch”. TFTD confirmed.
 

Falk

that puzzling face
Jake The Snake Solomon has said
repeatedly that he didn't care for TFTD. I know that doesn't really mean anything when it comes to, say, publisher mandates or if the team decides it's a good theme for a quick expansion pack/dlc... or it might just indicate he wouldn't be working on that particular piece of content.

I think mechanically,
TFTD really didn't bring anything new to the table. It's pretty much a 90s version of a COD reskin. If a potential TFTD were in the works and brought as much change as XCOM -> XCOM2, or heck, XCOM -> EW, I think the premise itself holds enough creative opportunities to be something special, because a lot of deep sea life is already freaking scary to begin with. XCOM 2 already breaks a lot of molds which XCOM EU held fast on 'out of respect for the classic', so I don't see why a fully reimagined TFTD couldn't work.

But hey, throw me in the camp who wants to hop straight to Apocalypse which I think is an even more awesome premise, both in terms of location and scenario. Even though the ADVENT cities are enemy territory rather than friendly, the premise of XCOM 2 is kinda already 33% of the way there, not to mention the final mission being going through a portal to an 'alien dimension', similar to Apocalypse, notwitstanding that it actually ended up being under the sea.
 

Bubaer

Member
Question about turrets: Is there some special condition required for my specialists to hack them? Was doing a mission recently and I didn't get the option to do anything other than shoot them (which I did, with a rocket). Thought there was an option to deactivate them or something.
 

Carcetti

Member
I think mechanically,
TFTD really didn't bring anything new to the table. It's pretty much a 90s version of a COD reskin. If a potential TFTD were in the works and brought as much change as XCOM -> XCOM2, or heck, XCOM -> EW, I think the premise itself holds enough creative opportunities to be something special, because a lot of deep sea life is already freaking scary to begin with. XCOM 2 already breaks a lot of molds which XCOM EU held fast on 'out of respect for the classic', so I don't see why a fully reimagined TFTD couldn't work.

But hey, throw me in the camp who wants to hop straight to Apocalypse which I think is an even more awesome premise, both in terms of location and scenario. Even though the ADVENT cities are enemy territory rather than friendly, the premise of XCOM 2 is kinda already 33% of the way there, not to mention the final mission being going through a portal to an 'alien dimension', similar to Apocalypse, notwitstanding that it actually ended up being under the sea.

New technology allows for so many interesting things they could do with TFTD. Just thinking water mechanics, ship leaks, swimming movement, mini subs. Some of that isn't even anything revolutionary, TFTD was just so safe and quick rehash.

I still loved it, though.
 

Apoc29

Member
Question about turrets: Is there some special condition required for my specialists to hack them? Was doing a mission recently and I didn't get the option to do anything other than shoot them (which I did, with a rocket). Thought there was an option to deactivate them or something.

You had to have chosen the Haywire Protocol perk to hack turrets/robots. It's available at like the 2nd or 3rd rank, up against Revival Protocol.
 

Steel

Banned
W40k Space Marine voice pack is the most essential mod. I couldn't stop laughing when my Space Marine dodged six attacks in a single turn on the last mission, exclaiming his love for the emperor or some shit after every miss.

Nah, Arnold Schwarzenegger and Darkest Dungeon narrator voice packs are where it's at.
 

Nete

Member
Running not so well against the clock in a mission from my recently started legendary game, I prepare to charge into the objective room... and suddenly a patrol appears in my ass from upstairs. Fuck me.

R3d4BrQ.jpg

I managed to get the objective and extract all my guys thanks to a flashbang into the back group and a beatdown (love this mod) to the Sectoid, who previously did refuse to be critted by my Ranger... but according to the game I still failed the mission. NOT IN MY BOOK.
 
Don't get me wrong, unless you're doing black market slingshots, Mag and Predator armor milestones are significantly different when you have 1 scientist vs when you have 3, but that's pretty much the only hurdle. Engineers are still far more important considering they need to both staff and spelunk for income.

By the time it's time to go from t2->t3, the difference between 3 and 5 scientists isn't anywhere near as pronounced, and it really doesn't even matter anymore at that point anyway.


Maybe they also need a more reliable way to generate Intel the way Engineers generate supplies. Datapads seem to want to fulfill that role, except 1) it's too unpredictable/unreliable 2) it delays your teching, regardless if you have 1 scientist or 7 scientists, which generally relegates that method of Intel income to a luxury.

Fixing both these problems alongside giving them more things to staff would go a long way to making engineers vs scientists a little bit more of a debate. Tweak mission rewards to e.g. always give a couple Datapads, tone down the amount of intel per datapad and that will solve 1), Make datapad decryption a separate timeline that doesn't affect your research timer (heck, make it a laboratory staffing thing), bingo, solves 2)


You actually do need 4 scientists to do some of the end game research. Maybe more for the last 2 pieces. I forget which I was on but I couldn't research it without getting 4 scientists.
 

suaveric

Member
So what does everyone think the 6th class will be? I think the DLC is called Shen's Last Gift or something like that, so the obvious one would be a Mech class like in Enemy Within.
 
I'm having real trouble with the first blacksite. There are 7 MUTONS on the map that apparently have excellent aim and can do 6 damage with every shot so every soldier I have can be 2 shotted (have Plated armor, have all mag weapons except the mag sniper rifle) by them if they just shot enough, even behind full cover. I have no mimic beacons (can't build any, not enough Faceless corpses, lost a Retaliation mission which set me back by a lot) and Avatar is about 1 square from completion. Should I wait longer and develop my squad more?
 

Steel

Banned
I'm having real trouble with the first blacksite. There are 7 MUTONS on the map that apparently have excellent aim and can do 6 damage with every shot so every soldier I have can be 2 shotted (have Plated armor, have all mag weapons except the mag sniper rifle) by them if they just shot enough, even behind full cover. I have no mimic beacons (can't build any, not enough Faceless corpses, lost a Retaliation mission which set me back by a lot) and Avatar is about 1 square from completion. Should I wait longer and develop my squad more?

If you get to the first blacksite mission in a reasonable amount of time, there won't be mutons. The longer you wait on going, the more powerful the enemies there become. Honestly, I find that going to the blacksite ASAP works best, the enemies can be dealt with even if you have no upgrades(Well, I get at least one squad size upgrade first).
 

Falk

that puzzling face
I may be wrong, but I -think- the only enemy type that's guaranteed by the first blacksite is the Mectrooper. You can get Mutons or others depending on your alien timetable progress, meaning the longer you wait, the more types of enemies show up.

Feels like the ideal timing is right after SS1/Mag Weapons, but that's just my personal anecdote. Don't think I ever encountered Mutons there.
 

SRG01

Member
I may be wrong, but I -think- the only enemy type that's guaranteed by the first blacksite is the Mectrooper. You can get Mutons or others depending on your alien timetable progress, meaning the longer you wait, the more types of enemies show up.

Feels like the ideal timing is right after SS1/Mag Weapons, but that's just my personal anecdote. Don't think I ever encountered Mutons there.

SS1?

Personally, that mission is horrendous without Mag Weapons and Predator Armor. Soldiers don't have enough HP to even last a couple of hits without the new armor...
 

Klyka

Banned
Wait,you guys actually fought enemies in the blacksites???

I just sent a phantom ranger with conceal into it. stealthed her in, set the explosives,concealed her again and ran out.

I did that 4 times, never fired a single shot.
 

cdyhybrid

Member
Wait,you guys actually fought enemies in the blacksites???

I just sent a phantom ranger with conceal into it. stealthed her in, set the explosives,concealed her again and ran out.

I did that 4 times, never fired a single shot.
The first one isn't that type of mission.
 

mbpm1

Member
Wait,you guys actually fought enemies in the blacksites???

I just sent a phantom ranger with conceal into it. stealthed her in, set the explosives,concealed her again and ran out.

I did that 4 times, never fired a single shot.

You're talking about a different mission lol
 

Sulik2

Member
Were sword attacks against snakes bugged in the last patch? I've missed six 94% sword attacks in one game on snakes. That is every sword I have tried that has missed. Could just be RNG, but seems a bit odd that every sword attack has missed on them.
 

Falk

that puzzling face
SS1?

Personally, that mission is horrendous without Mag Weapons and Predator Armor. Soldiers don't have enough HP to even last a couple of hits without the new armor...

Squad Size 1

With Mag weapons, you theoretically should be able to deal with pretty much any Captain/Viper/Mectrooper/Sectoid pod without getting hit assuming you don't aggro a billion at once, so armor isn't nearly as valuable as Mag weapons for Blacksite 1. Mutons, or Viper + 2 StunLancer pods are rough, and you don't ever want to fight those without either two nades, a flash, or a mimic (hard for Blacksite 1)
 
If anyone's curious about what the glitchy final mission looks like, Rock Paper Shotgun has you covered. (Final mission spoilers... if you can even see anything.)

Hold onto your butts.
22xcom2glitchheader.gif


It's a lot worse than I expected. Makes me rather hesitant to hit that mission until its fixed (even disregarding the mechanical problems everyone's talking about, like grenade aiming).
 

Uriah

Member
If anyone's curious about what the glitchy final mission looks like, Rock Paper Shotgun has you covered. (Final mission spoilers... if you can even see anything.)

Hold onto your butts.
22xcom2glitchheader.gif


It's a lot worse than I expected. Makes me rather hesitant to hit that mission until its fixed (even disregarding the mechanical problems everyone's talking about, like grenade aiming).
Had the same thing happen to me on my second run. Still completed the mission though.
 

pringles

Member
If anyone's curious about what the glitchy final mission looks like, Rock Paper Shotgun has you covered. (Final mission spoilers... if you can even see anything.)

Hold onto your butts.
22xcom2glitchheader.gif


It's a lot worse than I expected. Makes me rather hesitant to hit that mission until its fixed (even disregarding the mechanical problems everyone's talking about, like grenade aiming).
That kinda stuff happened to me but I just quit to desktop and started the game up again and it was fine. That mission was epic!

Not going to start Legendary Ironman before there's some patching done though. Way too many little glitches that would have screwed me over if I couldn't reload the turn.
 
I think I like that mod that makes it so pods have 4 enemies rather than 3. I changed the ini file so that eventually I'll have 7 soldiers on the field, but early on it's a nice little bump in challenge, without going to legendary yet.
The pods range from easy (4 sectoids, LOL), to hard (4 stun lancers...hope I packed the flashbang), and everything between. I may change my tune when I get 4 Mutons in a pod.
 
If anyone's curious about what the glitchy final mission looks like, Rock Paper Shotgun has you covered. (Final mission spoilers... if you can even see anything.)

Hold onto your butts.
22xcom2glitchheader.gif


It's a lot worse than I expected. Makes me rather hesitant to hit that mission until its fixed (even disregarding the mechanical problems everyone's talking about, like grenade aiming).
Didn't happen to me. I just got shitty performance.
 
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