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.
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?
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.
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
That would be... a rather fantastic ideaNot irrelevant, just delayed! I loved having your 1080p-image-crammed posts flat-out crash my old machine's browser. :p
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
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-tierMore 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...
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).
Gatekeepers are the worst things ever.Somewhat surprisingly, their biggest vulnerability seems to be psi powers.
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'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.
Nothing in XCOM2 is as dumb as lobstermen on cruise ship terror missions.
I miss terror from the deep. ...
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.