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

Roshin

Member
Doesn't turning off the avatar counter completely basically remove the lose condition? Only way to get beat after that is losing the base defense, which generally isn't going to happen unless you're rushing trying to beat the avatar counter.

I'm mostly interested in the tactical part, ie the combat, and I can keep doing that forever. I dragged out the first game to 300+ hours. Removing the lose condition from the campaign would just be removing an arbitrary annoyance to me.

All IMO.
 
I really like the look of the one that halts the countdown while you're concealed, but I'm saving it for a second (okay, technically 6th) playthrough with a whole pile of rebalancing mods enabled at once.

I was looking at that one, it sounds neat, but I know I've had a few timed missions where I've been in the fight after a single turn, and the default one actually reduces the number of turns after being revealed. The mod sounds great, but maybe harder to balance with the more random maps?
 
I'm mostly interested in the tactical part, ie the combat, and I can keep doing that forever. I dragged out the first game to 300+ hours. Removing the lose condition from the campaign would just be removing an arbitrary annoyance to me.

All IMO.

Fair 'nuff.

I was looking at that one, it sounds neat, but I know I've had a few timed missions where I've been in the fight after a single turn, and the default one actually reduces the number of turns after being revealed. The mod sounds great, but maybe harder to balance with the more random maps?

Yeah, but I'm really enjoying planning out my routes and spreading my people out, looking for the best path of attack on my objective, so having more time in concealment would be amazing.
 

McNum

Member
Hm, "ENEMY UNKNOWN" warning on a Supply Raid mission. Options remaining for new foe are Andromedon, Sectopod, or Gatekeeper. And I don't think it'll be a Gatekeeper.

And of course, my main armor-shredder Grenadier is in the AWC to remove Chain Shot since she got Rapid Fire as her bonus ability, so... worrisome. I think my best hacker is mandatory for this one.
 

Gothos

Member
So how can I improve hacking? Simply by hacking stuff? By successful hacking? Or only by those hacking options that have a chance to improve hacking? Or does is scale with my gremlin/soldier rank?
 

McNum

Member
So how can I improve hacking? Simply by hacking stuff? By successful hacking? Or only by those hacking options that have a chance to improve hacking? Or does is scale with my gremlin/soldier rank?
All of the above.

Specialist levels, Gremlin Upgrades, carrying a Skulljack, and successfully performing a hack will all increase your soldier's Hack stat. If I got it right, a hack is a permanent +5 to your soldier's stat, and the rest are bonuses on top of it.
 

Sciz

Member
Okay, trying to rush psi before mag weapons is kind of a bad idea. Sitting at five trained troops and five rookies in May.
Pushing contacts hard works great, though.
 

Gothos

Member
All of the above.

Specialist levels, Gremlin Upgrades, carrying a Skulljack, and successfully performing a hack will all increase your soldier's Hack stat. If I got it right, a hack is a permanent +5 to your soldier's stat, and the rest are bonuses on top of it.

Thanks.
 
I'm mostly interested in the tactical part, ie the combat, and I can keep doing that forever. I dragged out the first game to 300+ hours. Removing the lose condition from the campaign would just be removing an arbitrary annoyance to me.

All IMO.

I find XCOM no fun if you can't lose, tbh. Though the Avatar count needs to be slowed down, I'm fine with it being there.

This game makes for some great headcanon moments. When defending the Avenger against ADVENT one of my troops sacrificed her life for humanity so we could escape. She was ensnared by a Viper, I freed her with a flashbang and she finished off the disruptor. She then got surrounded and shot to death by ADVENT forces. Ironically the Viper tongue ended up helping me because it allowed me to get squadsight on the objective and fire off a few sniper shots at it.
 
I'm a little salty, I just lost my second game on Commander. I was destroying the tactical stuff no problem, but the game threw 3 ticks on the doom track at me in a day to put it into danger zone, and the closest facility was 2 regions away and I didn't have enough intel for both. The next closest was three away and the one that just got constructed was seven away.

I was really upset because my last mission before game over was
getting shot down
and I wiped the floor with it, only having 3 wounded and killing 38.
 
I could never remember the stupid rank names and what rank they stand for. Good thing is that you can change them easily.

Go to Steam\steamapps\common\XCOM 2\XComGame\Localization\INT and open XComGame.int. Search for [X2ExperienceConfig]. There you can change the rank names any way you like.

I changed them to:
RankNames[0]="Rank 0"
RankNames[1]="Rank I"
RankNames[2]="Rank II"
RankNames[3]="Rank III"
RankNames[4]="Rank IV"
RankNames[5]="Rank V"
RankNames[6]="Rank VI"
RankNames[7]="Rank VII"
RankNames[8]="Rank VIII"
And just the numbers for short names.
 
I could never remember the stupid rank names and what rank they stand for. Good thing is that you can change them easily.

Go to SteamsteamappscommonXCOM 2XComGameLocalizationINT and open XComGame.int. Search for [X2ExperienceConfig]. There you can change the rank names any way you like.

I changed them to:
RankNames[0]="Rank 0"
RankNames[1]="Rank I"
RankNames[2]="Rank II"
RankNames[3]="Rank III"
RankNames[4]="Rank IV"
RankNames[5]="Rank V"
RankNames[6]="Rank VI"
RankNames[7]="Rank VII"
RankNames[8]="Rank VIII"
And just the numbers for short names.

Hmm

Can't shoot
Won't shoot
May shoot
Probably shoot
Wants to shoot
Eager to shoot
Whiffed a shot
95% shot
Made a shot
 

Aureon

Please do not let me serve on a jury. I am actually a crazy person.
Well, nearly finished Commander.
Restarted on Ironman. It seems alt-f4 clears the last move if control isn't back to you yet, so missclicks can be fixed.

Although, i got a squad wipe because i thought i had turn 0 to move into the position for EVAC.. I should probably restart, i'm 3 missions in.
XCOM!
 
All of the above.

Specialist levels, Gremlin Upgrades, carrying a Skulljack, and successfully performing a hack will all increase your soldier's Hack stat. If I got it right, a hack is a permanent +5 to your soldier's stat, and the rest are bonuses on top of it.

I did not know about that +5, thats crazy.
 

CSX

Member
This game is so hard

...but the music that plays when you gearing up your soldiers before deployment is so hype

Cant wait for the weekend to start so I can binge
 

Calcium

Banned
Just had a Beserker completely glitch out and teleport across the map totally ignoring 3 of my squad members' Overwatch. Keep cheating, XCOM. I'm saving humanity whether you like it or not.
 

Random17

Member
FLZnQGO.jpg
 

Jintor

Member
The other thing I'd like to wait for before an LP is the pseudo-fatigue situation that requires more soldiers to rotate in and out like Long War. It was a definitely improvement over the Welcome to Erf campaign because in Erf I was basically limited to, like, 12 named Gaffers and the LW campaign had at least 20-25 named gaffers I was constantly rotating in and out. It was far more interesting. Of course you also need to balance mission chances differently for experience, and that would probably snowball effect resource gain and tech chances... hmmm.
 
Is Ever Vigilant broken? Just got gifted it on a sniper and it does nothing after moving the unit.

That makes you go into overwatch after doing nothing but moves right? I'd imagine if you click the ? it says it uses the pistol, not the sniper. It also activates when your turn ends, not immediately after you move.
 
Had an odd bug with the avenger defence mission. While I was on the squad selection screen for the mission, I backed out so I could make a couple items to bring along. After returning to the geoscape to try and start the mission again, I find the "avenger defense" button does nothing. I can fly around like normal, and the red ufo chases after me, but otherwise doesn't do anything. I'm playing on ironman, so I can't go back to an old save.

Anyone else see this? Is there a workaround? Really worried this will break something down the line, as I've gotten quite attached to my squad and don't want to just quit.
 
so i had to restart the game after 3 consecutive loses, last mission was a masacre, 7 viper and a muton vs 5 rookies ......

now, on this new save i am doing allright
 

vpance

Member
That makes you go into overwatch after doing nothing but moves right? I'd imagine if you click the ? it says it uses the pistol, not the sniper. It also activates when your turn ends, not immediately after you move.

Yep that's the ability. Just tested it two turns in a row moving the sniper with a enemy that moved in his sights and no overwatch triggered. Apparently it's bugged among other perks for the class.

What perfect cross perk for the class. Think I'm going to stop playing til they fix this :/
 
Is Ever Vigilant broken? Just got gifted it on a sniper and it does nothing after moving the unit.

It is because it only uses overwatch. If you got the overwatch perk for snipers, it changes it to something like longwatch.

Thus you have longwatch and pistol watch, not overwatch.
 

vpance

Member
It is because it only uses overwatch. If you got the overwatch perk for snipers, it changes it to something like longwatch.

Thus you have longwatch and pistol watch, not overwatch.

Seems it's broken even with non longwatch sharpshooters from some googling. I think it's a legitimate bug, they should fix it. Why would they gift a useless perk.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
Was gonna finish it today but I literally slept all day, only woke up shortly before coming to work. These graveyard shifts are starting to take their toll on me I guess.

I dont think ill do another run until the dlc is out, especially the new class. Hopefully by then someone worked on some sort of new long war mod too
 

Jintor

Member
The game advises the conceal overwatch ambush tactic but I feel like 4/5 times that's a trap in itself. When your overwatchers completely fuck up and miss you can't react to where the twits have run into cover.
 
The game advises the conceal overwatch ambush tactic but I feel like 4/5 times that's a trap in itself. When your overwatchers completely fuck up and miss you can't react to where the twits have run into cover.

It can work really well under the right circumstances. But you have to be wary of how likely you'll be flanked if you miss. And you probably don't want to overwatch everyone. I only overwatch the soldiers who are in safe positioning, and use the ones I don't overwatch to clean up with frags or to protect flanks with overwatch between turns.

Also if you spread your guys out a little bit, they can choose very good spots for you to flank from. That works pretty well for me at least. I try to pick the right strategy for the right situation.
 

mbpm1

Member
Concealwatch works okay unless your soldiers have abilities that would require manual activation and would likely be better for it.

Like say, Lightning Hands, or Grenades, or Slash the heck out of them, or perhaps hacking.

It depends
 

Lanrutcon

Member
The game advises the conceal overwatch ambush tactic but I feel like 4/5 times that's a trap in itself. When your overwatchers completely fuck up and miss you can't react to where the twits have run into cover.

Have you tried Killzone? Allows your Sniper to fire at everything in a radius. Equip a +ammo mod on his/her weapon to allow more shots if there are more than 3 targets.

Then prox mines: they explode in a large radius, deal 10 damage, don't activate combat or break stealth. So you can drop 2+ on an enemy group before you spring the trap.

Without those 2 elements I can see Overwatch traps being dodgy, but with them you're a beast.
 
Guess I'm at the point where I can finish up random stuff or go to the end game. Story so far feels right out of (game name)
Mass Effect
. Some of the enemy design too I guess.

I've had the leader class mod installed from the start, but only recent started even training it up. Locking your guy into training takes your guy out of the fight too long to IMO, and I'd like it better if it worked like Psi Ops training.

They should have just called Serial, In The Zone, since it feels pretty much the same. That feeling being awesome.

I was thinking early on that having 100% chance to hit with a sword could be OP, but now I'm pretty sure I'd like to have the sword work just like a MECs kinetic strike. Fixed damage, and it never misses. You already put your ass out there to use it, so the random damage pushes it past any type of risk and reward balance. The choice of rapid fire and reaper is almost as silly as it was with rapid fire and flush at this point.
 
The game advises the conceal overwatch ambush tactic but I feel like 4/5 times that's a trap in itself. When your overwatchers completely fuck up and miss you can't react to where the twits have run into cover.

Yeah, if I had an ambush prepared that I wasn't totally confident in I would usually leave two squad members out of it so that they could react to anyone trying to flank.
 

Erheller

Member
Guess I'm at the point where I can finish up random stuff or go to the end game. Story so far feels right out of (game name)
Mass Effect
. Some of the enemy design too I guess.

I've had the leader class mod installed from the start, but only recent started even training it up. Locking your guy into training takes your guy out of the fight too long to IMO, and I'd like it better if it worked like Psi Ops training.

They should have just called Serial, In The Zone, since it feels pretty much the same. That feeling being awesome.

I was thinking early on that having 100% chance to hit with a sword could be OP, but now I'm pretty sure I'd like to have the sword work just like a MECs kinetic strike. Fixed damage, and it never misses. You already put your ass out there to use it, so the random damage pushes it past any type of risk and reward balance. The choice of rapid fire and reaper is almost as silly as it was with rapid fire and flush at this point.

In the Zone was functionally significantly different, though. It was a passive skill, and it required killing an uncovered or flanked enemy.
 

Jintor

Member
Have you tried Killzone? Allows your Sniper to fire at everything in a radius. Equip a +ammo mod on his/her weapon to allow more shots if there are more than 3 targets.

Then prox mines: they explode in a large radius, deal 10 damage, don't activate combat or break stealth. So you can drop 2+ on an enemy group before you spring the trap.

Without those 2 elements I can see Overwatch traps being dodgy, but with them you're a beast.

I haven't even unlocked proxies yet. My sniper just got killzone though so I'll try and start using that more on revealbushes.
 

klaushm

Member
Have you tried Killzone? Allows your Sniper to fire at everything in a radius. Equip a +ammo mod on his/her weapon to allow more shots if there are more than 3 targets.

Then prox mines: they explode in a large radius, deal 10 damage, don't activate combat or break stealth. So you can drop 2+ on an enemy group before you spring the trap.

Without those 2 elements I can see Overwatch traps being dodgy, but with them you're a beast.

Killzone is awesome. I have a sniper with 3+ ammo. That + rocket to finish the remain enemies with low health are a good combination.

But killzone sometimes bugs. Not talking about animation. The animation doesn't run corretly 100% of the time when there is more than 1 enemy. The bug I'm talking, is when a lot of enemies enter your killzone are, sometimes they choose not to shoot them. Reloaded that moment and other one weren't shooted. Reloaded until I saw at least "miss" in every enemy. But most of the time it works pretty well.
 
Ok I'm getting a little frustrated with the seeming rediculous amount of shots my guys miss on legendary and how little bonus you get from proximity as far as aim. I'm 3 tiles away from the enemy standing in the open and only have like 60% chance to hit? Seriously?

Maybe it's just because my guys are still squaddies and corporals. But man, my guys seem to nearly every shot. The beginning is brutal. I haven't lost a man yet after like 6 missions, but everyone is freaking injured for weeks. Maybe Legendary is too much for me as is. I feel like the low level soldier need a slight accuracy boost as is.
 
In the Zone was functionally significantly different, though. It was a passive skill, and it required killing an uncovered or flanked enemy.

Feels the same. Similar way of playing and a similar mindset. In XCOM 2 you soften them up for the sniper to kill, in XCOM EW you soften them up and expose them (collateral damage or grenades to remove cover). Making it a skill to activate is IMO just a way to balance it, since an In The Zone sniper was something out of this world.
 
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