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Off-Topic Discussion => Gaming Discussion => Topic started by: The E on February 04, 2016, 06:21:34 pm

Title: XCOM 2 - It could just be another simulation
Post by: The E on February 04, 2016, 06:21:34 pm
It's out! It's great!
Title: Re: XCOM 2 - It could just be another simulation
Post by: crizza on February 04, 2016, 07:04:34 pm
Almost preordered it... then I realised, my GPU was not up to it :(
I hereby volunteer for the first LP :D
Title: Re: XCOM 2 - It could just be another simulation
Post by: Phantom Hoover on February 04, 2016, 07:07:51 pm
if there are pilots in xcom 2 i call shotgun
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 04, 2016, 07:11:33 pm
There are not, unfortunately.  But you can now name your scientists and engineers.  I will be overseeing the Engine Room in my own campaign, once it unlocks here in 4 hours or so.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mammothtank on February 04, 2016, 07:14:51 pm
I'd be down for being a stabby man. If you'd let me be a stabby man. (I want to be that class with the knife) If there's no one available just give me whoever.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Veers on February 05, 2016, 12:20:58 am
Last time I volunteered I was instantly mind controlled, and I can't remember if I shot The E or Battuta. I shot someone.

Leave me out of it.
Title: Re: XCOM 2 - It could just be another simulation
Post by: The E on February 05, 2016, 05:05:08 am
So apparently I have been volunteered to let's play this?
Title: Re: XCOM 2 - It could just be another simulation
Post by: Phantom Hoover on February 05, 2016, 05:57:29 am
I think we're all just betting on someone continuing the long tradition of HLPX-COM, not nominating you for it.
Title: Re: XCOM 2 - It could just be another simulation
Post by: JCDNWarrior on February 05, 2016, 06:58:45 am
It's a good day when a turn-based strategy game can come out, receive high praises and is likely to be bought and played by millions of people on release.

I'm looking forward to play it too, I'm just worried I'm spoiled by Long War. In Long War I edited the squad size from 6/8 (8 with officer training upgrades) to 10/12 (while Long War already supports very late-game upgrades to reach 12) but offsetting it with some tougher Second Wind settings and Ironman mode. Also, 50 euro's (still) a lot of money for me to spend these days on any game.
Title: Re: XCOM 2 - It could just be another simulation
Post by: crizza on February 05, 2016, 07:17:23 am
A live play like you did with BP would be awesome :D
A friend promised me his GPU, as he is buying a new one, hope I'll get it.
Title: Re: XCOM 2 - It could just be another simulation
Post by: StarSlayer on February 05, 2016, 07:42:06 am
I volunteer to put my forum persona's life on the line to liberate the planet from the dreaded xenos occupiers.

Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 05, 2016, 10:19:25 am
Somebody else gets to LP this one, at least for the foreseeable future.
Title: Re: XCOM 2 - It could just be another simulation
Post by: StarSlayer on February 05, 2016, 11:46:56 am
Yes, we need more Korean Peninsula adventures with the ABCT and PzGrenBtl :)
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 05, 2016, 01:04:48 pm
XCOM 2 is ****ing hard.

I'm looking forward to play it too, I'm just worried I'm spoiled by Long War. In Long War I edited the squad size from 6/8 (8 with officer training upgrades) to 10/12 (while Long War already supports very late-game upgrades to reach 12) but offsetting it with some tougher Second Wind settings and Ironman mode. Also, 50 euro's (still) a lot of money for me to spend these days on any game.

XCOM 2 is arguably one of the most moddable games ever made, because Firaxis released the source and all assets with it.  If you find something you don't like, fix it.
Title: Re: XCOM 2 - It could just be another simulation
Post by: AdmiralRalwood on February 05, 2016, 01:16:36 pm
Hmm, maybe I should do the first HLPX-COM LP for this one...
Title: Re: XCOM 2 - It could just be another simulation
Post by: MP-Ryan on February 05, 2016, 03:46:41 pm
SOMEONE do an LP, and give me a shotfun (no, that's not a typo).  I won't be playing this for months, but I need moar hype plz.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 05, 2016, 03:54:49 pm
I just got a Ranger with Lightning Reflexes as a random promotion ability.  He's my Blademaster, so shotfun is not likely to be his big thing for a while. :P
Title: Re: XCOM 2 - It could just be another simulation
Post by: Herra Tohtori on February 05, 2016, 07:21:08 pm
Anyone gets into making an LP, I volunteer as either a research scientist or just a combatant.

I also like to live dangerously.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Akalabeth Angel on February 05, 2016, 07:24:28 pm
WTF is by TotalBiscuit. He usually gives non-spoilerish (story-wise) previews for those interested:

Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 05, 2016, 09:00:03 pm
Corgi Gun. (http://www.pcgamer.com/the-first-xcom-2-mod-is-of-course-a-corgi-gun/?utm_content=buffer42d4b&utm_medium=social&utm_source=facebook&utm_campaign=buffer_pcgfb)

Your argument is invalid.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 07, 2016, 06:07:07 pm
For those of you playing, don't sell your ADVENT Trooper Corpses.  For the love of God don't do it.  You need them to research the mid tier armor.

Don't do what I did, and sell most of them, and leave yourself unable to build the new armor.  Fighting Sectopods with kevlar is not easy (but I can't genuinely claim it's not fun).
Title: Re: XCOM 2 - It could just be another simulation
Post by: The E on February 08, 2016, 01:41:35 am
Speaking of an HLP playthrough, given that this game has a character creator and exportable characters, what do you guys think of getting an HLP file going?
Title: Re: XCOM 2 - It could just be another simulation
Post by: deathfun on February 08, 2016, 02:58:12 am
That would be... a rather fantastic idea

Also, I totally forgot to update mine let alone finish it. God dammit, now it's irrelevant D:

Also yes, you've been voluntold. Get to it, XCOM 2 HLP-LP
Title: Re: XCOM 2 - It could just be another simulation
Post by: AdmiralRalwood on February 08, 2016, 06:24:35 am
Speaking of an HLP playthrough, given that this game has a character creator and exportable characters, what do you guys think of getting an HLP file going?
Lack of information on the character pool is probably the one thing stopping me from starting an HLPX-COM2 LP right now. Like, does it draw exclusively from the character pool until valid options are exhausted (before falling back on randomly-generated characters), or is it a random chance whether a character will be drawn from the pool at all? If we have people who want to be scientists and they're added to the pool as "can be used as VIPs", will they be used for personnel available for sale at HQ? Similarly, will they be all the VIPs that show up until the pool is used up? And what happens if you add or remove characters from the pool in the middle of the game?

It's entirely possible I may need to download the development tools and mod the game before starting the LP, if only to add some sort of UI to let me rename scientists/engineers so that someone can "claim" such a role without needing to be added to the character pool as a VIP first (and also because "VIP" doesn't specify scientist or engineer, and presumably people would have Opinions about that).
Title: Re: XCOM 2 - It could just be another simulation
Post by: Kobrar44 on February 08, 2016, 07:48:57 am
XCOM 2 is arguably one of the most moddable games ever made, because Firaxis released the source and all assets with it.  If you find something you don't like, fix it.

They allow you to modify the source code? Wow. Just wow. 
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 08, 2016, 09:32:01 am
That would be... a rather fantastic idea

Also, I totally forgot to update mine let alone finish it. God dammit, now it's irrelevant D:

Also yes, you've been voluntold. Get to it, XCOM 2 HLP-LP

Could be worse. I just needed to do some writing on mine to get it moving again...until the new computer.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mongoose on February 08, 2016, 10:25:12 am
That would be... a rather fantastic idea

Also, I totally forgot to update mine let alone finish it. God dammit, now it's irrelevant D:

Also yes, you've been voluntold. Get to it, XCOM 2 HLP-LP
Not irrelevant, just delayed!  I loved having your 1080p-image-crammed posts flat-out crash my old machine's browser. :p
Title: Re: XCOM 2 - It could just be another simulation
Post by: Colonol Dekker on February 08, 2016, 01:39:33 pm
I put myself forward as first reserve on any heavy (or light) demolition focused combat individuals.
Baseball cap and MTP colours. Relaxed personality and if possible a smoker!
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 08, 2016, 05:58:36 pm
I put myself forward as first reserve on any heavy (or light) demolition focused combat individuals.
Baseball cap and MTP colours. Relaxed personality and if possible a smoker!

Grenadiers are the god-tier in this game I love them so much.  I'm sorely tempted to run a squad of four Grenadiers, a Specialist (gotta hack dem turrets yo), and a Gunslinger Sharpshooter.
Title: Re: XCOM 2 - It could just be another simulation
Post by: AdmiralRalwood on February 08, 2016, 06:49:11 pm
Grenadiers are the god-tier
More like high level characters are god-tier; high-level Combat Hackers hacking everything (what's that? you brought a sectopod? how lovely, I wanted this to be even easier), high-level combat medics making it virtually impossible for your team to die, high-level snipers literally wiping out every enemy they can see in a single turn (I stacked a +19 Aim PCS with a Superior Scope (+15) and Tracer Rounds (+10), and high ground gives my sniper a 100% chance to hit most things, so Serial tends to be a 0-risk "make everything that can be killed with a single plasma lance shot dead now" button), high-level gunslingers combining rapid-fire short-ranged death with the occasional long-ranged sniping, high-level demolitions experts blowing up everything in sight, high-level heavy gunners applying the leverage needed to let the rest of your team pummel heavy targets to death as quickly as possible, high-level scouts ambushing enemies with point-blank rapid-fire shotgun blasts (and then fading back to cover after killing the enemy), high-level assaults killing everything with swords, and high-level psi operatives...

...Okay, high-level psi operatives are basically gods.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 08, 2016, 06:54:58 pm
Grenadiers are hands down the best for every other part of the game because armor is tough and they tell it to go **** itself with extreme prejudice.  Destroying cover and armor are the easiest ways to take out enemies and open up escape routes.  It's especially funny when you're trying to extract a VIP and there's a pesky wall in the way.  Not anymore!

Grenades are so great.
Title: Re: XCOM 2 - It could just be another simulation
Post by: AdmiralRalwood on February 09, 2016, 01:48:18 am
Grenadiers are hands down the best for every other part of the game because armor is tough and they tell it to go **** itself with extreme prejudice.
Other ways to tell armor to go **** itself include Combat Protocol and Capacitor Discharge, various psi powers, and heavy weapons (Shredstorm Cannon is one of my particular favourites; fired it at a group of enemies and half of a building suddenly ceased to exist).

Not to mention that you can just give Acid Grenades to people who aren't Grenadiers as well.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Gortef on February 09, 2016, 05:30:56 am
When someone does an LP of this, I want to be in it.

I'm still counting my cents to decide if I can afford to buy it immediately or from the upcoming sales.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Killer Whale on February 09, 2016, 06:39:43 am
I'm a dirty stinking cheater (ie. savescummer). So to balance it out I gave every pod the chance to contain 10 ppl (except like civilians and turrets). Its perfect!
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 09, 2016, 03:21:49 pm
Gatekeepers are the worst things ever.
Title: Re: XCOM 2 - It could just be another simulation
Post by: AdmiralRalwood on February 10, 2016, 06:38:05 am
Gatekeepers are the worst things ever.
Somewhat surprisingly, their biggest vulnerability seems to be psi powers.
Title: Re: XCOM 2 - It could just be another simulation
Post by: The E on February 12, 2016, 01:54:27 am
Here's some observations from my current playthrough:

-Delaying the skulljacking of an Advent officer until after you did the raid on the processing center is the correct choice. This massively reduces the probability of Codices or MECs appearing there, which is A Good Thing.
-Speaking of codices, a stunned codex will not clone.
-Hacking is more fun than healing.
-Gatekeepers will happily hateball their own team if they think they can get Zombies out of the deal.
-Mimic beacons are almost essential equipment (but beware: there is currently a bug where Sectoids at least can zombiefy a dead mimic beacon)
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 12, 2016, 02:24:44 pm
Gentlemen.

(http://i.imgur.com/A7ELR2Q.png)
Title: Re: XCOM 2 - It could just be another simulation
Post by: Rodo on February 12, 2016, 03:22:37 pm
Must be an ilusion, it's head might not even be there.

Still, I'm now wanting to know if that shot connected or not.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Shivan Hunter on February 12, 2016, 03:33:11 pm
I picked this up a couple days ago and it's my first experience with an XCOM game. How do you nerds think it compares to EU/EW? Also **** andromedons. Also pic related (https://gfycat.com/MassiveAjarGarpike)
Title: Re: XCOM 2 - It could just be another simulation
Post by: The E on February 12, 2016, 05:18:43 pm
I picked this up a couple days ago and it's my first experience with an XCOM game. How do you nerds think it compares to EU/EW? Also **** andromedons. Also pic related (https://gfycat.com/MassiveAjarGarpike)

I think it's a much improved game. The conceit of having to fight a guerilla war makes some of the weirdness of EU/EW more bearable (That you can only field 6 soldiers at a time is much more explainable when you're a small resistance cell rather than a multinational force), and the strategic layer is more interesting. Overall, EU/EW are games where you have two or three game plans, and whether or not you win depends on your ability to execute those plans. XCOM2, on the other hand, is throwing you curveballs all the time; it's more of a game of improvisation imho.
Tactically, XCOM 2 is also more satisfying: Setting up and executing an ambush just feels great, and the addition of turn limits on most mission types forces you to think and play more aggressively.
Title: Re: XCOM 2 - It could just be another simulation
Post by: CKid on February 15, 2016, 04:38:11 pm
https://fat.gfycat.com/PartialPlushAttwatersprairiechicken.webm

That RNG...
Title: Re: XCOM 2 - It could just be another simulation
Post by: Lepanto on February 15, 2016, 11:58:40 pm
Got it. Great game. Sucks up my evenings now. Looking forward to the lategame.

That said, ONE certain mid-game enemy can die in the fury of a thousand exploding suns.

Spoiler:
Envision the situation. Your squad has been fighting a difficult battle to retrieve a thing before it explodes, AND to capture this one guy, AND kill all his cronies.

And when you capture- err, stick a pokey thing into his brain- that one guy, BOOM SURPRISE MINIBOSS!

He clones himself every time he takes a hit.

Your squad's already half-dead and you've burned all your consumables because you didn't anticipate a SURPRISE MINIBOSS!
 
He has a plasma gun AND psychic powers. One of his powers generates a black hole thing that disables your guys' weapons. But oh, he can also explode that black hole, AND TAKE OUT ONE OF MY BEST GUYS, A SNIPER MAJOR WHO'D BEEN WITH MY TEAM FOR 20+ MISSIONS! And he would've killed at least one more guy if I hadn't been lucky.

And my whole team's so badly battered that I had to hire 4 rookies just to have a six-man team again!

And I tackled him with sorta-midgame gear and a pretty high-ranked squad, since I'd been messing around rather than moving the plot forward. Would've been even worse if I'd hit him with 4-5 guys and the basic guns, which is what the game sorta implies you should do by putting the skulljacking tech that early.

So anyway, that's why the Codex and all of his clones can die in a burning death fire of horrible hateful death.

Anyone who's got them, share your own Codex horror stories. (Nothing after the Codex/processing center, though; I haven't gotten past the early midgame.)
Title: Re: XCOM 2 - It could just be another simulation
Post by: The E on February 16, 2016, 01:55:38 am
Codices can indeed die in a fire.

They are also the reason why I do the skulljacking after the processing center; While a single Codex is no big deal with Tier 1 gear (assuming you know it's coming and plan accordingly), a pod that has two or three of the damn things is utterly backbreaking that early in the game.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 16, 2016, 12:49:35 pm
Bring Flashbangs.  Enemies that are disoriented (or burning) can't use special abilities, so a Codex that has been flashbanged won't clone and can't teleport.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Lepanto on February 16, 2016, 07:44:00 pm
Huh. Thanks, Scotty.

Gah I must not have teched fast enough. I'm now fighting Archons, berserkers, and advanced soldiers with tier 2 weapons and mostly tier 1 armor. Now there's this one generic Council mission I just can't seem to clear.

Should I give up and restart, or forge on?
Title: Re: XCOM 2 - It could just be another simulation
Post by: Colonol Dekker on February 17, 2016, 05:30:11 am
It's talk like that that let the aliens take over.

FIGHT TO THE LAST! !
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mammothtank on February 23, 2016, 05:21:28 am
Two thing's I dislike off the bat: Codice's and Faceoff. I immense hate people who use both on multiplayer, All Codices and a Medic is currently that cheap start people do to win. And I honestly think Faceoff needs to be either removed or balanced.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 26, 2016, 04:00:50 pm
I have to admit, I'm not actually enjoying this much. The early difficulty curve is much higher, which would probably be okay I guess if it didn't abruptly fall apart much earlier than the EU/EW did, and much harder. Scientists are kind of useless, since everything interesting is done by engineers, including for some reason running your hospital. The ticking-clock thing feels much less like something you can influence and much more arbitrary now, given that most of your ways to arrest it can end up locked behind building another comm facility or power plant and then a comm facility.

TFTD so far seems to have been the better sequel.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on February 26, 2016, 04:48:47 pm
Every story mission removes a block from the doom clock, and that's right there going to be the majority of ways to influence it in a given game unless you deliberately farm facilities.  The first Blacksite will never be behind a Comms wall, and you've got a minimum of two skulljack missions that will reduce the clock.  That's three right there, plus the forge mission and any facilities you might hit over the course of the game (I've hit two so far and will be hitting another two before the end of the game) for seven or eight opportunities to knock a peg off of it (and reset the clock doing it).  I needed a grand total of two comm facilities to get fourteen regions, and one of those isn't even upgraded.  I've never once felt like the clock was beyond my influence.

Scientists are kind of useless.  I feel like something involving them got cut somewhere in development.

Nothing in XCOM2 is as dumb as lobstermen on cruise ship terror missions.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on February 26, 2016, 06:35:56 pm
I've never once felt like the clock was beyond my influence.

Scientists are kind of useless.  I feel like something involving them got cut somewhere in development.

Nothing in XCOM2 is as dumb as lobstermen on cruise ship terror missions.

I'm glad you're having a different experience. It's still kind of irrelevant to the one I'm having, though.

Also, the only reason you say that is because they didn't manage to kill Trashman.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mammothtank on February 26, 2016, 06:44:42 pm


Nothing in XCOM2 is as dumb as lobstermen on cruise ship terror missions.

Tricene Upper Deck. Nuff Said.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Colonol Dekker on February 28, 2016, 01:53:37 pm
I miss terror from the deep. ...
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scourge of Ages on February 28, 2016, 05:00:07 pm
I miss terror from the deep. ...

I'm sure there will be a total conversion mod eventually. Imagine: Chryssalid + Seeker = Tentaculat.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mammothtank on February 28, 2016, 06:53:58 pm
Eventually. Eventually.
Title: Re: XCOM 2 - It could just be another simulation
Post by: RangerKarl on February 29, 2016, 09:33:55 am
Neo-Interceptor when?
Title: Re: XCOM 2 - It could just be another simulation
Post by: Mammothtank on February 29, 2016, 06:09:49 pm
When the sun burns out. But hopefully before then.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on March 02, 2016, 01:01:35 pm
I would like to state categorically that Andromedons are bull****.
Title: Re: XCOM 2 - It could just be another simulation
Post by: General Battuta on March 02, 2016, 01:48:35 pm
They're ez mode once you get used to them, and they make amazing Dominate buddies. Very few things in this game remain bull**** for long given the incredible bull**** available to the player.

If anything (and I say this as someone who struggled mightily for a few days) I think this game has a few too many 'I win' buttons for the player. Mimic beacons are straight up degenerate, dominate breaks the game, stasis lets you put the big bad guys on pause.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on March 02, 2016, 05:12:49 pm
I'm more annoyed with having to kill them twice than really caring about their actual combat ability.

I mean, I took down my first Avatar on the turn I encountered it.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on March 02, 2016, 10:41:57 pm
I take it back. Andromedon Shells are in fact bull****.

I hacked one to shut it down. So. Easy to take out. Got a bunch of 75% shots off my snipers with pistols, 85% off my supports, 100% shot on my still-stealthed ranger.

Guess what. They all missed. Including the 100% shot. Are you ****ing with me, game? Is this something you forgot to mention? Can't shoot an Andromedon that's shut down?
Title: Re: XCOM 2 - It could just be another simulation
Post by: Phantom Hoover on March 03, 2016, 04:15:17 am
XCOM 2 has fairly exacerbated the problem that the biggest challenge of the game is managing pod activation, now that the aliens have some very hard-hitting attacks of their own. Your strategy is always to eliminate a pod before it gets a turn in and to move as little as possible to avoid triggering new ones.
Title: Re: XCOM 2 - It could just be another simulation
Post by: General Battuta on March 03, 2016, 12:18:06 pm
XCOM 2 has fairly exacerbated the problem that the biggest challenge of the game is managing pod activation, now that the aliens have some very hard-hitting attacks of their own. Your strategy is always to eliminate a pod before it gets a turn in and to move as little as possible to avoid triggering new ones.

Yeah :( It's especially egregious early game when you don't have any 'oh ****' buttons like mimic beacons. I'm thinking about trying an All Pods Active mod...
Title: Re: XCOM 2 - It could just be another simulation
Post by: Snarks on March 03, 2016, 12:55:07 pm
I'm hoping one day there will be an overhaul mod that makes pod management a thing of the past. I'd prefer it if aliens reinforced themselves dynamically, rather than either all pods active or pod management. Speaking of which, Conceal Rangers are incredibly useful for pod management if you find yourself triggering too many pods. Their Conceal ability once upgraded is activated even on missions where the rest of your squad isn't concealed.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Phantom Hoover on March 03, 2016, 12:55:15 pm
The concealment system almost gives you a way of managing it but between its fragility and the turn limit forcing you to limit prep work on most missions, it only gives you a turn or two of tactical leeway. Maybe if Conceal had a 2- or 3-turn cooldown or battle scanners had more uses?

Dodge is also complete bull**** and it just weighs optimal tactics even more heavily towards grenades rather than guns.

The geoscape is an improvement on EU's but still has the massive problem that neither the aliens nor, really, the player have much strategic agency; the player just draws cards and Advent's just the deck.

XCOM 2 has done a good job of refreshing Enemy Unknown's gameplay and smoothing out awkward corners and I've enjoyed it a lot but I'd have liked to see it try harder to punch out of the limitations of the template.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Scotty on March 03, 2016, 01:38:04 pm
Dodge replaces high defense on late game enemies so that lower rank soldiers can actually do damage instead of facing 20% hit chances against airborne heavy floaters.

It's incredibly frustrating, but I prefer it to not hitting anything at all.
Title: Re: XCOM 2 - It could just be another simulation
Post by: General Battuta on March 03, 2016, 02:00:25 pm
The ease of modding is really commendable. Not everything is actually easy (a lot of it is apparently super hard!) but I hope we'll get something like Long War here even if I never did play Long War.
Title: Re: XCOM 2 - It could just be another simulation
Post by: Phantom Hoover on March 03, 2016, 02:05:48 pm
The Long War devs are apparently going to focus on small mod packages from now on, which honestly sounds great. I never liked how Long War added a bunch of complexity and HP bloat to the tactical layer, and the way it swallowed the Enemy Unknown modding scene whole meant nobody else ever really tried to do it differently.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on March 05, 2016, 04:18:55 am
Avenger defense mission: launch two blaster bombs from my Grenadiers with WAR suits.

Then go home.
Title: Re: XCOM 2 - It could just be another simulation
Post by: NGTM-1R on March 05, 2016, 07:09:30 pm
Having just hacked a Sectopod, I do not understand how the aliens manage to lose with these things. It's shrugging fire from three Codices and a pair of Heavy MECs.
Title: Re: XCOM 2 - It could just be another simulation
Post by: crizza on May 07, 2016, 09:08:45 pm
Why the heck are Vipers able to pull my soldiers through solid walls? :D