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

Ideally, you have Mag weapons and predator armor by the time you're running into Mutons.

Holy shit, really? The first time I ran into Mutons, it was with a squad of 4, no upgraded armor or weapons. And I fought them a few more times before getting squad size/weapons. I'm just now researching new armor - as I'm taking on my first facility since the black site mission (which I did with a squad size of 5 and only an improved sword as a weapon upgrade).

Really glad I started on Veteran if that's the case.

I've only had one Chryssalid encounter so far.

It's where I earned the Now I am Become Death (kill 3 enemies in a single turn with a single soldier without explosives) achievement.

I earned that achievement on a technicality - I shot three Vipers with an acid grenade, and the next turn Acid Burn killed all of them. Technically wasn't explosives!
 

twobear

sputum-flecked apoplexy
Ideally, you have Mag weapons and predator armor by the time you're running into Mutons.

i don't see how this is possible unless you beeline towards the weapon and armour upgrades, always take scientists as rewards when given the choice, and also get lucky with some -50% research time hack rewards
 

Nete

Member
XhchEub.png


GAF-COM pool has reached 20 members, which seems a good time to release the first wave of recruits so you can start sacrificing fellow Gaffers for the greater good. You can download them from here.

  • Download the GAF Pool file from the link below.
  • Copy the GAF-COM bin file to "Documents\My Games\XCOM2\XComGame\CharacterPool\Importable"
  • Go to the Character Pool screen, Import Character, and select GAF-COM.
  • Select "Import Entire Pool" to add everybody to your Character Pool, or add single characters one by one.

Those who haven't joined our ranks yet, what the hell are you waiting for? Go and check posts two and three for all the info you need.

We may also have an alternative GAF-COM pool file by Sober with all the names blank for those who prefer them that way.
 

Palmer_v1

Member
i don't see how this is possible unless you beeline towards the weapon and armour upgrades, always take scientists as rewards when given the choice, and also get lucky with some -50% research time hack rewards

I might be wrong about the armor part, but I know for sure I've had Mag weapons in my two campaigns before i fought a Muton. I do also tend to spend intel at black market to get decreased research times for the weapon/armor research.

I always do the modular weapons first, then the stuff to get the skulljack, then resistance comms, then mag weapons, then gremlin if possible, then armor.
 
N

Noray

Unconfirmed Member
Chryssalids were way, WAY more terrifying in EU than in XCOM 2 imo. Way more terrifying than the shapeshifters, too. They were fucking horrifying, they could cross half the map and melee you to death in one. Now I take out entire packs with one grenade or some other OP ability.

The difficulty curve in general in this game is just kind of out of whack. It started out hard as fuck, but at about the mid-way point, once i got a squad of high ranking soldiers and Mag weapons and Predator armor, it was pretty easy from then on, until the last 2 missions which are kind of jacked.
 

vpance

Member
i don't see how this is possible unless you beeline towards the weapon and armour upgrades, always take scientists as rewards when given the choice, and also get lucky with some -50% research time hack rewards

I just got to this point last night. But yeah armor and weapon was pretty much 1st priority and I think I only sidetracked to 2 or 3 other research subjects. Got 3 sci via black market and recruiting around their first appearance while finishing up the research at the same time. Rushed 1 research project with intel.
 
Holy shit, really? The first time I ran into Mutons, it was with a squad of 4, no upgraded armor or weapons. And I fought them a few more times before getting squad size/weapons. I'm just now researching new armor - as I'm taking on my first facility since the black site mission (which I did with a squad size of 5 and only an improved sword as a weapon upgrade).

Really glad I started on Veteran if that's the case.

Nah, you don't need Mag Weapons and Armor for Mutons.
Weapons are enough.

Chryssalids were way, WAY more terrifying in EU than in XCOM 2 imo. Way more terrifying than the shapeshifters, too. They were fucking horrifying, they could cross half the map and melee you to death in one. Now I take out entire packs with one grenade or some other OP ability.

The difficulty curve in general in this game is just kind of out of whack. It started out hard as fuck, but at about the mid-way point, once i got a squad of high ranking soldiers and Mag weapons and Predator armor, it was pretty easy from then on, until the last 2 missions which are kind of jacked.


Yeah, Chryssalids are annoying, but not scary.
And the difficulty on Commander at least is REALLY front loaded. The first 5 missions are hard as balls (restarted the first two missions about 10 times or sth like that) but after that you faceroll every mission flawlessly (with enough meme bacons you are basically invulnerable for few turns)
 

Falk

that puzzling face
The last 3 ranks (arguably 4) of each class tree's abilities are pretty damn sick compared to EU.

I think that makes the endgame a little hard to tune without making enemies even more absurd than they already are, and the game just becomes a superhero face-off. Well, it kinda already is what with enemies that refuse to die, enemies with mind control, teleporting enemies that clone themselves, etc. Heh.

I think it could use a balance pass, but the difficulty drops off a lot later than in vanilla XCOM EU at least, thanks to a rather non-linear Geoscape meta.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
Chryssalids were way, WAY more terrifying in EU than in XCOM 2 imo. Way more terrifying than the shapeshifters, too. They were fucking horrifying, they could cross half the map and melee you to death in one. Now I take out entire packs with one grenade or some other OP ability.

The difficulty curve in general in this game is just kind of out of whack. It started out hard as fuck, but at about the mid-way point, once i got a squad of high ranking soldiers and Mag weapons and Predator armor, it was pretty easy from then on, until the last 2 missions which are kind of jacked.

ive hit that sweet spot now (after many save scumming lol) 20 hours in (well, probably 15 in this campaign), but thats how I like my XCOM, when im OP, so im happy lol. I just want my GI Joe power fantasy, not my Starship Troopers one :p

starting to research plasma stuff now, I want the anime armors tho. Are the special project armors worth spending cores on?
 

Palmer_v1

Member
The last 3 ranks (arguably 4) of each class tree's abilities are pretty damn sick compared to EU.

I think that makes the endgame a little hard to tune without making enemies even more absurd than they already are, and the game just becomes a superhero face-off. Well, it kinda already is what with enemies that refuse to die, enemies with mind control, teleporting enemies that clone themselves, etc. Heh.

I think it could use a balance pass, but the difficulty drops off a lot later than in vanilla XCOM EU at least, thanks to a rather non-linear Geoscape meta.

It feels like things snowball more in this game. If you do well it lets you spend your resources optimally, which enables you to continue doing well.

But if something goes wrong, it puts you behind on everything and it seems much tougher to recover once you're behind the power curve.

Edit: Overall, I wish recruits were more easily obtained, and that engineers were less important. I also wish you weren't interrupted by stuff all the time. It's really aggravating to be like 1/10th of a day from completing a scan, and have to run off to do some damn mission that popped.
 
I also wish you weren't interrupted by stuff all the time. It's really aggravating to be like 1/10th of a day from completing a scan, and have to run off to do some damn mission that popped.

This is one major annoyance for me too. At least give me a day or something like that to respond and let me finish the last hours of my scan.
But nope, you cant even scan for another hour or the mission is gone. So lategame you have to fly about one day to the mission, and then back one day just to finish the last two hours of scanning.
 

Gaz_RB

Member
XhchEub.png


GAF-COM pool has reached 20 members, which seems a good time to release the first wave of recruits so you can start sacrificing fellow Gaffers for the greater good. You can download them from here.



Those who haven't joined yet our ranks, what the hell are you waiting for? Go and check posts two and three for all the info you need.

We may also have an alternative GAF-COM pool file by Sober with all the names blank for those who prefer them that way.

Oh this is so cool. Doing this when I get back.
 

SRG01

Member
ive hit that sweet spot now (after many save scumming lol) 20 hours in (well, probably 15 in this campaign), but thats how I like my XCOM, when im OP, so im happy lol. I just want my GI Joe power fantasy, not my Starship Troopers one :p

starting to research plasma stuff now, I want the anime armors tho. Are the special project armors worth spending cores on?

Mmm, the only one worth getting is maybe the stasis armor. In my opinion, your cores are better served getting experimental ammo or grenades -- especially the acid grenades.

I actually *stopped* researching PG projects at one point, because I had no real need to upgrade my stuff aside from the standard complement from normal research. It wasn't until I found out that skullmining actually increased hacking level that I actually researched it.

I haven't gotten a single random ability from the AWC. Granted I built it late and I already had a few Majors. But every single mission is rated 'very difficult' with nasty enemies at this point, I've been scared to bring anyone but the A team. Leveling a rookie right now sounds suicidal. Hell you know what, maybe I should get shot down again...that was a great mission for training my reserves.

Also, no matter how much the black market is paying for them, DON'T SELL ELERIUM CORES. You'll need them someday if you want some very important items. Acid grenades alone have turned the tide in my game.

Acid grenades are absolutely amazing, especially against popped pods that don't move or tightly clustered enemies like crystallids.
 

McNum

Member
I just read a fun weapon build on Reddit. I actually have one of these already, I just wasn't sure if it actually worked like that.

Put both a Stock and a Repeater on the same weapon. Kill enemies by missing as the instant kill procs off damage, not off hitting. Scare enemies to death by not hitting them.
 

Gothos

Member
Found this in XComGameCore.ini:

AimAssistDifficulties[0]=( BaseXComHitChanceModifier=1.2, MissStreakChanceAdjustment=10, HitStreakChanceAdjustment=-10, SoldiersLostXComHitChanceAdjustment=15, SoldiersLostAlienHitChanceAdjustment=-10 )

AimAssistDifficulties[1]=( BaseXComHitChanceModifier=1.1, MissStreakChanceAdjustment=10, HitStreakChanceAdjustment=0, SoldiersLostXComHitChanceAdjustment=10, SoldiersLostAlienHitChanceAdjustment=-10 )

AimAssistDifficulties[2]=( BaseXComHitChanceModifier=1.0, MissStreakChanceAdjustment=15, HitStreakChanceAdjustment=0, SoldiersLostXComHitChanceAdjustment=0, SoldiersLostAlienHitChanceAdjustment=0 )

AimAssistDifficulties[3]=( BaseXComHitChanceModifier=1.0, MissStreakChanceAdjustment=0, HitStreakChanceAdjustment=0, SoldiersLostXComHitChanceAdjustment=0, SoldiersLostAlienHitChanceAdjustment=0 )

So yeah, seems like hit chance on Normal is buffed by 10% and aliens gets some debuffs as well. On Commander there is no buff to hit chance.
 

Palmer_v1

Member
I just read a fun weapon build on Reddit. I actually have one of these already, I just wasn't sure if it actually worked like that.

Put both a Stock and a Repeater on the same weapon. Kill enemies by missing as the instant kill procs off damage, not off hitting. Scare enemies to death by not hitting them.

I have that on one of my specialists, but it hasn't procced yet so I wasn't sure if it even could.
 

McNum

Member
I have that on one of my specialists, but it hasn't procced yet so I wasn't sure if it even could.
The telltale is that you get an exclamation point popup and it says "Executed!!" without the enemy actually taking any damage. A hit should give the damage icon popup instead. At least that's how I understand it.
 
So yeah, seems like hit chance on Normal is buffed by 10% and aliens gets some debuffs as well. On Commander there is no buff to hit chance.
Why is 'MissStreakChanceAdjustment" higher on Commander than on the lower settings? Weird. I guess to mitigate the lost 10% buff from Veteran.

I assume "SoldiersLostXComHitChanceAdjustment" dials your accuracy up if someone has already died on the mission.
 

Falk

that puzzling face
Edit: Overall, I wish recruits were more easily obtained, and that engineers were less important. I also wish you weren't interrupted by stuff all the time. It's really aggravating to be like 1/10th of a day from completing a scan, and have to run off to do some damn mission that popped.

This is one major annoyance for me too. At least give me a day or something like that to respond and let me finish the last hours of my scan.
But nope, you cant even scan for another hour or the mission is gone. So lategame you have to fly about one day to the mission, and then back one day just to finish the last two hours of scanning.

I've definitely stayed to finish a sliver more than a couple of times before heading off. Maybe it differs from mission type to mission type? But yeah, something a little more deterministic (/standardized?) as to what you can stretch would be awesome. Even if it was a timer/countdown on the events list as to how long before you were too late, flying distance taken into account.
 
My sniper has been mostly okay so far, usually providing some consistent damage but not doing that much killing. And on my last mission he first softened up five enemies on their turn with Kill Zone and then killed four of them on my turn with Serial. Shit was just about to hit the fan, too.
 
A big fuck you to the Viper who started its turn by a burning car and, in lieu of running out of range, went full suicide bomber and pulled one of my troopers to its location and let the explosion kill them both.
 
Bugwatch: A Berserker KOed an ADVENT troop somehow and then, for the rest of the mission, enemies would not do anything (save for the initial "get to cover" action) for the duration of the mission. That one Berserker would act; though afterwards the enemy phase in general just hung for a bit.

Fortunately it went away after that specific mission.


I'm curious if some variation of that glitch is what's destroying turn times for people.

A big fuck you to the Viper who started its turn by a burning car and, in lieu of running out of range, went full suicide bomber and pulled one of my troopers to its location and let the explosion kill them both.
Yeah... seconded.
 

void666

Banned
Commander void666 won every battle. Never lost a soldier. But in the end lost the war because he didn't have enough intel.

It's funny how much i improved my tactics. First playthrough, vipers and mutons were a pain in the ass. Now they are nothing.
The avender defense mission? Two lightly wounded. Who needs a defense matrix?

Time to start my third campaign.
 
I only bothered to dev mag weps and plasma nades after mutons became regular enemies >__>

(confessions of a savescummer)

yeah, boomers become op af as soon as you give them some plasma nades and a better cannon. Still don't quite like how xp seems to be distributed based on kill.
 
Has anyone ever been able to hack a mech or turret and take control of it? 30% my ass, I have never successfully hacked one.

I save-scummed a fight for an hour trying to hack a mech with 5 Specialists.
 

Nete

Member

Oh god, yes. At last I will know how much health has an enemy with a quick look. The 5-point bars from EU were ugly as hell once a character started to stack health in late game, but they were really useful.

Has anyone ever been able to hack a mech or turret and take control of it? 30% my ass, I have never successfully hacked one.

I did that once, with a mech. In my only attempt so far, actually :p, saving the mission in the process as his pod appeared from nowhere in the worst possible position.
 

Lork

Member
Do accessory pack mods end up in the rotation for new soldiers or do you have to pick them manually? I don't want to customize soldiers myself, but the idea of having more variety in what can be randomly generated is appealing.
 

Steel

Banned
My sniper has been mostly okay so far, usually providing some consistent damage but not doing that much killing. And on my last mission he first softened up five enemies on their turn with Kill Zone and then killed four of them on my turn with Serial. Shit was just about to hit the fan, too.

I'm loving my sniper. I just plant them on a roof top with a clear line of sight and continually overwatch while my other soldiers move forward. Consistently saves lives.
 

Sober

Member
Oh god, yes. At last I will know how much health has an enemy with a quick look. The 5-point bars from EU were ugly as hell once a character started to stack health in late game, but they were really useful.



I did that once, with a mech. In my only attempt so far, actually :p, saving the mission in the process as his pod appeared from nowhere in the worst possible position.
I feel like past 8 to 10 bars Firaxis really should've just swapped in number values instead.
 
Has anyone ever been able to hack a mech or turret and take control of it? 30% my ass, I have never successfully hacked one.

I save-scummed a fight for an hour trying to hack a mech with 5 Specialists.

My Specialists have hacked mechs a handful of times. It's always always been incredibly useful.

Unfortunately they all die before I get a chance at hacking MECs.
 

Volodja

Member
Has anyone ever been able to hack a mech or turret and take control of it? 30% my ass, I have never successfully hacked one.

I save-scummed a fight for an hour trying to hack a mech with 5 Specialists.
I rolled a bonus 20 to Hacking on the first Hacking mission I've faced on my now SGT specialist.
He now rolls around with a 93% chance to take control of turrets and I don't recall how high a chance to hack Mechs, I think about 50% (I still haven't attempted that yet, preferred to just go for the basically guaranteed stun).

Really helps, if nothing else it has been a great magnet for a few Stun Lancers that went quite far from my group to kill the turret, suffering Overwatch fire getting to it and then trying to get to my team.
 

Sober

Member
XhchEub.png


GAF-COM pool has reached 20 members, which seems a good time to release the first wave of recruits so you can start sacrificing fellow Gaffers for the greater good. You can download them from here.



Those who haven't joined our ranks yet, what the hell are you waiting for? Go and check posts two and three for all the info you need.

We may also have an alternative GAF-COM pool file by Sober with all the names blank for those who prefer them that way.
I started a new game with GAF-COM and look at who showed up! :)

1KVPpvH.jpg


I look forward to getting all of you killed leveled up to kick some alien butt!
 

NIN90

Member
Are there any uses for Sectoid corpses besides the autopsy? The wiki only list the autopsy. Might as well sell them if I have no use for them.
 
tfw your hail mary pass has the best possible outcome ever https://www.youtube.com/watch?v=MVQqlt2lhZc&feature=youtu.be

(final mission)

What PC specs do you have ? I was getting 15-20 fps throughout the whole last mission with i5 2500k,8 gigs ram and a 970,I have AO,AA turned off,simple DOF and it still ran horribly shit.No other map was this bad

Now that I've done the game once I can finally start Ironman runs,not that I've savescummed much,mostly just to experiment with some stuff but from ~40-50% of the campaign,squad was pretty much untouchable and had so many safeguards in place it took some seriously bad luck for me to lose anyone. 99% of the enemies were usually dead in the same turn they were discovered (sectopods down to 3-4 hp after just 1 chain shot from engi was <3)

Btw it would be cool if they gave the option to manually cancel concealment.I suppose its very situational but still,there was 1 or 2 times where I couldnt use overwatch with my specialist with guardian ability during a fight.

Is there a way to boost the hit chance of ranger's slash? It was kinda worthless by the end with all the aliens dodging it or most of the time it just straight up missed.

Also, is there a cap on specialist's hack rating? I vaguely remember not getting the +20 on the last mission with that hack reward,could be wrong but I think it stayed at 180.
 
A big fuck you to the Viper who started its turn by a burning car and, in lieu of running out of range, went full suicide bomber and pulled one of my troopers to its location and let the explosion kill them both.

Huh - I must have gotten a lucky bug because my guy got tongued, the car exploded and killed the Viper but he walked away with only the damage from the initial tonguing. Or maybe my guy is just fireproof.

Has anyone ever been able to hack a mech or turret and take control of it? 30% my ass, I have never successfully hacked one.

I save-scummed a fight for an hour trying to hack a mech with 5 Specialists.

I haven't hacked a MEC but I got a turret on a 37% chance once and it saved my ass. Used it to mow down two Lancers that had their backs turned to it because it was on their side a second ago. Ha!
 
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