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

Falk

that puzzling face
Took a closer look again at the ini files

(thx reddit)

Code:
BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50
BURNING_TURNS=2
ACID_BURNING_TURNS=2
CONFUSED_MOBILITY_ADJUST=-5
CONFUSED_WILL_ADJUST=-3
DISORIENTED_TURNS=2
DISORIENTED_MOBILITY_ADJUST=-6
DISORIENTED_AIM_ADJUST=-25
DISORIENTED_WILL_ADJUST=-30

POISONED_TURNS=5
POISONED_MOBILITY_ADJUST=-4
POISONED_AIM_ADJUST=-30
POISONED_INITIAL_SHED=0
POISONED_PER_TURN_SHED=20
POISONED_DAMAGE=1
POISONED_INFECT_DISTANCE=1
POISONED_INFECT_PERCENTAGE=100

BOUND_MOBILITY_ADJUST=0
PANIC_WILL_ADJUST=-2
STUNNED_WILL_ADJUST=-40
PANICKED_TURNS=2                                ; 1 more than intended as its removed on Begin turn, so 2 results in 1 turn of panick
PANICKED_AIM_ADJUST=-25
PANIC_SUCCESS_WILL_MOD=30

UnitHeightAdvantage=3                       ; Number of tiles a unit must be >= another unit to be given height advantage for shooting
UnitHeightAdvantageBonus=20                 ; Amount of additional Aim granted to a unit with height advantage
UnitHeightDisadvantagePenalty=0         ; Amount of Aim lost when firing against a unit with height advantage

REACTION_FINALMOD=0.3f
REACTION_DASHING_FINALMOD=0.4f

- Height doesn't convey a defensive bonus (...oops)
- Dashing doesn't seem to shuck overwatch fire as much as it did in EU (was an additional 0.7 if I recall)
- Poison has a higher aim penalty than disorient (... huh)
 
Pretty sure height advantage didn't give a defense bonus in EU either, and they make most cover on buildings half, so there is a downside to getting that aim bonus. I guess poison giving a higher aim penalty makes it so the gas bomb has some purpose. At least enemies sometimes do some stupid shit when flashbanged, even if the penalty isn't as big.


Why can't you remember color and pattern when upgrading gear, XCOM 2? Then why do you crash after I go through my entire roster? :-/
 

Vena

Member
Did height ever give a defense bonus? I've always considered it an offensive perk for range/height/vantage advantages.

And, ya, poison I had noticed making things not hit as much but didn't realize it wasn't just a placebo. I've largely just been using it as a "clear out" and slowdown nade for weak enemies though its inferior to acid (1 damage vs. 3 on tick) once I would get that instead.
 

Falk

that puzzling face
You know, I always assumed there was because of the penalty to hitting Floaters, but I actually don't know!

Falk confirmed for worst XCOM player ever.
 

Palmer_v1

Member
I kinda hope someone makes a mod that just reincludes all the xcom 1 enemies. The bigger Chrysalids as an advanced version. Cyberdisks somewhere between Mecs and Sectopods. Proper Floaters before Archons. Baby Sectoids and Thin Men in the early game. Super Sectoids and Muton Elites later on. Ethereals. Whatever those ship commanders were that you had to stun.

All of that, plus bigger pods, and more interesting pod compositions. Like instead of always running into small packs of the most advanced enemies, maybe you occasionally run into a rookie squad of like 1 Muton Commander and 10 normal Mutons that were out farming XP on your poor civilians.
 
I am sorry to bother with you all with this type of question, but with all the talk of how poorly optimized this is I am wondering if my vurrent rig: i5 2500k radeon 6970 and 16gig of ram is sufficient to get a decent performance out of this. Or should I just wait for a new rig?
 

H1PSTER

Member
Bloody aliens!

jhVLPgN.jpg
 

Sulik2

Member
I am sorry to bother with you all with this type of question, but with all the talk of how poorly optimized this is I am wondering if my vurrent rig: i5 2500k radeon 6970 and 16gig of ram is sufficient to get a decent performance out of this. Or should I just wait for a new rig?

One, its a turn based strategy game performance doesn't really matter a whole lot.

Two, it will run fine, the performance issues are coding related, people on beastly machines have problems too. Just play it and turn down some graphics settings and leave action cam off and you should be fine.
 
Please stop giving my soldiers deadeye. Even lowering the aim penalty in the ini file doesn't make it all that great. Just give rapid fire to all the things.
 

Vena

Member
I think Floaters just got a flat, annoying "flying!!" bonus, unless they were indoors/on the ground.

You know, I always assumed there was because of the penalty to hitting Floaters, but I actually don't know!

Falk confirmed for worst XCOM player ever.

Is this why a point-black, no cover Archon gets like 60% hit chance? What sort of bullshit bonus is this? I was wondering why, last night, one archon seemed to be impossible to hit after I blew up his building (and allies).

Please stop giving my soldiers deadeye. Even lowering the aim penalty in the ini file doesn't make it all that great. Just give rapid fire to all the things.

My main Demo got Death from Above, which is rather comical and redundant with Salvo.

But my Specialist got Salvo, so now he's super awesome with Exo Suit.
 

Falk

that puzzling face
Archons have a straight out defense bonus, like most of the elite aliens. I believe it's 25 for all difficulties.

(Gatekeepers have 40 on Legendary, send help)
 
Check out the mod that keeps those detail tabs on the side always out. Let's you see all the hit/crit bonuses and defenses, without clicking them every stupid time. Yeah. I love this game, but I have so many problems with the UI, repeating dialog/instructions, and the camera.
 

Vena

Member
Archons have a straight out defense bonus, like most of the elite aliens. I believe it's 25 for all difficulties.

(Gatekeepers have 40 on Legendary, send help)

I never realized this. And... I've never had problems hitting Gatekeepers, strange.

Its always Archons that seem to have weird low hit chances.
 

Falk

that puzzling face
I believe in addition to armor, their defense also drops when they open up.

That and the best practice is to pummel them with explosives or shit like Null Lance for guaranteed damage anyway.
 

Erheller

Member
Long War's Heavy Floaters give me nightmares.

Flying (+20? defense)
Tactical Sense (+5 defense per enemy in view, up to +20 defense)
Damn Good Ground (+10 defense and +10 aim against lower elevations)
Repair Servos (Healing)

Oh, and they toss nades.

Archons are annoying, but at least they don't fly out of grenade range unless they use Blazing Pinions.
 

Vena

Member
Welp. FE is in, time to shift to a working game. :p

But I'd hate to drop off mid run, bah. Too many of these games at the same time.
 

Aureon

Please do not let me serve on a jury. I am actually a crazy person.
Anyone would be interested in a comparative analysis thread of XCOM2 vs Darkest Dungeon?
 

Falk

that puzzling face
They're vastly different games even if they follow some similar footsteps:

- 3-tier teching format
- permadeath
- building up a base
- turn-based combat with an emphasis on positioning
- debuffs are pretty OP

...OK I guess they're not that vastly different.

edit:

XCOM 2 has mimic beacon. Darkest Dungeon doesn't have mimic beacon. We know which game is better.
 

mishakoz

Member
And the big one...
XCOM 2: oddly, the game actually cheats RNG in your favour on all difficulties but the highest one. It's in the INI somewhere. Basically, the aim the player has is always higher than is displayed in-game. XCOM: EU was the same, I believe.


Firaxis has many aces up its sleeve.

Read in another thread. This true?
 
Read in another thread. This true?

Firaxis will watch over you, Commander.
Anyone would be interested in a comparative analysis thread of XCOM2 vs Darkest Dungeon?

I'll probably get more out of it when I finally play DD, but I'd be curious to see it, yeah.

From what I've seen, DD hangs more on being brutal and ending the player, whereas XCOM 2 throws players a bone from time to time. (Like restarting during certain missions on ironman and the aforementioned roll bias.).
 
This game, man. Always going to be love and hate, since the systems in place just don't work most of the time.

I see this shit and can't help but laugh since I think I know what should happen.

bGZ0nCS.jpg


XPkuuTW.jpg


8YvlbiI.jpg


But this is XCOM 2, so of course the soldiers fall sideways, rather than down, invisible guy is floating I guess, and none of them die. It's just so addicting, and so frustrating.

I8d19QY.jpg
 

pringles

Member
The way this game CONSTANTLY glitches when it comes to buildings is incredibly annoying. Almost every single turn the camera gets stuck showing either the rooftop or the interior of the building, making it a crapshoot to move a soldier where you want.

No way I would do Ironman with the way the game is currently. My save-scumming Legendary run is going pretty well though. First couple of missions were really though, especially knowing that getting hit once would send a soldier out of commission for a month or two, but now that I have squad size +1 and a few leveled up soldiers, things are looking up.
 

Erheller

Member
The way this game CONSTANTLY glitches when it comes to buildings is incredibly annoying. Almost every single turn the camera gets stuck showing either the rooftop or the interior of the building, making it a crapshoot to move a soldier where you want.

No way I would do Ironman with the way the game is currently. My save-scumming Legendary run is going pretty well though. First couple of missions were really though, especially knowing that getting hit once would send a soldier out of commission for a month or two, but now that I have squad size +1 and a few leveled up soldiers, things are looking up.

A quick workaround for that issue is to prime an action like overwatch or hunker down (most actions should work but I usually use overwatch). Select the overwatch icon (but don't actually overwatch) and back out, and the roof/insides thing should be fixed.
 
Has anyone had suppression overwatch just not work?

I've had enemies under suppression, the enemy moves, and the character keeps shooting as if there's still an enemy to suppress.

Pretty awful bug.
 

mbpm1

Member
Long War's Heavy Floaters give me nightmares.

Flying (+20? defense)
Tactical Sense (+5 defense per enemy in view, up to +20 defense)
Damn Good Ground (+10 defense and +10 aim against lower elevations)
Repair Servos (Healing)

Oh, and they toss nades.

Archons are annoying, but at least they don't fly out of grenade range unless they use Blazing Pinions.

Long War floaters were the first and only hurdle that made me consider giving up
 

Falk

that puzzling face
Has anyone had suppression overwatch just not work?

I've had enemies under suppression, the enemy moves, and the character keeps shooting as if there's still an enemy to suppress.

Pretty awful bug.

I may be wrong, but I figured if the first tile the unit moves to is out of LOS, suppression doesn't trigger.
 
Has anyone seen any mods that add research options? I'm wondering specifically about new weapon/armor tiers. I'd like to see Lasers come back in between Ballistic and Gauss, so it goes Projectile -> Energy -> Projectile -> Energy
 
I may be wrong, but I figured if the first tile the unit moves to is out of LOS, suppression doesn't trigger.

It wasn't like that in EW was it? I don't remember that problem happening at all when using suppression (just a ton of missed overwatch shots).

I've discovered that turning everything to minimal and doing several reinstalls has allowed me to touch the game again. It looks shitty and there's no good reason for that many problems to be happening, but whatever I can play Commander Ironman now. Got myself as a starting squaddie lol.
 

Erheller

Member
For me, the suppression not granting overwatch has always been during turns where regular overwatch shots are taking 5-10 seconds to trigger. Just some anecdotal experience, could be related or not related.

I was under the impression that suppression overwatch triggers on the square the unit is moving from (with regular overwatch you can move one tile and not trigger it, but that's not the case with suppression overwatch).
 

Falk

that puzzling face
This game needs a compendium of intended mechanics.

It's so hard to tell what's a bug and what's intentional!
 
Has anyone seen any mods that add research options? I'm wondering specifically about new weapon/armor tiers. I'd like to see Lasers come back in between Ballistic and Gauss, so it goes Projectile -> Energy -> Projectile -> Energy

I'd be more interested in seeing them not be linear upgrades, but have different capabilities. E.g. can only use ammo mods on gauss or ballistic, lasers have extreme accuracy but poor damage, plasma has poor range. Idk if the game can cope with you using different 'tiers' simultaneously though. Make magnetic weapons a linear upgrade on ballistic, but come later in the game, with maybe lasers as a specialist but not full replacement tier appearing before then, plasma coming just after mags or what not.
 
I'd be more interested in seeing them not be linear upgrades, but have different capabilities. E.g. can only use ammo mods on gauss or ballistic, lasers have extreme accuracy but poor damage, plasma has poor range. Idk if the game can cope with you using different 'tiers' simultaneously though. Make magnetic weapons a linear upgrade on ballistic, but come later in the game, with maybe lasers as a specialist but not full replacement tier appearing before then, plasma coming just after mags or what not.

Mmm... I dunno. I like sidegrades as much as the next guy, but they need to be complemented with a real power progression; otherwise it's just... sort of unsatisfying. Maybe having Lasers and Plasma as a parallel to Ballaistic and Gauss could work, but then you're sort of shortening the tree while you widen it.
 

Rentahamster

Rodent Whores
Wait, so if you can repeat the blacksite mission if you fail it, does that mean you can just kill everything on the map, evac, and then repeat, for lots of quick EXP?

Apparently you can lol. This will come in handy for my Exquisite Timing run, to level up everyone quickly.
 
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