XCOM 2 (PC/Mac/Linux, Firaxis, November 2015) announced [Up: New info/screens in OP]

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I expect it causes more than a few sudden total defeats, but (on paper) I'd prefer it. Seems more cohesive.

Yup, it is more cohesive. There level of strategic and tactical depth is also way ahead of this modern version. The thing is, the odds are really stacked against you. Furious save scumming is utterly necessary even on the beginner difficulty while you learn the ropes.

Learning to deal with the fact that the aliens can shoot back during your turn and can shoot at your moving guys if they see them, the fact that the aliens have superior night vision and the fact that when you face aliens with psionic abilities, they cheat outrageously. You'll have grenades with a 95% kill rate and a half screen wide radius thrown at your troops and late game, if you really "luck out", one of the bastards will nuke your Skyrangers ramp with a Blaster Launcher, which is effectively a miniature nuke whose flight path can be programmed to do some really mean turns. Ofc, if you get far enough, your own arsenal will be just as hideously powerful as well. XCOM: EU:s Blaster Launcher ain't got shit on what you can do when you deploy that bad boy in first game.

In short, good times.
 
I've been playing hotseat coop (take turn playing missions, name characters after us) with my friends and it has been great.

So I really hope we get a coop campaign this time around
 
I'll be all over this.

Enemy Unknown was one the best games of last gen. I recently played through Enemy Within, and I loved the new additions (even though some new areas and effects were too hardcore for my laptop to run at a decent framerate).
 
90% chance to hit on 4 shots, all misses.

The quoted percents were such crap.

And the free move on finding the aliens was straight out AI cheating.


95% chance to hit at point blank

gun malfunctions. explodes. kills soldier, ignites car... and then kills entire squad that was hunkered down around the car in a tight no-where-else-to-go alley. ignites a gas line, kills five civilians in a nearby buildings as it spreads to the evac... damages the skyranger just as it tries to escape. causes it to crash into the XCOM HQ. everyone dies...

teach you for gambling on less than a sure thing!
 
90% chance to hit on 4 shots, all misses.

The quoted percents were such crap.

You know, that example doesn't prove anything about the randomness of the RNG. It isn't just possible, but expected for there to be occasional lucky/unlucky streaks in a truly random batch of numbers. Four 10% chance events occurring in a row is unlikely to happen for any individual group of opportunities, but will eventually happen given a large enough number of chances. If there were no occasional streaks of unlikely events occurring, that would in of itself raise more questions about the accuracy of the RNG than otherwise.
 
Man I'm praying they dont keep the alien introductions and movement phase when you encounter in a mission, hated that shit with a passion. Otherwise the rest sounds like it has potential, more procedural stuff for missions equals win.

Million dolaar question is the game going to feel to scripted again or are we going to get that more natural feeling xcom experience where shit can go really sides for unexpected reasons.
 
So you'd prefer the game be nothing but firing upon aliens that aren't in cover?

No I'd prefer that every alien has it's own movement without restriction. That means not limiting the aliens to confined zones on the map, not limiting there tactics because of those zone limitations and group restrictions. I want them to be able to call out to other units that might not be far from them and bring them into the fray causing more "oh-shit" moments and I want to be able to silence enemies before they do it as well.

I want to be able to open a door, see a chrysalid and wondering how many others are there without being told by that introduction phase. And if the info on the front page of stealth tactics is correct then yes I want to be able to fire on enemies that aren't in cover and haven't seen me and at the same time I want the enemies to be able to do the same, line of sight and fog of war are great when used properly.
 
Wow
So shocked and dissapointed by PC only
Real hope a ps4 version shows up at e3
otherwise I finally have a game to force me to build a pc
 
Wow
So shocked and dissapointed by PC only
Real hope a ps4 version shows up at e3
otherwise I finally have a game to force me to build a pc

That would make no sense to debt a console version 2 weeks after saying it's a pc exclusive to take advantage of the platform. Have fun building a pc.
 
so do you think this time around we are launching the terror missions
The Alien Council has asked Argent for help, the terrorist XCOM has launched a terror mission in Chongching, China and is killing civilians. So, does that mean we get a Newfoundland, Canada mission, too? haha XCOM is trying to repopulate and make babies, so the aliens send their spec ops to.... shit, suddenly I feel worse about Newfoundland
 
I think it's a virtual certainty this makes it's way to consoles eventually.
Should probably wait till tomorrow till we know more. If it is fundamentally different on a mechanical level for it to be a PC exclusive and can't work on console then no. If it's purely a business/resources decision then yes.
 
I'm really super excited about how they panned out the sequel..

I mean, I WOULD have loved a sequel remake of XCOM: Kill Cthulhu, but an XCOM 2 with a failure canon ending to XCOM is actually a great idea!

And your mobile base is called Avenger, a repurposed alien craft.

Fuck yes!
 
I'm really super excited about how they panned out the sequel..

I mean, I WOULD have loved a sequel remake of XCOM: Kill Cthulhu, but an XCOM 2 with a failure canon ending to XCOM is actually a great idea!

And your mobile base is called Avenger, a repurposed alien craft.

Fuck yes!

I wonder why'd they get the same commander that lost the war tough.
I'd like someone better commanding the human resistance.
 
Those are some of the most uninspired sci-fi designs I've ever seen.

I'm not sure if you are familiar with how XCOM does their aliens but they are usually based on cliches or classic aliens like greys or xenomorphs. The snakewoman look to be a new version of the snakeman from UFO Defense.
 
No I'd prefer that every alien has it's own movement without restriction. That means not limiting the aliens to confined zones on the map, not limiting there tactics because of those zone limitations and group restrictions. I want them to be able to call out to other units that might not be far from them and bring them into the fray causing more "oh-shit" moments and I want to be able to silence enemies before they do it as well.

I want to be able to open a door, see a chrysalid and wondering how many others are there without being told by that introduction phase. And if the info on the front page of stealth tactics is correct then yes I want to be able to fire on enemies that aren't in cover and haven't seen me and at the same time I want the enemies to be able to do the same, line of sight and fog of war are great when used properly.
XCOM EU2012 was completely different almost on every level compared to OG X-Com and possibly other similar games. Doesn't mean the pod system was the wrong decision, it just fit better with how EU2012 handled things like cover and hit chances, and even soldier attachment. You'd have to overhaul the entire game if you wanted it to be where aliens could shoot at you from out of the fog but only have like 23% chance to hit you and you were on maps with virtually no cover. You can do that but I think for what they wanted to do with EU2012 I think it was the correct decision.

We'll have to see what they changed from the previous game in XCOM2. I'd wouldn't be surprised if the pod system returned in some capacity except now you have stealth so you don't auto-trip pods from peeking corners and s tuff.
 
That snake woman was like something from 20 years ago.

Because it is...

5-xcom939qvajn.png
 
I'm not sure if you are familiar with how XCOM does their aliens but they are usually based on cliches or classic aliens like greys or xenomorphs. The snakewoman look to be a new version of the snakeman from UFO Defense.

I don't mean the alien but the environments.
 
The free move is fine given the context of the existing systems but as an overall metric it actually made fog of war exploration bad which seemed contrary to all expectations. Even Long War can't path around this because trying to explore for new ground or find new cover became inordinately risky, especially since you couldn't, say, sneak up on high ground and ambush opponents or something like that.

I'm excited to see what new systems they have that will get around this problem. I put like 150-200 hours into XCOM and I love it, but I know where it's got its problems.

I'm wondering if unit weight will be different. One of there reasons in OG X-COM you could just throw rookies into a thresher maw was because they were so cheap and relatively expendable, but given the way units accumulate experience and especially abilities in XCOM, losing even a single unit could be absolutely disasterous. Maybe they'll tie abilities more to gear?

I dont see how the fog is any more risky than in the original. They are both scary. A lot of the complaints just seem to be people not thinking through why certain decisions were made, especially ones that disadvantage the player. Though Long War made it so aggressive movements, both before and after contact was much easier and more beneficial. XCOM 2012 base was a campfest. Felt like you were in the trenches of WW1 just with aliens.
 
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