Somewhere, somehow an Interceptor bay is waiting to happen Edition
Previous Campaign: >>127045849
XCOM GENERAL (full information, all links):
Don't forget to check firaxisgames latest vod at Twitch.
Beagle's First Two Missions Gameplay:
60 Minute Gameplay Video:
Long War download link:
/xcg/'s Long War FAQ (new players read this shit):
Dreadnought MEC Trooper voicepack:
Extra perks to add for Training Roulette:
hugely detailed spreadsheet:
MGS-themed codename list:
Alternate in-game text .inis (AYY LMAO):
>b15f : https://dl.dropboxusercontent.com/u/19805654/ayylmao.7z
/xcg/ Operation Name Generator 0.1 (doesn't take effect until you get a new mission):
how do people always get the special council missions so late?
I have never once had Newfoundland or VD missions when I had lasers
I-It is there! Somewhere around the place! I Know it!
it works after you taken standard, disabling, double tap or light em up shots and missed until you hit your next shot. you can move, reload etc.
it's weird when it comes to RF
RF miss + hit = wont activate
RF miss + miss = activates
RF hit + miss = sometimes activates sometimes not (i have no idea why)
>first Cyberdisc along with a Seeker and two Drones in current campaign is literally 2 tiles next to my drop zone with barely any cover around
>scramble a hasty defense
>finish the Cyberdisc with wounds all around
>XCOM Enemy Within has stopped working
Wasn't it confirmed for dead in an interview?
I just got Advanced Aerospace Concepts and now I'm left wondering what I should get first. You guys got any suggestions? I'm doing pretty well in my air game but I got it now just so I can keep up the pace with the ayys since my air game caused me to lose my previous campaign.
do you have lasers?
do you have 4 interceptors atleast on every continent that has a satellite?
if you do have lasers, are you using defensive stance with the tracking small item?
if you don't have lasers, are you using aggressive stance?
if the answer is no to any of these, you fuckd up
Advanced Beam Lasers [Research]
UFO Countermeasures [Foundry] (unlocked after Seeker Autopsy)
#2 good to have
UFO Scanners [Foundry]
Armored Fighters [Foundry]
Imporved Avionics [Foundry]
#3 buy when you need it
Super Skyranger [Foundry]
#4 buy when you have too many resources, otherwise useless
Penetrator Weapons [Foundry]
Wingtip Sparrowhawks [Foundry]
I just slap an arc thrower and an smg on the repair engineer. Having my strike rifle sniper with disabling shot or a gunner or an officer for command helps, but those are usually always there in a standard squad anyway..
>do you have lasers?
>Increases interceptor dodge chance by +15%.
Fug, if I knew that earlier then I would have gotten it. I'll make that my next priority after Super skyranger. Base assaults soon my fellow commanders.
green = get it ASAP
yellow = worth it
red = not worth
rest is up to you
i did a test with supercapacitor laser cannon vs plasma cannon.
the supercapacitor laser cannon downed any ufo aside from battleships/assaultcarriers faster whenever the plasma cannon missed once(twice for large ufos)
when the plasma cannon hit 100%, it was faster.
if you have a cmdr rank interceptor pilot,you can go bal->def and agg->bal
if your pilot has no rank/1-2 kills you should go def->bal and bal->agg
is there any way to stop ufos from exploding from any hit they take?
fucking plasma cannons wrecking every single one i shoot, and the only battleship i could bring down, got exploded by a fusion lance
even emp cannons are destroying them completely
have an avalanche inteceptor and deal the final blow with that.
the chance for crashland/destroy is the amount of damage you overkill the UFO.
if it has 5/100 hp and you hit it for 60 dmg it will most likely evaporate.
(numbers are just representation)
i mean on the ini
im on really late game, almost third year, and im dry on resources cause there hasnt been enough bases for me to assault and get enough resources for more firestorms
i've got almost 4k cash because of this shit
i'll try to keep some fighters with laser cannons, hope they wont get horribly mauled before they can fire the last shot
There's no such thing in the ini.
With overkill damage D, the chance for the UFO to be completely destroyed is
(D/5)% for scouts and fighters
(D/6)% for raiders and destroyers
(D/7)% for harvestors and abductors
(D/8)% for transports and terror ships
(D/15)% for assault carriers and battleships
Ufos in "High" altitude usually get destroyed more often than "Low" or "NOE" ones.
A good way to get crashed ufos is to use phoenix coilguns/avalanche/stingray to deliver the final blow.
Interceptor armed with plasma
hits 3 times for 650 damage each.
plasma penetrates all armor
650+650=1300, ufo is at 200 hp
450/6=75% chance for the ufo to get destroyed.
And critting the ufo on the final blow is not even taken into consideration here.
EMP can crit for 460, plasma for 900, etc.
I'll start my first playthrough of the game, shoud I play it vanilla only or are there some mods to fix/balance/spice the vanilla campaign that I should use?
I don't think I should play with the Long War mod on my first game, right?
Play the base game with the enemy within expansion on normal. If you like it, try classic or jump straight to long war. Long war is a love/hate mod imo so you'll have to see what you think later.
Learn the enemies, what they do.
Learn the game mechanics.
If you're good at strategy games, start on classic. Normal isn't much of a challenge.
Long War gives the game depth.
Play normal first, and keep bumping the difficulty.
Oh and, play on honestman/bronzeman.
Ironman is a meme.
To learn the game you make mistakes, again and again. If you savescum you will fall into the trap of savescumming a shitty move until you get lucky. Restart your mission if you wipe, no shame in that.
Good luck commander.
>To learn the game you make mistakes, again and again. If you savescum you will fall into the trap of savescumming a shitty move until you get lucky. Restart your mission if you wipe, no shame in that.
Can't stress this enough.
Savescumming is an addiction.
You start off by savescumming because a thin mint trickshotted your favourite girl soldier across the map. And then, slowly but surely, you fall into debauchery, and you'll end up savescumming every time your soldiers get hit because of your shitty tactics.
Don't savescum anon.
Don't be like me. It took a long time to break out of it.
>"le dass le xcom" :^) memery
If you lose people, you are bad and have done badly and will probably continue to do badly. Instead of being a defeatist prick and rolling over when anything bad happens like a depressed invalid, restart and try again until you get it right. There is literally nothing wrong with savescumming (or just restarting a campaign entirely) when trying to learn the game, because you will actually be able to identify your mistakes instead of glossing over them figuring it's just a meat grinder like the 1994 X-Com. It's not. If you're losing people, you suck and need to correct it.
>oh golly i just sent my top troop through 5 overwatches and got turned into a cheese grater
>lmao doesn't matter cus i have the magical "load saved game" button and i can shitplay until all 5 overwatches miss :))))))
I don't think I have to tell you what you need to git.
>stop being a defeatist prick
>if you lose one troop your a scrub who should restart
Fantastic reasoning as usual.
>>oh golly i just sent my top troop through 5 overwatches and got turned into a cheese grater
exactly. you should learn from that mistake and not run that overwatch in the first place instead of just throwing your hands up and going "oh well thats le xcom, le meat grindre is happen, time to hire more rookeyz :--DDD"
People need to learn how to tackle full missions without hiccups.
Yeah you can reload a save before that sectopod that was out of los bombed and murdered 5 of your guys, but thats just correcting multiple mistakes by a move you wouldn't take otherwise.
DO Restart missions as much as possible, until you get them perfectly done without deaths.
DO NOT Reload autosaves right before something disastrous happened, think about how you got into that situation, and prevent it next time.
So, your games are basically like 30 troops, since you never let any of them die?
I'm all in for restarting when you get wiped or 4 of your top tier vital niggers get killed, but there's no sense of loss in the game if you restart every time one of your good troops gets killed.
Late May landed Raider on Normal has
>1 Thin Man
Aliens also did 2 terror missions in a week just before. They should be pretty resource starved now, right?
not him but the real challenge is impossible or brutal ironman.
You practice by playing non-ironman, and practice until you get the perfect set of moves in your head for every situation.
Employ this practice in an ironman game and beat it.
It's a great feeling to beat it on ironman.
aliens don't spend resources on aliens or their pods
the only thing that drops alien resources is air and ground interdiction of UFO contacts, and the construction of alien bases in conquered countries.
I usually end the game with about 18, including SHIVs, usually a couple of base ones too
in my current Impossible game, I have about 24 and only because I'm trying to train up lots of dudes so I can keep an endgame save file for doing ridiculous bullshit gimmick teams/builds
this game is only hard until you get LPRs, which is doable before mutons even show up
>implying anyone was talking about long war
this started with a nigga who is playing vanilla for the first time asking for protips, fuck off with your Megnificenc :^) bullshit faggot
do xenobio first
capture a thin mint on whatever council mission shows up first
research its gun (it's around 24 days depending on your scientist count at that stage of the game)
enjoy free LPRs forever as long as you arc throw dudes
even with really bad luck, you're looking at plasma by mid-may instead of early may, and mutons only show up around then
even if you're slow, all it means is you cap a muton instead, get the plasma weapons credit, and then have LPRs by the end of may instead of in the first week of it. oh no. wah wah wah
You don't get gang plank 2 days later. Confounding light is easy if you focus on the transmitters and push forward fast and with minimal contact. You only need to teach the end
>literally nothing I can do to stop it early game
>shoots down my satellite
>battleship doesn't shoot down my satellite
Why exactly is savescumming bad, /xcg/?
Battleships don't spawn early game even in long war. They're only deployed when ayys are planning base assaults and shoot down sats, or really late game high resource bombing runs.
>a-anyone who calls me out for failing to follow a conversation must be an SJW
shouldn't you be complaining about Zoe Quinn somewhere or something, buddy
possibly going back to /v/ to do it even
Good god anons do you ever tire of gobbling up bait?
Confounding light is on a long narrow train map and is a race against time to prevent the battleship from reaching firing position. Breaking line of sight with eight men is a chore in itself, even more so when there is very little full cover.
It's not hard to break LOS. There's plenty of cover on all the EW and DLC maps. You're just being intentionally obtuse because you know you're bad at tactics games and want the game to hand you wins on a silver platter like Call of Duty. That shit isn't going to happen, man. Maybe tactics games aren't for you.
>I'm done with your bait.
Too bad you're not done being shit at relatively easy video games. You must live a sad life to be so incompetent. Did your mother and father never teach you anything basic as a child?
Can someone explain something to me? Maybe I'm just a shitter but oh well.
At the start of LW, when you have shit rookies that can barely give 2 steps per turn and their throwing arms are those of an aborted fetus, what the hell do I do when my team is in a firefight?
Say, we're in cover, ayys are in cover, can't really flank them without dashing and getting assraped, and grenades can't reach (and even if they did, they don't always break cover).
>shit at videogames, so posts on 4chan instead
>whenever someone calls him out, he recites/copypastes things people said to him when he argued with someone
>uses memes in almost every post
>starts shitposting about a subject tht the majority of the players have a good agreement on
>entertains himself by replying to said posts by himself or the occasional person who likes stating their opinion too.
>has no friends to play with
>has family problems
>has mental problems
Guys listen, can we just say
>It's okay, everything will be fine.
To every single one of his posts?
I think he needs our support
sure why not it sounds like needs some friendly help
Well you can try breaking line of sight.
You can also try getting high ground
You can also yolo rush with flashbangs.
Leaving a guy outside of cover against a flashbanged enemy is the same as full cover vs a normal enemy.
Ultimately the only reliable strategy to win those attrition firefights is to prevent them happening to begin with. Sometimes you can win out with strategy like blowing open walls to get new flanks or angles of attack though.
This is all fine.
Also, if your really having difficulty you could bring a gunner baby sitter, but optimally you want to complete first month abductions with only rookies. For downed ufos, I reccommend always bringing a gunner (or assault) to help deal with the outsider.
He's not wrong though
This implies some effort goes into it.
I'm gonna try these.
Breaking LOS just consists of hiding like a bitch and waiting for them to come?
I also like the yolo flashbang rush but I'm sure one rookie will die or get gravely wounded and have their will assraped. And I wouldn't care so much if they didn't cost 25 fiddy each.
>Leaving a guy outside of cover against a flashbanged enemy is the same as full cover vs a normal enemy.
cool, I didn't know that
Yeah flashbangs are awesome, I really recommend them.
>50% aim penalty
>Affects everything regardless or distance from center of radius
Fantastic for early game and free.
Currently ufopedia says:
>Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.
Its in the long war equipment section, you'll have to scroll down to the support nade section:http://ufopaedia.org/index.php?title=Equipment_(Long_War)
Also I can't load the page now
>setting up by ufo door to breach
>run person parrallel to door
>it opens the door
>can see outsider but it doesn't activate
>"Maybe if I don't move it won't activate"
>Set everyone on overwatch
>it immediately makes a dash for the power source
>two rookies hit it but don't kill it
>poor rookie standing out in open
>it takes a shot and misses
>kill it next turn
Don't do this to me Long War, I enjoy not having periodic heart attacks.
I think Red Fog saved me
>clearing first landed large of the campaign
>chasing last enemy thats a disk
>it flies out the top
>assume its going to flank people on the outside of the ufo
>stack up to OW spam it
>it comes back through the hole
>lands right next to VD
>four tile flanked shot
>VD cleans it up
closest I came to a heart attack
>since a lot of people actually act like that.
>medium ufo crash mission
>all rooks except one gunner
>gorillionth time restarting because I have a fetish for activating 4 pods with my last move
>actually be doing somewhat okay
>ayy jumps a log
Where are your tits, judge snek
*dashes at you*
*dashes from right to left so fast that it looks like i'm teleporting*
*grips katana while running*
*turns into a blur and dissapears*
*appears behind you in mid air doing a bunch of flips and stuff*
*slices you clean in half so that you're dead*
*does a bunch of hand signs*
*slams hand on your body casting a spell that makes sure it wasn't a hologram*
Now does anyone else want to come between me and the love of my life, Doctor Vahlen? Didn't think so...
woah man hold on
its ok you can have her
>sanic roll playing
Thank you much.
Okay /xcg/, what should I name this scout?
Would I also need to adjust the exp gains if using both so that I don't run into issues? Basically, I want to get my game to play as close to vanilla as possible but with the neat shit that LW adds.
>Beagle loses people even with Beagleluck
>Beagle is therefore bad at the game
No matter how good you are at the game you can still get fucked and lose people for no reason other than bad luck. Bad luck probably won't make you lose the game unless it's some real strategy level RNG bullshit which is rare but it will make you lose some people.
To say otherwise is just insane and delusional. Bad rolls don't make you lose the game, it makes you lose soldiers which while extremely important won't end your game. It takes a series of failures to actually fail the game which I remind you is "Beat the aliens and save the Earth" and not "Keep Colonel Rickshaw alive".
Losing soldiers is an extremely common thing in XCOM and yes there will be times when there is not a goddamned thing you can do about it despite doing everything right. That doesn't mean that every soldier you lost was out of your hands however.
XCOM is not like other games where you can just go "You lost a soldier? HAHA WHAT A SHITTER GIT GUD DUDE" and it be even the slightest bit accurate. The quality of an XCOM player has to be judged through several playthroughs and watching their tactics. Simple stats don't really carry much weight because of the random nature of the game. Averages are really the only way to judge not specific instances and most people don't keep track of that shit and just come here to bitch when a roll doesn't go their way. Which doesn't make them a bad player.
Though they probably are.
That's it, I'm placing you under arrest.
what am I supposed to do with soldiers like this
I can only make a good recon scout out of the 15 mobility one
And I'm an idiot because you were just agreeing with him.
I should go to bet.
going to do the same, though i'll use a Muv Luv TDA theme for XCOM 2 since the settings fit fairly well
pretty much every soldier that gets extra defense is permanently crippled for the heavy minuses to other stats
positive defense can even be a disadvantage since it denies the possibility to run a tank build on the soldier
GOD DAMMIT VAHLEN I KNOW ABOUT THE MELD SHUT THE FUCK UP
but that L I T E R A L L Y doesn't work
that's le xcum
i like the late game, its fun having a lot of different tools and perks, as well as several different leveled troops to experiment with
but this one specifically is dragging on because i've lost 2 countries (3 if you count france, but that was my mistake) and UFOs are not crashing down, they're just evaporating, so my firestorm production is really delayed.
yep, they're just fusion lances in disguise
>disc got a 26% on one of the critfantries and killed it instantly
my bad for using seraphs instead of archangel, i guess
gonna be my new priority, i guess
I have an assault with vital point targeting and ranger, she does crazy damage, 10 with scatter laser last time I checked. I only need to give her hit and run or something and she'll be a damage god
Used to be that sniper/shotgun classes got a pistol perk and there was a separate straight +1 damage perk, but neither was very useful so they merged them. Now your assaults and infantry can pack an assault rifle in their pocket and get +1 damage on their main weapon for the cost of just one perk.
Is the long war option for less missions balanced now? I remember it coming with a huge warning that it was basically broken. Vanilla long war always burns me out around June when you start getting 3 missions a week.
>xcom2 will be unlimited replayable
>when you get to know the maps you can always add more parcels into the mapmaking sequence through modding
>tfw firaxis will get me hooked on a kind of crack i can't ever get clean of
>there will be 20 billion different difficulty mods
I'm actually kind of concerned that the plethora of different mods will lead to the fracturing of the playerbase if more than 1 or 2 are any good. That was my biggest worry about multiplayer modding too, since multiplayer's viability is crucially tied to a united playerbase.
If the modding scene ends up being popular, you can count on shit loads of mods of all kinds.
Mods for new weapons, new armor, new customization options, new aliens, new classes, ect.
All with actual models and textures, plus remodels and retextures a plenty for the base assets.
Maybe even custom special missions and complete overhauls and stuff.
It's going to be extremely easy, every single asset is included and the whole source code and all, even a total noob can make his dream game out of it.
It's going to be gold.
why did they change the tactics system from original xcom? there was nothing wrong with it
this ridiculous cover system and 2moves is silly. giving guys leftover action points for reaction fire was much superior and didnt encourage this break LOS nonsense as much
original xcom did nothing wrong. so much effort went into this game and this one little design decision has almost ruined it
They are different games. If you want the real reasoning, Jake was trying to bring xcom back to current year when tactics games weren't exactly pulling in huge sales. There hadn't been a new x-com game for a long time, the first one was still the most successful while apocalypse kinda flopped. They didn't no how much complexity the current gen gamers would spring for, so they designed a system that is xcom simplified. The more I play both of them the more I see the similarities and what exact elements decided the game mechanics of the new game.
If you read the interviews for xcom2, they discuss how with the success of xcom1 and a huge amount of direct feedback they feel comfortable adding more depth and complexities to the new one.
I really do love the first game, but it does have its flaws, and Time Units is not inherently the superior the system (though clearly its more refined than xcom1). Also, don't forget that Gallop made several games to refine the combat system before x-com came out, though maybe your already aware of that.
In the end though, the games just play differently for the most part. One isn't just an inferior copy of the other. And it looks like xcom2 will be improving upon the groundwork in xcom1 in nearly every single way.
Of course, if you want more of the original x-com you can always pick up openxcom since they have an active modding community that is pretty excellent.
they should've stuck stuck with laser squad nemesis' football plan tactics 2bh senpai
this cover system irks me a lot more than the time units stuff. i can clearly see them shooting through solid objects and hitting people
The funny thing is breaking los is the most powerful tactic in the original games. You abuse smoke grenades like mad and then use squadsight and explosives on your turn to kill everything. It was actually much easier to do than it is now. If you play it right the aliens will never see you on their turn.
>i can clearly see them shooting through solid objects and hitting people
You do realize that original xcom had actually 3d modelled cover that blocked bullets if they hit, right?
That's an actual bug with the voxel hit detection. In new X-Com its intended that the 3d representation of the game is irrelevant.
>have recovered every single meld canister
>every single rookie that has gone on an op is ranked up
Feels pretty good
Well.. I guess its time to become a snek OP as well.
>save going really well
Well this is make or break time
It's pretty amusing how even on this perfect run I still need to use two satellites on month 3 to keep countries
Rip air game. ufo defense still holds the title for best airgame. (Though without reparations, apocalypse has a pretty cool one).
On a different note, they did mention that buildings are upgradeable now, so that should be interesting. It looks like you build less builcings, but with upgrades and staff, its look like base building/management will actually be more complex than the first game.
>Yeah, it’s true; that is probably the difficult thing about Iron Man: if you lose experienced soldiers, then it’s very difficult. Now, we knew of some ways to offset in XCOM 2, so now in XCOM 2, you can actually recruit scientists, engineers, and soldiers every month. You can go to resistance HQ and you can actually recruit new staff, and so there are always experienced soldiers available if you’re willing to pay for them.
I like that.
I need more flags, because my country isn't in the list. More mitlitary helmets would be nice and foremost... a gasmask.
I never liked the basebuilding and that airgame in Xcom:EW so its nice that it's gone.
A more advanced tactical layer is a good think, its nice that you can do on the earth more than launch satelites and wait for missions.
I didn't mind basebuilding but it always felt more like something that punished you for doing it wrong rather than something that rewarded you
And since you wanted everything built eventually there wasn't really much thinking behind it
Oh well, I d-didn't want it anyway. Mindfray is much better.
Speaking of interrogations, is there any use to capturing an alien I already interrogated? Maybe sell the live specimen at the gray market for a higher price than a dead body?
council requests for captives are sometimes really good, like corporals or seargents and panic reduction for those who ask for them
aside from the alien weapons, which are required for manufacturing and researching plasma weapons
and no, mindfray is shit compared to biofield
i'd suggest holding out for biofield on medics or front-liners
Holy shit, after savescumming on normal playing ironman classic is so much better. I couldn't stop myself from reloading before, but now it feels so much more satisfying finishing a mission.
he is being even more retarded and harder to reason with than yesterday
>why would I give germany a satellite even though it's on my home continent and they request for one?
>should I skip the second mission because it's swarming?
>I didn't know how this tac vest versus tac armor
the only redeemable image
the biggest advice I could give to savescummers anonymous is to have a certain level of detachment to your campaign. sound counterproductive to a game like XCOM but the more you treat your current campaign as one evolving story rather than your one shot at winning (a lot of people unconsciously do this). you have to fight the urge to get angry everytime a soldier is shot or dies, or an interceptor flies like shit. just treat it as part of the story of your campaign.
nothin particularly good yet
hopefully we'll get more truck loads when the game releases
I think you should just go for Ironman, bugs or not. I haven't encountered anything game breaking enough to warrant reloading, and it has completely removed the urge to savescum. I kick myself after going for hyperaggressive moves that i could previously just reload if it went wrong, and it gives immense satisfaction to fix bad situations.
One example is in the early part of the game, i had a guy move around a corner and discovered two floaters that hid behind cars. I took a shot with my rocketeer and the 90% failed and it veered off course and hit nothing. My second rocketer couldn't hit them because there was a wall in the way, and now the first rocketeer was a sitting duck in the open, me having absolutely critical on and no armor meant that that was a death sentence. So i had another soldier demolish the wall blocking my second rocketeer with a grenade, which then enabled my rocketeer to shoot through the hole, killing both floaters and saving my rocketeer. It was great.
>playing original UFO EU
>103% chance to hit
I demand an explanation for this.
Damn forgot pic.
Anyway it's interesting how they pushed Snek, it's in all Xcom gameplay videos, in the first trailer and in the E3 mission. Not even the (should) more common sectoid have that much spotlight.
Enemies drop in from the sky, just work your way up the train keeping a dude on either side and maybe one on the roof to deal with new threats
Biggest difficulty is that the next slingshot mission happens two days later so you can be fucked by wounds if you only have a few elite troops
Just leave it be.
>should I skip the second mission because it's swarming?
That reminds me of the DSP video
>Oh great, look guys it says the mission is "VERY DIFFICULT", what am I supposed to do?
>I can't do this, it's very difficult
I like XCOM 2012, but the biggest issue the cover system/combat has is that they designed so many things around the idea cover would exist (i.e automatic hits/crits outside of it) and then they give you WAY too many abilities to remove cover. I realize I'm coming at it from the opposite direction of a lot of complaints (wahhhhh why can't I just throw meatwad soldiers at any problem like in 1994 X-COM), but this is one problem I have yet to see them solve. Stacking explosives is just way too fucking powerful.
1994 X-COM really isn't any better on the tactical side though, all of the magic of that game arises out of everything being simulated, not any one part of the game being exceptionally good.
I have no idea why things like that sometimes happen. I was testing modding stuff in openxcom and made a weapon with 1000% accuracy, and then it somehow missed multiple shots in a row against a target.
>keeping a dude on either side
Sounds like a good place for heavies in case of needing rockets.
>Biggest difficulty is that the next slingshot mission happens two days later so you can be fucked by wounds if you only have a few elite troops
I can't anon, I must avenge Zhang.
You fucking brilliant genius. Can you imagine how good that would be? I actually think Dark Souls multiplayer would be way cooler in XCOM than it is in Dark Souls.
**Admittedly despite it sounding cool it really wouldn't work, since aliens are given all sorts of abilities that are way too powerful in the hands of players, the developers knowing AI will be dumb as bricks most of the time, not to mention the number of aliens**
Yeah, it's bad enough in long war when the aliens decide to all actually use their amazing powers. You'd be fucked if even the average player got hold of them
Are they bringing multiplayer back for 2 btw? I always forget it was in EU
Yeah it's coming back, I hope they fixed the bugs that made it unfun to play against good players (i.e the "you can suddenly see the enemy through walls no matter what" and the "only the host can use flying units" bullshit). Other than that it was A++, hands down the best flowing multiplayer turn-based experience I've ever seen, I spent just as many hours in multiplayer as singleplayer (and I 100%'d achievements, so that's saying something re: playtime).
Forgot to add, the multiplayer also really reinforces how awesome XCOM 2012's combat can be once you remove the silliness of the pod system. All you exploitive tricks around that you got used to in singleplayer are just GONE. It makes so many things viable that you ignored or downplayed in singleplayer, plus brings back the mystery/horror element of "ayys could be about to shoot plasma out of the darkness", even if those ayys are controlled by a player.
>decide to end my save scum campaign
>start a new normal bronzeman
>NEXT LEVEL tactics that lied dormant start emerging
>3 floater no cover lz
>blue move rocketeer and fire rocket because who gives it a shit floater is against the wall
>activate motion scanner
>no close pods
>run n gun shotgun assault
>ap nade last floater
Never has this felt as accomplishing. Also is rushing carapace after advanced beam lasers a good idea?
You need to build satellites and relays
Only launch them when a country hits red right before a council report
If you have Enemy Within (not sure what's in complete) build MECs first
It's not a hard game to start playing but there's a fair bit to master, the hardest stuff you'll face early game is the DLC missions, specifically operation slingshot
I honestly want to see if a podless system can work. Maybe using the AI ideas 1994 X-COM used where it would intentionally be dumb and make wrong moves just so the AI wouldn't all bumrush you immediately. That's a level of AI scripting way beyond my troglodyte understanding, though. I hope someone more autistic takes a hack at it.
I saw many videos about the MP and it looks nice, but i think the aliens are not that interesting in Xcom:EW, but i want to play Xcom 2 multiplayer because of so much more interesting ayys.
1) Go for enginners, because you need them to get fast satelite upgrades
2) Build every month, starting in April a satelite-uplink and 3 satelites and launch them at the end of the month to get money and continent bonuses
3) Stick your soldiers together, never spread out, only use blue moves into unexplored area, use glot of explosives
4) watch out for Thin mans, the big skinny human like aliens, They have good aim, kill them very fast.
5) Play slowly and do a lot of overwatch, try stay to always behind full cover, half cover isn#t that good. never stay open in the field if you cant be 100 sure to kill the aliens in the turn.
6) If you encounter too many aliens, break sight to them so they maybe will run into you. Get overwatch ready.
That feels like so much can go wrong, especially in vanilla without the extra movement.
Starting to think it might be better to just avoid it since my research game is weak still.
Did mostly purist settings just to see what the regular experience was so
>miracle worker (fuck actually paying for repairs)
Most people would tell you just to turn off repair in general because it is a fucking stupid mechanic. My second motion scanner is in the shop right now for it.
Probably quite hard to do
I've been playing Mordheim recently which doesn't have any pods for ai and sometimes they'll do the absolute dumbest shit if they can't find you.
I've had a game go like 10 turns before combat started because the AI was circling around the map AWAY from the secondary objectives
So pods whilst obviously annoying are a good solution to inelegant ai
Dumb AI is not inherently bad, it's just important that it is unpredictable in its retardation. That was the special sauce of 1994 X-COM AI: it was intentionally dumb, but in a way that was unpredictable enough that it's dumbness came across as weirdly intelligent.
(i.e hiding in a closet for 10 turns is a fucking dumb idea from a gamist perspective, but when you are walking through a ship you thought deserted and suddenly an alien pops out of a closet and gibs you, it seems intelligent as hell, that wasn't part of a master plan but just the emergent nature of the inoptimal AI)
Yeah, explosive are even more poweful now with the small tactical nuke that is fall damage. Long War does a good job with explosives, (not the random damage stuff) but more so that cover actually can absorb damage so you need explosives experts to take care of it and you can be fighting hordes of ayys, so you need to actually decide when using your limited supply was most optimal. Honestly though, if they just up the amount of aliens per mission, which they already are, that might to help to offset explosives by making it more likely for you to run out if you just spam them for every engagement.
But yeah, explosives are king in x-com/xcom games.
The AI wasn't retarded all the time though, just unpredictable, and since most of the alien movement was hidden from the player it seemed like they were tactical geniouses hiding in buildings to take potshots before hiding again, secrectly running around to flank you, camping ufo doors and all that stuff.
I don't know about TFTD, but the first game did have a failsafe that would make all the remaining aliens see you and bumrush you if the combat went over 30 turns or something.
I think you'd have to have them move slowly from cover to cover like cautious players. People have modded out the free movement upon detection in EU and it makes the game an absolute joke, every pod gets wiped in a single turn because they're always out in the open.
I can see some cheap mods coming out early on trying to mimic UFO Defense with time units, shorter LOS, worse accuracy on every unit for both sides, all aliens activated at the start, etc. Might be fun.
It can work. The Jagged Alliance 2 system was nice.
But i think because the AI is dumb, they made the pod system, so the AI have a chance to react and do some thing.
Sadly and the Xcom 2 videos confirm that. But we don't know all enemies, maybe there are some counters to explosives.
I already saw two counters:
They raised the number on aliens on missions. Xcom 2 easy mission have as much aliens as a Xcom:EW moderate mission. And there are turrets and reinforcments too. So more aliens deplete the amount of explosives quicker.
The other thing is, that only the normal Advent Trooper die on a single nade. All other enemies in the newer build have 6+ HP on normal. In normal Xcom:EW they could kill anything in the first month ad heavy damage anything until mutons appear.
>One day away from beam weapons
Don't use any of the mod options though. Some of those are just straight-up shit garbage and make the game way too easy or hard.
Also, when you leave the skyranger you will be reaction shotted and die. So be prepared for that.
Your tactics are poor.
Savescumming is something you do until you stop needing to do it, because it gives you a chance to learn.
If you don't learn, you're savescumming for nothing.
As a general tip, never reveal anything sight-wise if you've already got soldiers who used both actions.
You always, always, want to be able to scramble to cover, pop smokes, throw flashbangs, or generally react to an activation.
The moment you start activating when your turn is more than half-done, you give the ayys the advantage.
>he didn't scan
No doubt that it can work in other games, just a question of whether we can mod XCOM 2 to support it without the entire gameplay structure falling apart. Just reducing the accuracy on everyone to the point that cover doesn't matter is an obvious solution, but not one I find very interesting. I think there's room for a mod that preserves most of XCOM's combat tenets (cover, 2 action, etc) while going podless, I'm just not sure if we'll have an AI scripter smart enough to figure it out in the community.
I think it will fall apart, with that 2 moves system. In other games you can aim more precisely, but can't move much or the opposite. In Xcom: EW / 2 you can't aim better but move more or the opposite.
If they change the movement system than it will work, but than it's a complete different game, a JA 2 or original Xcom with a modern skin.
Not bad if i think about it...
Yeah, that was one of the stated goals of the XCOM 2012 combat, to encourage movement over just being fleshy turrets who sit there and fire non stop. I like it in practice, it makes combat much more dynamic, UFO Defense combat truly wasn't that interesting, it was how all the different parts of the game came together as a cohesive whole that made it so wonderful.
Smoke the skyranger on the first turn and don't leave till the second. Aliens will mover around and use up about 50% of their time units which means they will have a much more difficult time getting in reaction shots. Makes the initial deployment a breeze.
I like that 2 move system too. You do more important decisions and the game is faster. It's good that you cannot move, shot and than hide behind a cover, this make games boring and turns took forever. I saw beagle playing Open Xcom and from another guy some Xenonaut videos... hell that pacing feel like outdated. And because there is no podsystem, you see a lot of single aliens who run around and kill them with a 10 man army. But if you move a bit too far they aliens have very random opportunity shots and kill you instandly.
No wonder why such gameplay don't exist anymore.
Does Beags give Overwatch Infantry Deadeye for a reason, or is it just general utility?
Suppression is on the same rank, and it seems like it would play better for support/Overwatch perks.
Seriously, I'm already stupidly behind on research.
I've had shit for luck in getting scientists. They rarely show up as abduction rewards and when they do it's always the 1-2 panic country.
Even this last one I did was in EU where ignoring didn't affect much, Africa (engineers) which was almost entirely blue, and Canada (this chick) which would have sent all of america into a panic.
Speaking of this chick, I can't decide what route to take with her. Already got one squadsight sniper with the usual shit and one going that I intend to be a bit more aggressive at shorter ranges with snapshot and such.
Go complete right route and use only "Disabling Shot" from left. You get a sniper who is really good, foremost later, because you shoot even if your sniper can't see the aliens by herself.
Scientist arn't that important and you get some in council missions anyway.
>you will never love her and tell her it's all going to be okay
so i went for ironman veteran
first crash resulted in one sergeant and two dead rookies
>i thought using Throw will make my rookie throw a grenade
>mfw he threw away his pistol
i-im sorry rookie
I've always assumed each xcom dollar is a million (or billion) it kinda makes sense that way
Long war's debt on the other hand makes no sense, the xcom project doesn't have the capacity to go over budget and has no credit/saleable assets for a standard debt
XCOM soldiers are reminded not to step in dangerously looking puddles
>Long war's debt on the other hand makes no sense, the xcom project doesn't have the capacity to go over budget and has no credit/saleable assets for a standard debt
exalt forged the books to make it look like US already paid their share to xcom/made it look like xcom pledged to give 40 meld to france (which is the meld you sell to make up the debt)/got access to xcom resources and hired 6 rookies except they never arrived at the base
I mean, when the game doesn't offer you an explanation, try to find a creative one yourself, and if it isn't possible in the framework of the story, only then say it makes no sense. Be charitable.
>first ayy crash mission in a city
>activate outsider pod while fighting other ayys
>3 operatives on top of a building just outside the crashed ship
>put 3 operatives on overwatch
>outsider runs out
>triggers all every overwatch with ground elevation
so this is the power of breaking LOS
Savescumming is every time you repeat something to get a more favourable outcome.
Whether that's taking or running a single shot, a soldier death, or the whole mission, it's all savescumming.
That just makes me imagine that they're all channer-types by the time they step out onto the battlefield.
An ally in a safe spot gets hit by plasma fire, and they yell "FUCKING AYYS" to the skies.
>"oh shit, aliens, take cover men"
>one soldier turns around
>"hurr fuck you captain let's break LOS"
>another soldier gets in his face
>"WOAH nice meme dude please shut the fuck up"
>"sounds like someone is a SHITTER and needs to git gud, fucking babby"
>"i beat vanilla ironman impossible you fucking cunt and i never even savescummed, you need to take your memes and fucking kill yourself"
>squad gets wiped
Here goes nothing.
Playing with Red Fog, but probably don't need that many medkits
One xcom ayycoin is basically a thousand or so bucks if you judge it by the tactical stuff. a recruit being 15 makes sense, sending a person through basic training costs about 45,000 dollars per recruit in real life so 15,000 bucks to make a country release an already trained soldier seems like a nice amount to cover clerical work and bribes. five grand for an intact ayy corpse seems like a nice bounty. it also lines up well with old xcom values for things.
it stops making sense when you consider that an interceptor and its weapon are only worth as much as a rookie and a laser rifle, but it's just game balance at that point
>Long war's debt on the other hand makes no sense,
nothing in LW makes sense, they just insist on renaming everything without knowing how the things they stole names from work
>xcom's soldiers are the best and brightest troopers the world has to offer
>so they're all fucking PFCs who literally would not have been allowed to see combat in Le Muhreenz that they stole the rank names from
I wouldn't get your hopes up, Titan Armor mentions immunity to fire and there's no fire using enemies in the game and you still can't walk over flaming tiles with it on.
Fire is a status effect in xcom2 get your facts straight. You can see it in the playthrough videos and Jake specifically tweeted about. You can also put it out using water in the environment.
>nothing in LW makes sense, they just insist on renaming everything without knowing how the things they stole names from work
It's ok I'm here for you anon. I know that research being renamed hurts you.
>First pod AND disc in the same terror mission
RIP sewer BR, you were a cool dude. ;_;7
No need to duplicate all those items when they could be spread out better. What if your medic takes a crit and needs to be revived? What if you need that flashbang on your engineer?
Also for a landed barge the easy way to win is to exploit snipers. Doing it without one that early is almost suicide IMO.
If people are down before I get to outsiders I'm probably finished. Spreading out some of the items would be nice, but for slot efficiency My engi need to be carrying all combat nades and I need the medpacks to combat red fog (though admittadly six may be too much). I could take a sniper, but I had no way to know which ufo it was and at same point I need to get in close quarters in the ufo, and have enough firepower for outsiders.
We shall see. I'll post results later.
I'm on vanilla
Mobile supporty support - white
Support with all the shooting perks - blue
Sniper - Black
Assault - Yellow and the skull helmet
Heavy - pink
Rookie - Bright green (because default was too close to yellow on dark maps)
Mecs all get different colour schemes
Honestly can't wait for 2 just for customisation options
>i thought using Throw will make my rookie throw a grenade
>mfw he threw away his pistol
yeah just figuring out the HUD and how the game works is a lot of the fun of early game oldcom
too bad chucking weapons at aliens doesn't give them stun damage or something
if you miss 4 99% shots in a row and then get crit 4 times through high cover and smoke, that's just bullshit and deserves a reload.
also, bugs like blowing up an inactive pod with a fucking blaster launcher and it receiving no damage, acid going through walls, CCS not triggering when it should have, etc
Is it still worth losing your starting satellite in order to have the NA continent bonus by April?
What starting bonus should I take in this case? There's a lot of bonuses that I assume can't be "lost" due to the loss of the satellite.
You can never lose your starting bonus.
Losing your starting satellite also lets you fulfill one more engineer mission which means a faster uplink. If you're just doing it to get the bonus early it's not very sensible, you're crashing a $70-200 sat for an upkeep bonus of 100 at best. Personally I just go all-in, if I lose the sat I get the benefits a lost sat brings, if I don't my aggressive interception has given me more crashes than I normally would get.
I don't believe things like that happen with any regularity. Save scumming is a slippery slope, I think, whenever I watch people who use it it is never for situations like what you're citing.
>I don't believe things like that happen with any regularity.
LE THATS LE XCOM DOE :^)
I only savescum if I miss a series of 80+% shots in the early game where someone WILL die if an ayy is left alive, or if someone actually dies at anytime
though 2bh missing a 65% on your very first mission is basically cause for a reset right there, since they're fucking dead anyway
>if you miss 4 99% shots in a row and then get crit 4 times through high cover and smoke, that's just bullshit and deserves a reload.
You mention that to justify savescumming 90% shots and to make it so your soldiers are literally unhittable when smoked.
>4 99% shots becomes 80% shots becomes one 65% shot
That's kind of my point. People use the most exaggerated "it happened once" scenario to justify constantly save scumming. It's no skin off my back, I just think they're missing out on the real fun of the game by not playing it in a mode where you have to roll with punches and actually deal with what the designers thought you would have to deal with.
>You can never lose your starting bonus.
Really? It shows up like its a normal bonus that your satellite provides, so I assumed that if I lost Australia new recruits would have lower stats or something.
>Losing your starting satellite also lets you fulfill one more engineer mission which means a faster uplink. If you're just doing it to get the bonus early it's not very sensible, you're crashing a $70-200 sat for an upkeep bonus of 100 at best.
Well its an upkeep bonus + discount on new craft + discount on laser cannons. If I start Euro or Asia I'm looking at several months before I can get my own continent bonus + NA. I don't think its worth trying to split between two continents to defend the starting satellite + NA, you're just gonna get fucked by the air game and lose a satellite anyway.
Not surprised at all, people who have never played XCOM/Long War before really misjudge the difficulty of the game. When I saw he was doing a blind I+I on Long War I just started laughing.
I only said on the first mission, even from the second onward you have the damage output and some abilities to throw around to make a single miss not quite so catastrophic
4 rookies is an unuseably shit team no matter which way you slice it. you don't have the mobility to flank, one grenade each is simply not enough grenades, and ballistic ARs don't have meaningful damage output. At least with actual classes to throw around from the second mission onwards, you can start playing the actual game and have actual answers to things other than "well he took a 6 damage plasma bolt to the face and now I've lost the entire turn to a panic spiral; guess it's time to top off my coffee while this plays out and hope it's done by the time I get back from the kitchen"
screenshot of my current playthrough in July; 2 more will be added at the end of month
I'm not defending anything, just replacing them as they fall; as you can see I've focused my interceptors in NA/EU so I can make a crash once in a while and get alloys. If you plan to play vertically like most people though, I guess it makes sense to fully relocate to NA, I'm usually planning in terms of "I'll get everything in two months anyway".
they're basically super versions of the classes they come from, so it depends on what you need
It's not even real difficulty, it's that the game makes very little sense initially and all the things you'd expect out of a tactics game just don't work. You can't really sneak around, because activation mechanics. Bounding and covering eachother is pointless because of omnidirectional and very limited vision. LOS bugs abound ruin shots all the time. The enemy can one-shot you but you can't one-shot them, but there's four times the number of them as there are of you. It's kinda dumb and the first mission is just a grind to get a good LZ and lucky RNG.
Terrible player, streaming his first LW playthrough.
You can find his stream if you search.
He's really terrible, like the nega-Beagle.
Overly cocky, no skill, no forward planning, still doing I&I.