Anyone else worried they're trying too much new stuff with this game?
They should stick to the winning formula.
I'm happy they're trying new stuff. TftD was only an ok sequel for many reasons, but while most will say underwater combat was the reason, I just disliked that it was the first game with more. Eventually that becomes just overwhelming and not fun. They're delivering more, but at the same time also delivering a change of setting and how you approach missions.
>you're mainly fighting humans
except you aren't, since ADVENT are hybrids and there's still shitloads of ayys
an interesting risk/reward mechanic
finally negates that retarded fog of war crap that meant you would never get the drop on the ayys, plus it makes sense in context
>randomized maps instead of custom ones
so just like EU/EW
>weapon mods as random drops
considering how much of XCOM is random, this isn't a problem
They're trying to make it more like Silent Storm or Jagged Alliance. I don't really see how that's bad.
Hell, the traditional UFO XCOM got kinda boring in the later stages since both yours and the Muton/Ethereal HP didn't matter so much due to the high amount of weapon damage.
>so just like EU/EW
EU/EW maps are randomnly selected, but not randomnly generated. The maps you'll be playing on in XCOM2 are actually randomnly generated so that you don't know ahead of time what the map looks like.
>metagame in a single player game
I'm on month four of my classic Ironman and I can promise you I have probably done everything wrong according to the meta and am suffering no problems. Live free of the meta senpai.
>EU meta consisted of shuffling your guys back and forth to lure ayys into overwatch trap
>I want the same game as before but I don't want to play the game as before
OP are you retarded?
Especially in non-LW, you could drop and do pretty much exaclty the same tactics on a map every fucking time
It got old after the second time, and killed all replayability for me.
LW made it ~4x as good by randomizing that shit. Procedural is the next logical step.
For all we know EXALT wasn't specifically human. Even if they were still technically "human", they're nothing but traitors to the planet, subhuman scum.
Also, the point of the humanoid hybrids is to give the appearance of humanity to the ayys, so that the real humans may be subjugated more easily. It's harder to control people when you look like some strange cartoon blob. Hell, they've had Thin Men for years because they look somewhat close to humans.
>IGN has intel on a new enemy unit in XCOM 2, Commander. It's called the Gatekeeper and along with a potent offensive laser beam attack, it can resurrect multiple fallen soldiers at once. Plan your engagement protocols appropriately.
>it can resurrect multiple fallen soldiers at once
I hate this shit.
Here's the thing about the fighting humans. Exalt gave it a bad name. Yes, their missions were shit and boring because you ended up only fighting humans. It was just a boring mirror match where you had the superior stuff. In this the "humans" actually work along side the aliens. That is what fixes this over the shit we got in Enemy Within.
It would've helped with the laughable non threat they become, but I still think it's a problem that their missions just don't feel like Xcom without the crazy aliens roaming the battlefield.
Meant for >>323813379 obviously.
Does Xcom 2 get rid of the counsel? My 2 biggest problems is the "free move on being spotted" issue and having to dedicated most of my base building thought to "what do I need to get yet another satellite asap". That fact that you're absolutely forced to take panic and play politics was the worst.
>camera angle changes
>They can one hit KO your team too.
How hard do they hit on higher difficulty levels? The ones I've seen all did like 3 damage.
What seems nasty is that their attacks destroy cover.
>you're mainly fighting humans
No idea on how influential this will be, but there will guaranteed be more non-hackable enemies than hackable
This is infinitely better than the game randomly stopping when you discover AI who then immediately take cover mid turn. You're a guerilla force attacking foreign occupiers, the game would simply not work if the covert mechanic did not exist.
>randomized maps instead of custom ones
Oh no, added value for repeated play-throughs. The horror.
>weapon mods as random drops
You're playing an under-equipped under-resourced guerilla force, they would pick up whatever they can get seeing as they don't have the facilities to make them.
You are a colossal retard.
Human DNA side effect or poison gland.
We must strive to become closer to our benevolent overseers.
>implying any of those is bad
jesus christ, fuck off to Sims if you want to see the same rehashed shit again and again
>you're mainly fighting humans
oh nvm, you are just retarded
Adjacency crap is gone.
You gain alien materials when you clean out areas in your ship.
rooms are upgradable
rooms can have Engineers assigned to the to increase their speed or efficiency
Engineers/scientists are actually people not just a number
Hints that you can build defenses to prepare for when ship is attacks
ship/base defense is a mission type
If you use your brain you might deduce that putting thought into something produces better results than leaving it to chance.
Some of the EW maps were better than just fine though.
>Hints that you can build defenses to prepare for when ship is attacks
>ship/base defense is a mission type
Should add that the mission takes place outside the ship. Unless you get a second stage mission if you let any in, I guess.
total biscuit mentioned it during his video.
He said he avoided base defense missions like the plague. but hinted that there are things you can do to prepare.
>tfw it turns out it was that one soldiers' story all along
Thats why they are making humanity as perfect as they can possible make the.
I can't wait to see the game over video. It made me feel like shit in xcom eu/ew
It doesnt have to be exactly third impact, but I think some spooky ass shit involving the eradication of humanity would make for an excellent losing cutscene.
That's the idea, and how EXALT elites work. But it could have been fleshed out more.
>this is (maybe) the canon ending
>council guy is back
serious question time guys.
Play as Exalt in an attempt to take back the planet from an alien controlled Xcom.
Would you buy it?
i am pretty sure this was the original concept for xcom 2
Maybe coincidence, but Xcom2 sectodis and Advent troops remind me of the old guys
Only they did eat a sandwich
In the style of X-COM
this being is physically retarded
I can't read that word without laughing anymore.
Why would anybody willingly start playing with already unlocked tech and with a bunch of traitors being backstabing cunts to the people they backstabbed for?
Fuck those bitches, Vigilo Confido.
How do you halal Mujahideens plan to deal with the kaffirs who sided with the blasphemous Ayys instead of glorious XCOM?
There better be some beheadings.
This game has most basic gameplay features all tied to easily accessible .ini files.
Such as: Squad size.
Sure, the game isn't completely made around that yet. Menus are a bit buggy and soldiers after the 9th or something start spawning in the same spot in one multi headed soldier monstrosity. But it still works.
One can only imagine what actual mods will be able to do with this game.
The only thing that really seems to bug me (although I only watched a preview of the base how that works, and skill tree for the grenadier mostly) is that like in EU friendly fire isn't possible, I liked that grenadier skill where you get a cone of fire and hit everything in the path, just bugs me that doesn't happen with regular shots like in the original. I think part of that is why it's so annoying shot hit% can be like in UFO defense you could shoot at one guy, miss but hit another one having low aim in EU just fuck my shit up senpai.
Then no one would survive past recruitment phase because their aims are shit. Come on, leveling up recruits mid game can be a pain to keep them alive, you want more shit to kill them off?
since enemy unknow i wanted to recruit mutons
mayve some modguy can mod in the old aliens as a units
>doest make sense
muton tribes abandoned as too stupid or not compatible, thinmen that think human give a better pay out, sectoid that got free,
snek that wanted the human D
This is now an ADVENT thread. Obey!
XCOM 2 does have an ability that lets you mind control an alien for an entire mission. Use it to initiate your first ambush, and you'll effectively have an alien squadmate. Should work well on mutons, too, what with their low willpower.
>They're trying to make it more like Silent Storm or Jagged Alliance. I don't really see how that's bad.
Why do you talk about those games when you've never even seen gameplay of either?
You might as well give them a chance to shoot themselves.
>70% hit chance
>5% self-harm chance
We shall walk over your charred corpses, infidel.
Most humorous, topical and cutting editorial cartoon to come out from the fair and balanced ADVENT Press Ministry.
You are nothing but barbaric terrorists, kicking and screaming like spoiled children in the face of enlightenment and progress.
Really the thing that makes the game shit for me is that there's no LOS or projectiles so fights boil down to making sure you get better dice rolls than the other guy (and moving two spaces forward then putting everyone on overwatch so you'll get two turns of shooting before you have to deal with enemy dice)
also annoying how every weapon rolls a singe dice and has a x-(x+2) damage range
> he doesn't understand how projectiles work
shit nigger how retarded are you.
You're looking at the wrong game.
>Have a perfectly fine system that is easy to understand and simulates how much time it takes to do shit/how fast soldiers are
>Replace it with a 2 action limit
>Movement takes the same no matter how far you move
>The action of firing stops you from moving afterwards for some dumb reason
Time units were removed for one good reason: Optimal play is slow as fuck. People make fun of "Haha, take 2 steps and then overwatch!" even though you should mostly just be moving your first range band to the next closest point of cover and hunker down is often the better option to overwatch.
But lets pretend that is true, you know what the original x-com was? Move all your soldiers forward one step at a time. Telling them to take multiple steps is sub-optimal play and punishes your impatience to how obnoxious that is.
but why do you want free aim? the game doesnt have actual projectiles, there is already a class with the intention of destroying every piece of cover the enemy uses and explosive objects in the map like propane tanks can be targeted themselves like an enemy
> you know what the original x-com was? Move all your soldiers forward one step at a time. Telling them to take multiple steps is sub-optimal play and punishes your impatience to how obnoxious that is.
So you're saying you never played the originals.
It's going to be hard to do because the game isn't designed for it, and it's going to be hard to integrate because the game is chock full of abilities that have to do with things like cover value and defense value, neither of which make sense in the context of free aim.
To be fair with real time things like dual wielding machine guns or teleporting behind somebody with a katana a bit more practical and that made for half the fun in Apocalypse.
Have you? One step, did you spot an enemy? Next step, did you spot an enemy? Next step, did you spot an enemy? Moving normally is the exact same punishment as doing a double move without thinking in this game, only the solution is move just 1 range band then think instead of move literally 1 square at a time then think 5 times in 1 turn.
>playing terror from the deep
>they can be fucking anywhere
also those damn pictures at apocalypse when you end turn.
Why wouldn't it work in different situations? Move a bunch of spotters all the way each, if they don't encounter anything, move up the rest. If they do encounter something, have them crouch or take cover if possible and open up with everyone else.
Why do people like Beaglerush, again? Sure, he's good at XCOM, but other than that he's just another unfunny, obnoxious memeing fuck who's in love with the sound of his own voice. Fucking cancer.
How do I stop myself from getting anxious while playing X-COM EW?
I start to worry when a countries panic level hits orange and I want to restart every time a Sargent dies.
I've only ever made it up to capturing an Outsider before my anxiety gets to much and I quit.
Embrace the fact that countries leaving the project and people getting killed are both to be expected and you shouldn't aim to avoid those losses but rather to minimize them.
Besides, sergeants are replacable (unless they're snipers, then they're a pain to replace and who the fuck ever loses those?) and you shouldn't worry unless panic is at 5.
It's just more intuitive having a small number of buttons do different things depending on the logical context. Like, the directional buttons scroll through menus, but they also rotate the camera around and move up and down floors. With the kb+m, the arrow keys scroll through menus, Q and E rotate the camera, and F and C move up and down floors. That's just overly-complicated. And of course, the mouse is way more precise than the analog sticks. That said, this isn't an FPS or a twitchy third person shooter, it's a slow, tile-based tactical game. A mouse and keyboard are just uncomfortable here.
If you don't have enough troops to do missions you need to work on your tactical play. The strategic layer is really a small part of the game if you don't research and build in a completely retarded fashion. On any difficulty if you win all your missions you will eventually win the game.