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XCOM 2: War of the Chosen |OT| Mario + Rabbids + Autopsies

Is anyone else having trouble getting Elerium Cores? I don't think I've been able to build more than two foundry projects in my entire game and I'm about 30 missions in.

In my last mission I'm 99% sure I looted one from a Codex yet I still don't have one. I had a random extra soldier on that mission (which I assume is supposed to happen and not a bug..) so maybe I looted it on that one and you don't get the loot they've picked up or something.

On a more positive note, I killed the Chosen assassin so I think my rangers are going to start destroying shit now.
 

Tacitus_

Member
Yeah... But a "bladestorm ranger with Chosen sword" is:

1- end game stuff.
2- Able to kill only the lost who are going to swarm him, not his companions.

Also, in that sense a templar is almost just as good, but he has the same limit.
So that's not really what I was asking.

Anyway, I hope to never "roll" a game where Between the Eyes is unavailable, because it's a godsend to blast zombies.

Midgame really, if you go after her first. I took her down with mag weapons. As for swarming, just park him towards the direction the lost are coming from.
And tbh, I had no real big trouble with the Lost even before that. Rangers and Specialists with bigger mags / autoloaders mow them down. And by the time the Lost Brutes showed up, I had the sword for autowin.
 

Sentenza

Gold Member
Midgame really, if you go after her first. I took her down with mag weapons. As for swarming, just park him towards the direction the lost are coming from.
And tbh, I had no real big trouble with the Lost even before that. Rangers and Specialists with bigger mags / autoloaders mow them down. And by the time the Lost Brutes showed up, I had the sword for autowin.
I had no problems with the Lost either, but that's precisely because I had Between the eyes.

I've witness moments when the entire screen was filled with them coming from all the directions (you can't help it sometimes. You may avoid using explosives, but you can't prevent some enemies from blowing up or blowing things) and in those scenarios no amount of "careful positioning of your ranger" would have helped much.
Unless twenty+ Lost gracefully decided to swarm only him and ignore the companions.
 

Joey Ravn

Banned
Is there a good solution for the game constantly asking you if you're sure you want to load a save file that has mods you deactivated? I downloaded that other mod that "unbinds" them, but it doesn't seem to be working.

It's freaking shameful that once you have loaded and saved a file with unused mods, the game doesn't stop asking you for confirmation. Every game with mod support that I've played had that behavior.

Feels good to blast the Assassin in the face after revealing her with my Specialist. Some excellent RNG there.

I had this happen to me just a few minutes ago. It's so fucking satisfactory. My specialist revealed her location, my team smoked her with some free actions to spare.
 

Tacitus_

Member
I had no problems with the Lost either, but that's precisely because I had Between the eyes.

I've witness moments when the entire screen was filled with them coming from all the directions (you can't help it sometimes. You may avoid using explosives, but you can't prevent some enemies from blowing up or blowing things) and in those scenarios no amount of "careful positioning of your ranger" would have helped much.
Unless twenty+ Lost gracefully decided to swarm only him and ignore the companions.

And I didn't have it.

I got a ton of Lost in a mission with my sword ranger after I blew up a car, a sectopod and some claymores. He handled most of them and the couple stragglers that decided to go around had to go through chokepoints and were welcomed by the rest of my team in overwatch.
 

Pheace

Member
The faceless were already revealed. Should have tried to make a chokepoint in hindsight like with the Lost but they would have got to me anyway due to sheer numbers. All the enemies were faceless except for 1 stun lancer.

Just had this as well, mission had the "Savage" Sitrep. Not sure if that means it's always faceless, I imagine it gets worse later on in the campaign xD
 

Pheace

Member
Is there a good solution for the game constantly asking you if you're sure you want to load a save file that has mods you deactivated? I downloaded that other mod that "unbinds" them, but it doesn't seem to be working.

It's freaking shameful that once you have loaded and saved a file with unused mods, the game doesn't stop asking you for confirmation. Every game with mod support that I've played had that behavior.

I just had this problem as well when I used a couple of new game mods but it was too unstable to keep them in and I didn't need them anymore anyway but after removing them it's just impossible to play the savegames that were created with them. The unbind didn't effectively work for me either.

What I did was go to XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\ (Make the mods folder if it isn't there) and then make a folder for every missing mod (make sure the name matches the missing mod exactly), and then in those folders make an empty text file (txt) with the same name as the folder and then change the extension to .XComMod

So endresult is like this: XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\WOTC_RemoveMissingMods\WOTC_RemoveMissingMods.XComMod (<-- should be no space between the . and the X, I guess it's the forum formatting somehow editing it)

Then you can simply reenable the mods and pretend to be playing with them but they won't actually affect your game since they're not actually there. (You might need to unsubscribe from them in the workshop, not sure about that but I did it anyway)
 

FunkyMonk

Member
Lost-crowded missions aren't that hard with the "Between the eyes" perk active, but I have honestly no idea how anyone could manage those without it.

In the beginning they all have 2-3 HP max. By mid-late game they consistently go above 8-9 HP.

Rangers with shotguns(expanded magazines and auto loaders help a lot here) and the perks that give bonuses to critical hits is my go to for lost missions. Heck I have 2 rangers with most of the class perks that just go on covert ops when there's a chance of ambush, they make it so damn easy
 

Pheace

Member
Omg... hahaha. I was laying in ambush for a group that was about to drop in. The only one who survived was a lancer and he started running... and running... and he ran straight off the end of the map... I was like WTF!

Luckily it was only a display error of some kind and he really did end up somewhere where he was running, so my units would target him and get a decent percentage but all you'd see if him while they were shooting was this tiny red figure way off in the distance
 

AlterOdin

Member
Anybody had problems with crashing/rebooting?

Seems like it crashes, that is reboots, every time there are a lot fire-effects on screen.

First time it had the crash was at the exact same point in a in-game (?) cut-scene where you get introduced the Mox, just as some explosions are happening. I could luckily just skip that one a continue playing.

Now I have a mission on a gas-station map, and every time I kill two enemies by exploding each of the tanks they are hiding behind (a lot of fire/burning) it's crashing shortly after (when camera is in the vicinity of panning the fire).

Doubt it's my PSU as it only a couple of months old, and is a 1000W corsair, fan not even turning as it's only around 50% load.
 

Jintor

Member
Omg... hahaha. I was laying in ambush for a group that was about to drop in. The only one who survived was a lancer and he started running... and running... and he ran straight off the end of the map... I was like WTF!

Luckily it was only a display error of some kind and he really did end up somewhere where he was running, so my units would target him and get a decent percentage but all you'd see if him while they were shooting was this tiny red figure way off in the distance

I love xcom
 
If anybody's playing with Simple True Concealment, please let me know in this thread if you're getting weird behavior (turn counters starting immediately/not lengthening with that one Second Wave option/etc...). Some people on Steam are saying they're running into problems and I could use as much information as possible to narrow down the cause(s).
 
I hate Firaxis' pod activation system so very much. They created this great variety of map types and you are scared to explore it for vantage points and alternative routes because you risk activating multiple pods at once. A proper line-of-sight and sound detection system is sorely needed.
 
I hate Firaxis' pod activation system so very much. They created this great variety of map types and you are scared to explore it for vantage points and alternative routes because you risk activating multiple pods at once. A proper line-of-sight and sound detection system is sorely needed.

Grab Gotcha off of the workshop and get a couple of Reapers or stealth-specced rangers for scouting.
 
Anybody had problems with crashing/rebooting?

Seems like it crashes, that is reboots, every time there are a lot fire-effects on screen.

First time it had the crash was at the exact same point in a in-game (?) cut-scene where you get introduced the Mox, just as some explosions are happening. I could luckily just skip that one a continue playing.

Now I have a mission on a gas-station map, and every time I kill two enemies by exploding each of the tanks they are hiding behind (a lot of fire/burning) it's crashing shortly after (when camera is in the vicinity of panning the fire).

Doubt it's my PSU as it only a couple of months old, and is a 1000W corsair, fan not even turning as it's only around 50% load.
Blue screen or driver crashes or just the game CtDing? Is your GPU OC'd? I've had problems with games in the past where with a OC'd card (then a 280 Black Edition) I would get crashes.
 
Grab Gotcha off of the workshop and get a couple of Reapers or stealth-specced rangers for scouting.

I always take at least two stealth units on every mission barring injuries. I can work around the system but it's frustrating that the game is so far behind the original X-Com in this area.
 

AlterOdin

Member
Blue screen or driver crashes or just the game CtDing? Is your GPU OC'd? I've had problems with games in the past where with a OC'd card (then a 280 Black Edition) I would get crashes.

It just reboots the entire computer, nothing in eventlog except "The previous system shutdown at 4:15:43 PM on &#8206;9/&#8206;3/&#8206;2017 was unexpected." may be my OC of CPU, no OC of GPU (1080ti).

Trying new graphics drivers, then I try to clock down the CPU.
 

Jintor

Member
I always take at least two stealth units on every mission barring injuries. I can work around the system but it's frustrating that the game is so far behind the original X-Com in this area.

Well, you paid for it with bullshit shots from the darkness
 

AJLma

Member
I hate Firaxis' pod activation system so very much. They created this great variety of map types and you are scared to explore it for vantage points and alternative routes because you risk activating multiple pods at once. A proper line-of-sight and sound detection system is sorely needed.

Pretty much why I haven't bought the DLC, as good as it sounds.

Also, the shots through the floors/walls with no line of sight that the aliens sometimes pull off. Can't be a proper strategy game with bullshit like that.
 
There seems to be a bug where if you let the "Lost Appear in Every Mission" Dark Event occur then they will continue appearing in every mission even after the Dark Event expires. Only workaround seems to be randomly getting a new mission with the Lost Sitrep active which will reset things back to normal afterward.

I always take at least two stealth units on every mission barring injuries. I can work around the system but it's frustrating that the game is so far behind the original X-Com in this area.

Gotcha will let you know if you are going to trip their awareness.
 
bhcYI6N.png


D'awww
 
I hate Firaxis' pod activation system so very much. They created this great variety of map types and you are scared to explore it for vantage points and alternative routes because you risk activating multiple pods at once. A proper line-of-sight and sound detection system is sorely needed.

This is what I actually like about reinforcements or the lost: their pods get announced in advance so you can actually plan for them.
But pods are a dick move in the early game. Got my ass handed to me on the second mission (yes, the actual 'easy af' second one) by a sectoid doing a successful mind control, on normal... had to go back to reloading the geoscape safe.

To be fair, I had completely forgotten they could do that, since it's been a while since I played the game.

I am taking a somewhat unconventional route with my research and facilities now though, hope that won't bite me in the ass later on.
 

Erheller

Member
I always take at least two stealth units on every mission barring injuries. I can work around the system but it's frustrating that the game is so far behind the original X-Com in this area.

I too like getting blaster bombed and mind controlled from across the map.
 
On back to back missions I had a soldier cheat death when an advent missed an easy melee kill: first a muton, then a shock trooper.

It's frankly a miracle I only have one death on this run.
 
I can't believe I took so long to get the sequel. I'm on PS4, so I'm waiting for the expansion, but the vanilla game is so damn good. The concealment mechanic is so satisfying, and all the other complexities and improvements are great. Just had a breath-catch-in-throat moment where my best sniper was rushing for the evac and into a point blank enemy overwatch...and it missed. I couldn't believe it.
 
doing a Veteran run to familiarize with what's new

loving the sitreps changes, and how the 3 soldier from the resistance feel overpowered in some mission and weak in others

Fucking Spectre wrecked me in the last mission, only 2 soldiers extracted out of 5

still exploring the bonding mechanism
 
So, i'm on PS4 so haven't played it yet. But what's the impression from PC-GAF so far?

gud

It adds to and refines every aspect of XCOM 2, making it feel like a whole new game. Every mission has been filled with new challenges and every system feels deeper than before. XCOM 2 vanilla, by comparison, feels kinda slow and boring now. And man, the performance improvements are downright magical.

So maybe... very gud.
 

Baalzebup

Member
The Assassin's Katana (and two inspiration/breakthrough researches that give a total of +2 to the katana damage) and a fully upgraded blade-ranger makes for some really hilarious possibilities. A pod of 2 vipers and an archon, with a reaper scouted area so no other pod activations were possible? Yeah, just run that sucker right into the pod, have their activation sequences kill off both vipers and wound the archon via Bladestorm and then finish off the archon with the remaining action.
So, i'm on PS4 so haven't played it yet. But what's the impression from PC-GAF so far?
If you like the base game, the expansion is almost a must have. Basically echoing what LurkerPrime says above me. Very gud.
 

Sentenza

Gold Member
I absolutely love the new progression system, by the way.
It's way better than vanilla and it beats even the LW2 revamp.

You now have two traditional branches (specs) for each class, and the third one is randomized for each soldier.
Plus combat intelligence and will make all soldiers slightly different in term of potential and so does the accumulation of small individual bonuses you can accumulate while doing covert ops.

None of these subsystem is particularly brilliant in itself, but they work so well in concert.
 
I also love that you can user covert actions to reduce the avatar clock. I've effectively been turtling in North America thanks to it. Only just now moving on facilities and my first Chosen.
 
I absolutely love the new progression system, by the way.
It's way better than vanilla and it beats even the LW2 revamp.

You now have two traditional branches (specs) for each class, and the third one is randomized for each soldier.
Plus combat intelligence and will make all soldiers slightly different in term of potential and so does the accumulation of small individual bonuses you can accumulate while doing covert ops.

None of these subsystem is particularly brilliant in itself, but they work so well in concert.

This makes every soldier feel really unique. If you add that to the bond system, you get some really fun units for the endgame.

I had fears about how the endgame will fare, but they have been completly shattered. Last campaign I played before the expansion, I rushed because the game had becomen boring once I reached endgame. After the expansion? I'm having a blast. Only one chosen remaining and almost all plasma weapons bought, only regret is that I have extremely ignored SPARKS this time around.
 

dan2026

Member
So I was thinking of jumping in to Xcom having not played any of the games.
Should I go back to 1 or just start on 2?
 

Baalzebup

Member
Not to mention that it completely ignores armour.

I have to say, reapers are usually more useful, but when it comes to combat, there's nothing as satisfying as a templar with a reaper ability+3 focus. It deletes enemies.

Aww shit, I hadn't even considered that possible combo. Reaper with a 3 focus Templar and some mobility upgrades does sound like a delicious recipe for murder. Unfortunately, my only Templar recruit doesn't have Reaper in her pool of extras.
 

Morat

Banned
So, just had a Psychic Beacon mission in the Lost filled sewers. At which the Viper King Showed up. And the Advent kept blowing things up, attracting even more Lost. Final kill count: 65. All my guys survived, although barely, and my best ranger only because I had the stasis bubble thing. Mental.
 
I hate Firaxis' pod activation system so very much. They created this great variety of map types and you are scared to explore it for vantage points and alternative routes because you risk activating multiple pods at once. A proper line-of-sight and sound detection system is sorely needed.

It can feel like bullshit when activating to many pods, but I've learned to like the system. And much prefer it to the weird systems of other games (not saying X-COM specifically, since I don't remember that game in such details) where you knock single enemies, one after another, where the one's remaining doesn't seem to take notice that their buddies are all slowly dissapearing.
 
I too like getting blaster bombed and mind controlled from across the map.

You could do that to the enemies yourself. Extremely satisfying. Landing under fire in X-Com was really tense.

It can feel like bullshit when activating to many pods, but I've learned to like the system. And much prefer it to the weird systems of other games (not saying X-COM specifically, since I don't remember that game in such details) where you knock single enemies, one after another, where the one's remaining doesn't seem to take notice that their buddies are all slowly dissapearing.

There has to be a better solution than the current system where the eenemies need a glimpse of a single soldier to instantly detect the location of your entire squad. I believe they are working towards that goal because concealment (enemies have a visual detection range) and the way the Lost horde works (loud sounds attract enemies to your location) seem like a test run of different components before a full-blown overhaul in a sequel. Imagine how cool it would be to have silencers as weapon mods and expanded melee options. Using non-silenced weapons and explosives would draw in patrolling pods or puts pods that defend an area in an alert state. There are tons of fantastic gameplay possibilities through a full vision and sound detection system.
 

Tacitus_

Member
Hmph, Reapers super stealth doesn't work on the penultimate mission. I wonder why. It'll just give you regular conceal. Maybe because of the bonus one you can buy with intel?

There has to be a better solution than the current system where the eenemies need a glimpse of a single soldier to instantly detect the location of your entire squad.

Oh yeah, this one sucks. I aggroed a pod with a mindcontrolled enemy unit while my regular team was waiting beyond two walls. The Gatekeeper just decided to AOE them through the walls without giving a shit to never seeing them at all.
 
I continue to call bullshit on Unconscious Rolls with Stun Lancers.

It's just one of those things that isn't really tactical or balanced, &#128580; they can just get lucky and instantly knock your unit out of commission, and even possibly get them captured if this is a mission with EVAC.

Maybe if it's a Chosen or Ruler ability I can understand them being powerful enough to do that, but for a common melee unit? Bullshit.

One of the few things I'll save scum for, and I'll mod it out ASAP.
 
So I was thinking of jumping in to Xcom having not played any of the games.
Should I go back to 1 or just start on 2?

Someone asked the same yesterday, and my answer is still the same: If you aren't to keen in jumping directly to 2, the first one is cheaper and is a great game. 2 has improvements but for me is a different kind of experience than the one I had in the first game.
 
There has to be a better solution than the current system where the eenemies need a glimpse of a single soldier to instantly detect the location of your entire squad. I believe they are working towards that goal because concealment (enemies have a visual detection range) and the way the Lost horde works (loud sounds attract enemies to your location) seem like a test run of different components before a full-blown overhaul in a sequel. Imagine how cool it would be to have silencers as weapon mods and expanded melee options. Using non-silenced weapons and explosives would draw in patrolling pods or puts pods that defend an area in an alert state. There are tons of fantastic gameplay possibilities through a full vision and sound detection system.

Yeah, there's lot of room for improvements here, and as you say, the examples of how they have continued to evolve this system and iterate on it, show that devs themselves acknowledge it.

It's weird when squad members completely hidden are revealed just as squad members in the open. Let's improve on that, but keep the essence of the pod system, as it makes enemies work together in a good (challenging) way, so in that way, instead of just randomly wander about individually.
 
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