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

Hazaro

relies on auto-aim
Yeah I read that. So why were there so many reviews saying this game is so much harder. Doesn't it make the meta game longer if I jump to legendary. That's really what's holding me back, i want to end my first run already, I don't want it to go for longer.
It's pretty punishing sometimes and requires advance thinking. Commander runs can be smooth and then one fuckup has your top 3 dead from a bad activation or something.
I'd suggest modding your Commander playthrough or something. Hopefully someone makes a Commander+ difficulty. Maybe I'll do it (ahahah doubt it)
 

ProvostZak

Neo Member
Has anyone noticed a problem with the Long War Studios Leader Pack? I trained my first leader and after he finished, his weapon upgrades were missing. I lost a superior stock and a superior repeater :( I'm doing C/I so I haven't had the ability or desire to try it out on another soldier to see if it recurs.
 
WTF...did my specialist just fire 4 overwatch shots at Chryssalid scum?

vTUZ5.gif


The hell...she did it again. Never seen that in all the hours I've put in. Going to need to up that ammo count, since 4 isn't enough I guess.
 

mercviper

Member
Just finished my legendary ironman campaign.

No ending stats though because after the achievement popped up I got this for 20 minutes before I gave up.

http://i.imgur.com/VbmjfGl.png

And trying to reload the save is taking forever as well.

Also had a hilarious moment where one of the avatars committed suicide because he knew there was no other way out.

https://youtu.be/FFXqfFVuaqM

I still abused grenadiers for this playthrough, but I played more aggressive with my rangers (i.e. did the reverse of having them concealed for 90% of the mission, they had like 4:1 kill:mission ratios) and went pure sniper instead of gunslinger. Run & gun from AWC on a sniper is pretty amazing as it lets you blue move + kill zone. Also hail of bullets lets you fire sniper rifles for 1 action at anything in normal range.

I think my favorite moment of the campaign was watching my support focused heavy with guardian get 6 overwatch shots off and still have the overwatch symbol next to his name.
 

Erheller

Member
Yeah I read that. So why were there so many reviews saying this game is so much harder. Doesn't it make the meta game longer if I jump to legendary. That's really what's holding me back, i want to end my first run already, I don't want it to go for longer.

The game is less forgiving of mistakes. Also, people learned that overwatch trapping and playing really slowly was the key to getting perfect mission in EU/EW. When XCOM 2 introduced turn limits, some of these people didn't adapt to the more aggressive nature of the game.
 

SRG01

Member
The game is less forgiving of mistakes. Also, people learned that overwatch trapping and playing really slowly was the key to getting perfect mission in EU/EW. When XCOM 2 introduced turn limits, some of these people didn't adapt to the more aggressive nature of the game.

I don't think it's that it's forgiving of mistakes, but that the AI is too smart for old XCOM tactics. The game really is about modern combat tactics: suppression, exposing, and flanking.

Come to think of it, I think every class should have suppression as a basic action, but perhaps to less effectiveness or perhaps require more ammo. What do you guys think?
 
I don't think it's that it's forgiving of mistakes, but that the AI is too smart for old XCOM tactics. The game really is about modern combat tactics: suppression, exposing, and flanking.

Come to think of it, I think every class should have suppression as a basic action, but perhaps to less effectiveness or perhaps require more ammo. What do you guys think?

Honestly, if you ask me, there should be a system in place like Xenonauts with the Psyche bar on units. Being shot at, hit or not, guarantees it being damaged, and the lower it is the less effective a unit is, with Suppressed and Panic effects resulting at certain thresholds.

Needless to say, I'd say if someone were to mod that in, it should obviously be derived from Will. I might get around to trying to do it myself in a bit, depending on how I'm feeling.
 
I don't think it's that it's forgiving of mistakes, but that the AI is too smart for old XCOM tactics. The game really is about modern combat tactics: suppression, exposing, and flanking.

Come to think of it, I think every class should have suppression as a basic action, but perhaps to less effectiveness or perhaps require more ammo. What do you guys think?

It's definitely something to consider, but not in a vaccum. At the moment, suppression has very little role due to the hilarious effectiveness of flashbangs and Grenadiers in general. No need to suppress one enemy when you can disorient a whole crowd of them, and when there's just one you might as well blow up his cover rather than suppress. So that'd have to be taken care of first.
 

DanSaxon

Member
Just finished it.

Mind controlling the Archons and using flaming pinyons(?) is so broken, all of the enemies in the area just avoid where the things are about to drop and seem to automatically useach suppression or just miss on the archon and ignore your guys - I think legit on 1 in about 15 shots hit any of them.

My last mission was near perfect but then I get an execute on a gatekeeper who's stood too close to one of my guys who proceeds to be on 4 hp for the rest of the mission.
 

Erheller

Member
I don't think it's that it's forgiving of mistakes, but that the AI is too smart for old XCOM tactics. The game really is about modern combat tactics: suppression, exposing, and flanking.

Come to think of it, I think every class should have suppression as a basic action, but perhaps to less effectiveness or perhaps require more ammo. What do you guys think?

I think that's a better way to put it. The AI is much more aggressive than in previous games. They won't sit still if you're overwatching, they'll go for flanks (unless they're a sectoid lol) or go for a risky melee charge.

I think the game is definitely less forgiving than EU/EW when there are enemies still around after their activation, though. Because of the whole crit chance and hit sharing a roll, you can easily get one-shotted out of full cover (it was possible in EU/EW, but unless you were on the bullshit impossible difficulty you generally wouldn't get one-shot). And some of the enemy AoE abilities can put your entire squad in the medbay for a month.
 

Rentahamster

Rodent Whores
Just finished it.

Mind controlling the Archons and using flaming pinyons(?) is so broken, all of the enemies in the area just avoid where the things are about to drop and seem to automatically useach suppression or just miss on the archon and ignore your guys - I think legit on 1 in about 15 shots hit any of them.

My last mission was near perfect but then I get an execute on a gatekeeper who's stood too close to one of my guys who proceeds to be on 4 hp for the rest of the mission.

Yeah, in the final mission,
I usually control both Archons at the start so that I have an easy time killing the first avatar on that same turn, then use them as distractions while I dick around with whatever comes out.
 

SRG01

Member
Yeah, in the final mission,
I usually control both Archons at the start so that I have an easy time killing the first avatar on that same turn, then use them as distractions while I dick around with whatever comes out.

LOL, I ended up
haywiring the Sectopod and having him beeline through everything. It was quite fun to activate pods and tank hits.

It's definitely something to consider, but not in a vaccum. At the moment, suppression has very little role due to the hilarious effectiveness of flashbangs and Grenadiers in general. No need to suppress one enemy when you can disorient a whole crowd of them, and when there's just one you might as well blow up his cover rather than suppress. So that'd have to be taken care of first.

That's exactly it. There are a lot of leftover items from XCOM 1 that don't serve an offensive purpose -- smoke grenades being the most glaring example -- so adding suppression wouldn't unbalance the game too much.

I mean, it might be useful if you miss a bunch of 96% hits like I did the other day :3
 

Sblargh

Banned
Legend has become the only difficulty setting for me. It's like the game was balanced with it on mind and then nerfed for the rest.

Still, I can't say I want (or could handle) a level beyond it.
Despite grenadiers and mimic beacons and the crazy first couple of months. It somehow feels perfect to me.

Ok, maybe not perfect perfect, but still, it's like, unless I eventually get so good I can beaglerush it, it never fails to offer challenge and interesting situations while it doesn't feel unfair overall. Particular situations feel unfair, but that is part of the game.

I don't like to fanboy on a game too much, but, hey, Neogaf, this game is soooo good.
 

Jintor

Member
It's definitely something to consider, but not in a vaccum. At the moment, suppression has very little role due to the hilarious effectiveness of flashbangs and Grenadiers in general. No need to suppress one enemy when you can disorient a whole crowd of them, and when there's just one you might as well blow up his cover rather than suppress. So that'd have to be taken care of first.

I feel like suppression should be a AOE ability but take more ammo. Locking down one unit is completely useless as it is.
 

Rentahamster

Rodent Whores
I feel like suppression should be a AOE ability but take more ammo. Locking down one unit is completely useless as it is.

I like how it worked in EU, where it can potentially destroy cover with laser or plasma weapons (or does it do that in this game too? lol I'm not sure I hardly used suppression in XCOM2).

They should probably combine Demolition and Suppression so that it's like Danger Zone suppression from EU. That would boost its utility. Or make it so that suppression limits ability use like grenade throw/bind/blazingpinions/etc
 
I feel like suppression should be a AOE ability but take more ammo. Locking down one unit is completely useless as it is.
Yeah, I'm trying to make a mod that makes an AOE version of suppression, but since I don't have too much experience with this sort of coding, it's taking me a while.

That said, I would combine it with giving all the ARs, cannons, and even the pistols suppression, since there might be times where suppressing a single target is needed (like skulljack missions).
 

Jintor

Member
just remember to try and make mods modular otherwise you end with weird situations where you're like "This alarm mod which doesn't turn down the timers is great! What's with all this shit the mod author bolted onto it though"
 

C4rter

Member
LOL, just finished the second to last mission and, what can I say, it's just laughable.

I manged to not be seen by any alien till the main building. There, 3 aliens were watching the ladder, that would allow you to get to the console without being spotted.
So, that was out of the question. Now, I just gave "run and gun" to my ranger, jumped through a windows (breaking concealment) and headed to the console, including hacking it in the same turn, thus ending the mission immediately.
My whole team was now practically surrounded by aliens and the mission just ends without evacuation or something like that? What is this? Haha

 

Jintor

Member
LOL, just finished the second to last mission and, what can I say, it's just laughable.

I manged to not be seen by any alien till the main building. There, 3 aliens were watching the ladder, that would allow you to get to the console without being spotted.
So, that was out of the question. Now, I just gave "run and gun" to my ranger, jumped through a windows (breaking concealment) and headed to the console, including hacking it in the same turn, thus ending the mission immediately.
My whole team was now practically surrounded by aliens and the mission just ends without evacuation or something like that? What is this? Haha

It's fine

overloading the psi network reks everyone so it's fine, totally fine
 

pringles

Member
Legend has become the only difficulty setting for me. It's like the game was balanced with it on mind and then nerfed for the rest.

Still, I can't say I want (or could handle) a level beyond it.
Despite grenadiers and mimic beacons and the crazy first couple of months. It somehow feels perfect to me.

Ok, maybe not perfect perfect, but still, it's like, unless I eventually get so good I can beaglerush it, it never fails to offer challenge and interesting situations while it doesn't feel unfair overall. Particular situations feel unfair, but that is part of the game.

I don't like to fanboy on a game too much, but, hey, Neogaf, this game is soooo good.
Yeah Legendary is where it's at. It can get pretty crazy anytime a new enemy type is introduced into the mix. I'm pretty far into it now but the challenge has not gone down by much. Things like the Mimic Beacon were definitely balanced with Legendary in mind.
 

888

Member
Guys!

Should I finish xcom enemy within or just go to 2?

I am quite a ways into xcom and enjoy it. Just not sure if it is vital to finish it before moving on.
 

C4rter

Member
It's fine

overloading the psi network reks everyone so it's fine, totally fine

I thought it just wrecks the advent soldiers? I had plenty of other enemies in the area.


Well, after more than two hours I finished the final mission. Wow, that was some work.
And what was this with the final room, lol? I basically had to camp behind this big wall and wait for the avatars to come to me, overwatching and biting my nails. The endless waves of spawning enemies, what the hell. A miracle that nobody died from my team.
The best part was, that I used almost all of my resources before the final room. Had like 2 or 3 grenades left.
How happy I was when the last avatar came to me and teleported right in front of my ranger after shooting him the first time.


I don't think I would survive in any of the harder difficulties without heavy save scumming.
 

Falk

that puzzling face
I couldn't remember if that was the last enemy (like I said, get-this-over-with mission, wasn't paying attention) and if I wanted to save it for other pods.

And I also forgot that I'd juggled the rifle with stock around to the specialist, because B-Team.

Basically lots of epic fails all put together.
 
Having the game crash after customizing and outfitting an entire B-team is so frustrating. And why won't the game remember my key bindings again? Serenity now.
 
just remember to try and make mods modular otherwise you end with weird situations where you're like "This alarm mod which doesn't turn down the timers is great! What's with all this shit the mod author bolted onto it though"
Yeah, if I do get it to work, I'd have the ability and the suppression weapons be separate mods, so people can choose whether or not they want the weapons.

Unfortunately, it means cluttering up the weapon loadout menu, but since Firaxis decided to make all the gun stuff baked into a .uc file instead of an .ini (like EU/EW), that's the best option available.
 
Kinda too bad when you just buy a Col. near the end of the game and they have a better hidden ability than the soldier you've been using the entire game. I'm still waiting to get rapid fire on...say, a specialist. The only time I got RF was on my Psi Op, which was a waste.
 

Sblargh

Banned
Doesn't this AWC skills on sniper usually go for the pistol?
I don't remember now what my sniper had that always surprised me because I forgot he would use the pistol for it. (rupture?)
 
Doesn't this AWC skills on sniper usually go for the pistol?
I don't remember now what my sniper had that always surprised me because I forgot he would use the pistol for it. (rupture?)

Think it always works with the sniper rifle? I had shred armor with one, and it was on the rifle. In my experience, anything you have to activate works with the primary weapon.
 
Doesn't this AWC skills on sniper usually go for the pistol?
I don't remember now what my sniper had that always surprised me because I forgot he would use the pistol for it. (rupture?)
Rupture uses the soldier's primary weapon.

It's been like nearly a month and we've had one token hotfix.

Solomon, why have you abandoned us.
Considering how varied the problems are, I'm not surprised they can't pin them all down.
 

CMDBob

Member
Has anyone noticed a problem with the Long War Studios Leader Pack? I trained my first leader and after he finished, his weapon upgrades were missing. I lost a superior stock and a superior repeater :( I'm doing C/I so I haven't had the ability or desire to try it out on another soldier to see if it recurs.

I found it tends to reassign a weapon to the soldier and shoves the previously modified weapon back in the overall inventory. I'd check there, it'll probably turn up.
 
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