hooijdonk17
Member
Vahlen is totes traitor scum.
Bitch was so eager to experiment on humans.
Word.
Vahlen is totes traitor scum.
Bitch was so eager to experiment on humans.
Map looks interesting, as if it could possible require a few more steps to expand territory than just satellites. Making contact, and then building radio relays to reduce expansion cost or constructing outposts (maybe that boosts the monthly supplies bonus). Maybe an intel element, too, a la Enemy Within.
Speak of the devil, one of my favorite small parts of Enemy Within was the EXALT weapons. They seemed to aesthetically match armor better. So, the new weapon colour and pattern skins are a nice addition. I always like a cohesive weapon and armor theme if possible, though beggars (and survivors) cannot be choosers.
Buncha new screens of strategy layer/customization stuff:
http://www.gamersyde.com/news_gc_new_xcom_2_screens-16918_en.html
Buncha new screens of strategy layer/customization stuff:
http://www.gamersyde.com/news_gc_new_xcom_2_screens-16918_en.html
Having discrete and named scientists/engineers in the base is a neat callback to the original games and being able to assign them around the base to provide bonuses or work on projects means damn this game is gonna have a bunch of depth.
Totally stoked for the game. The strategy layer looks much more non deterministic this go around.
I was already sold on XCOM 2.
But this sold me on XCOM 2 hard.
I'm going on a media blackout for this shit. I've not been excited like this for a game for a long time. Possibly as far back as MGS4.
I'm wondering if I should do the same. But..it's so haaaard.
Man, the new R&D aspect of the game is granular as fuck.
Love it.
It's like XCOM were the training wheels, kiddie versión of XCOM 2.
I wonder how much of the added complexity is something they became comfortable with because PC became their primary target market.
not sure if I should fill it full of Beagle injokes or not yet
This is a bit of an aside, but the apex design for the XCOM-like in my opinion would be fully procedurally-assigned abilities/affixes for the enemies at start,
YAS. I hope they pull a lot of the missing elements from the original games into XCOM 2. I really enjoyed EU/EW, but they felt like a letdown, as compared to the original games from the '90s.
It sounds like it would be a bear to balance, but in practice it might not, just nerf the combos that are too broken.
Got my vote.XCOM 2 |OT| It's raining chryssalids.
They are, tho.XCOM 2 |OT| At least the aliens are not playing... computer games.
There's really no reason that we can't have diablo-style prefixes/affixes to almost everything in the game, all generated by RNG. Dropped guns, gun upgrades, crafted stuff from engineering, aliens (LW does this with its way of rolling to assign perks to aliens), soldiers, territories, facilities, etc. Randomize *all* the things.
It sounds like it would be a bear to balance, but in practice it might not, just nerf the combos that are too broken.
Scratched from the canon, I hope. I find Van Doorn jokes tremendously unfunny and am quietly satisfied when he gets killed in LW.Bradford's here, Shen's dead, Vahlen's "lost". But what happened to Van Doorn?
Diablo-style affixes were exactly what I was evoking. However, I don't know if randomizing *everything* is the way to go. The player would still need some baseline choices to make strategic decisions impactful. That's why I don't like random results from crafting; you're not making an allocation of resources with a deliberate plan to counter the aliens, you're just pulling a slot machine and hoping for a jackpot.
I don't think LW works the way you mentioned though; I'm pretty sure all abilities aliens gain over time are according to fixed progression charts. Which is why it can become as predictable as Vanilla after enough playthroughs; of course, the value of the mod is that it's deep enough for that it takes a lot more playtime to reach that predictability.
The player would still need some baseline choices to make strategic decisions impactful. That's why I don't like random results from crafting; you're not making an allocation of resources with a deliberate plan to counter the aliens, you're just pulling a slot machine and hoping for a jackpot.
FTFYXCOM 2 |OT| It's raining chryssalids... Hallelujah
In LW many navigator perks have both a research threshold and chance to appear once that research threshold is reached associated with them. It's awesome, results in fun things like people not checking floater perks and getting plastered by CCS.
Johnnylump would have taken the non-deterministic outcomes in LW even further but he's technically constrained by XCOM's code on one end and a fanbase that actually dislikes non-deterministic outcomes on the other.
I'm perfectly OK with the concept expending resources and getting something that isn't easily usable with my current strategy, to the point of even just getting a paperweight. The other option-getting a deterministic outcome I can plan around over and over again regardless of campaign-is much worse for someone like me who will probably replay this game for thousands of hours.
Of course the real challenge in this is making sure that expected value is roughly the same for a given amount of resources invested regardless of where you invest them. Without that balance, people will just invest into the higher yield EV options and ignore lower EV ones.
Game looks a lot prettier, may have to ease off the downsampling a little.FTFY
I could manage to get 4k even on a 750ti for Xcom, let's see what X2 brings to the table.
Same as before.I don't want to sound like a broken record so I apologize in advance-do we know anything about squad size yet?
Or it's just something else entirely! Oh well, I need to know now. :lol:
Unknown, but almost certainly the same as the vanilla first game.I don't want to sound like a broken record so I apologize in advance-do we know anything about squad size yet?
I think that the non-deterministic outcomes in XCOM you're referring to in your post are the "post-luck" hit chances for individual soldier or alien shots.
The only reason a player should have to start over is because of bad play
your planning is undone by a bad research result, it just feels bad.
Unknown, but almost certainly the same as the vanilla first game.
Let's try to keep this in the context of Long War, since that is what I was remarking on earlier in terms of strategy gaming fans disliking non-deterministic and/or wide variance of possible outcomes.
The thing that has always gotten people to rage on the Nexus and Reddit about LW is the missions that are unwinnable. Part of the LW design is that you're supposed to have setbacks and supposed to have unwinnable missions, and one of the soft skills of commanders in LW is recognizing these situations and withdrawing quickly. What we found out is that players consistently fail to recognize a situation as unwinnable and either squad wipe or take horrendous casualties for very little gain. This has nothing to do with missing a 85% up close shotgun shot twice in a row-the failure here isin your terms "pre-luck" but the player still perceives it as being victimized.
Another example of players hating randomness is the LW implementation of Lightning Reflexes. Bypassing overwatch w/ 100% success rate is OP and trivializes alien actions, so Lightning Reflexes was changed to have a slight chance of failing. Players got their scouts gibbed left and right because they assume that 3% chance is close enough to 0%, and made greedy plays based on using lightning reflexes instead of safer sequences so that they could get the meld or get done with the mission a turn sooner. They then raged about how garbage lightning reflexes is over and over in their feedback.
That's my issue with people complaining about being victimized by bad rolls in XCOM-there are very often safer turn sequencing or decisions that would mitigate the impact of bad rolls but players don't want to take the time to develop better turn sequencing strategy and habits. The greatest killer of XCOM operatives in LW is carelessness and greed, and I love it that way.
I guess in general I don't agree with Soren's idea that bad luck after a player makes a decision is harmful. Decisions should be made specifically taking into account the rangeof the possible random outcomes that might happen after the decision is made. Now players may hate doing that, but that's fine. They can hate it. It doesn't make it bad.
If you're planning is so brittle that it gets wrecked by just a couple of bad results, you should feel bad. Where is your contingency or risk mitigation? Did you not factor in the range of outcomes when making your decision in the first place?
yeah, FeelsBadMan because you fucked up.
See I'm OK with losing a campaign due to factors outside of my control. It's fine, though I would try to gate it behind higher difficulty levels. Losing is fun!
It doesn't look like this has been posted yet, but Micheal McCann isn't returning for XCOM 2's ost, as many have suspected. Timothy Wynn is doing the ost, who did these three cutscene songs for Enemy Unknown:
Already confirmed. His name was literally in the credits on some initial reveal art.Argh, curses. McMann better be aboard for Deus Ex:MD though!
Man, the new R&D aspect of the game is granular as fuck.
Love it.
It's like XCOM were the training wheels, kiddie versión of XCOM 2.