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[XCOM] XCOM 2: War of the Chosen Announced - The Real War begins in August

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Posts

  • SirialisSirialis of the Halite Throne. Registered User regular
    edited December 2016
    For fucks sake, Firaxis is fucking inept at fixing their own game, why are cutscenes crashing the game? It didnt do this before this last useless patch.

    I've done the "Who needs Tygan" achievement twice now, using starter guns and gear on the final mission and the game keeps crashing in the cutscene of the ending on a specific point where it is looking at Central viewing a screen.

    I dread doing the rest of my Ironman run if the stability of the game is like this, isnt this game over a year old by now? Yet it still stutters far too often and with an occasional crash even though it doesnt seem to be a demanding game if it was actually coded decently.

    EDIT: 3rd time crashing on the exact same spot during cutscene, I guess the rest of the achievements are unobtainable right now since the game doesnt seem able to handle winning the Final Mission, great job Firaxis, I really needed that shitty My2K implementation patch instead of the game actually working.

    Sirialis on
  • Zombie HeroZombie Hero Registered User regular
    I just started playing this game. So far it's okay, but just about every mission is timed. Is there an option to cut these down. I'm fine with a mission every once in awhile being timed, but these time limits are not forgiving at all.

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  • SirialisSirialis of the Halite Throne. Registered User regular
    edited December 2016
    Short answer? No. I dont particularly like that part either.

    There are a bunch of missions that arent timed, like crucial story missions, Alien Bases, Raiding Supply Trains, UFO's (To an extent)

    All the "Protect the Device" "Hack this Device" "Escort the VIP" etc. missions are timed though.

    Sirialis on
  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    The timer's part of the game. You can try to rebalance things with mods, or try to adjust how you feel about them, but the game's designed with them in mind.

    QPPHj1J.jpg
    cB557DracomicronOrcaMrVyngaard
  • SirialisSirialis of the Halite Throne. Registered User regular
    edited December 2016
    Seems like 5th time was the charm, cutscene didnt crash this time and I got my "Who needs Tygan" achievement...

    Reverted to a save a few turns further back.

    Sirialis on
    Dracomicron
  • DracomicronDracomicron Registered User regular
    I just started playing this game. So far it's okay, but just about every mission is timed. Is there an option to cut these down. I'm fine with a mission every once in awhile being timed, but these time limits are not forgiving at all.

    If you don't want timers, play XCOM:EU. Also a great game, with very few timed missions.

    The sequel is specifically addressing complaints about the lack of urgency in most missions from its predecessor.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    As someone who hates timers in games, I do suggest you give XCOM2 timers a chance. I was pleasantly surprised by how much I liked them, actually. I watched people play EU and I was bored to tears by the constant overwatching, but you can't do that every time here. Yes, you will occasionally have a mission where the timer screws you (in my experience it is Protect the Device missions every time) and the map is almost unwinnable. That's pretty rare though, and EU is just as likely to screw you in other ways. The timer forces you to be proactive which makes the game more fun in my opinion.

    TheStigDracomicroncB557chiasaur11SaurfangOrcaMrVyngaard
  • mastertheheromasterthehero Professional Video Editor & Book Author Registered User regular
    Yeah the timers are not as bad as you think they are. I mean, they can get pretty hair raising and force you to evac if things go sour, but in general the timers are very forgiving.

    hk52krrtzsf6.gif
    DracomicronMrVyngaard
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    So I haven't played this with any seriousness since before SPARKs and Alien Rulers were a thing.

    This weekend, I downloaded a bunch of mods and tried to give it a whirl again. Most of my modlist (ignoring cosmetic stuff) below. Bolded stuff represents a marked difficulty spike.
    A Better Advent 2

    Grimy's Loot Mod, +PCS expansion, +Alien Rulers expansion
    Cut Content: Ammo
    Utility Slot Sidearms
    Long War Laser Pack
    Long War SMG Pack
    Mod Everything
    Tech Armor
    Experimental Items Unlock

    Escalation Classes
    Long War Perk Pack
    All The Classes! (de-conflicts the above two)

    Gotcha (Flank Preview Evolved)
    Steady Weapon
    Grenade Damage Falloff
    Stop, Drop, and Roll
    Turrets have Bulwark
    Smart Overwatch
    Stabilize Me!
    BleedOutMod
    Can't Execute Rulers
    Rapid Reinforcements

    VIPS can grab loot
    Explosions Destroy Corpses

    Potentials
    No Rank Up Throttling
    Additional Proving Ground Engineer slot
    Start Your Own Missions
    Advanced Modular Weapons
    Medkits Unlimited

    (Various map packs)

    Additional Dark Events
    DLC Dark Event - Rulers Regain HP
    Additional Mission Types

    I gotta say, it's great to be getting my ass kicked again.

  • heenatoheenato Alice Leywind Registered User regular
    wow. Cant execute rulers sounds like the literal worst thing.

    M A G I K A Z A M
    DarkPrimus
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    heenato wrote: »
    wow. Cant execute rulers sounds like the literal worst thing.

    I'm sure it will be, once I can actually get far enough to encounter a ruler.

    For now, I'm 1) re-learning the game, and 2) reveling in the nostalgia of limping to the end of a barely-successful Gatecrasher, with one survivor at 1 HP. Feels just like old times. Reminds me of that night terror mission in Rio...

    Dracomicron
  • SirialisSirialis of the Halite Throne. Registered User regular
    edited December 2016
    Played my first Multiplayer match in XCOM 2, tried to think of the worst possible team to face... And picked that as my team of course.

    I picked 4 Codexes, 1 Advent Shieldbearer and a single Viper (leftover points)

    My opponent had his Berserker hit my triple Codex overwatch, Shieldbearer promptly shielded everyone when his Archon did Flaming Pinions, yet all my forces moved before even getting struck by it.

    ulwDGMwl.jpg

    https://www.youtube.com/watch?v=KbjhdhBZAZ4

    Opponent ended up forfeiting near the end when his certain loss became obvious. He only had a Codex at 1 HP with no turns left (He double moved with it because of a Vortex) and a Viper that missed his grab attack and was exposed to a clear flanking opportunity for both my shieldbearer and one of my Codexes in the next turn.

    That was fun.

    In my first XCOM:EU MP match, I picked double snipers and scouts, opponent was using Thin Men and Mutons and proved a strong foe partially due to a bad map layout for sniping (Diner), he torched a car next to the snipers so I had to move and flushed all his troops in for the kill, I was sure to lose after my next turn I thought...

    In.
    The.
    Fucking.
    Zone.

    My Sniper shot every single one of his aliens to death in that single turn because of In The Zone, opponent ragequitted and disconnected.

    Sirialis on
    cB557DarkPrimusGrunt's GhostsMortiousInquisitor77
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    So I've decided to start this up over the holidays after not really playing it when it came out.

    Apparently I have a bunch of DLC that I don't remeber buying?

    It's quite fun. I enjoyed the Robot factory mission, running gun battles are great.

    The ruler enemies are a bit more bullshit, since they only seem to appear in timed missions and that ruler reaction triggers off everything.

    Kinda skirting the Avatar bar with one pip for most of the game, but c'est la vie.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
  • DodgeBlanDodgeBlan PSN: dodgeblanRegistered User regular
    So I finally got this game and it seems like the absolute platonic ideal of what a good sequel should be. I love that it addresses and weakens the overly dominant and boring strategies of the first.

    I'm getting absolutely slaughtered on the third difficulty though. Whats the closest analog of each difficulty to the old game?

    Also I'm reluctant to ask too many strategic questions but I do have one. In non timed stealth missions is it ever beneficial to try to get closer to the objective? Or should you just focus on using stealth to wipe the first patrol you meet with minimal cost ?

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  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    Rulers don't trigger on free actions. So stuff like the axe throw is fine, as is using a grapple to get out of dodge.

    QPPHj1J.jpg
    Dracomicron
  • DracomicronDracomicron Registered User regular
    DodgeBlan wrote: »
    So I finally got this game and it seems like the absolute platonic ideal of what a good sequel should be. I love that it addresses and weakens the overly dominant and boring strategies of the first.

    I'm getting absolutely slaughtered on the third difficulty though. Whats the closest analog of each difficulty to the old game?

    Also I'm reluctant to ask too many strategic questions but I do have one. In non timed stealth missions is it ever beneficial to try to get closer to the objective? Or should you just focus on using stealth to wipe the first patrol you meet with minimal cost ?
    Commander = XCOM:EU Classic

    Always blow your stealth at the first good ambush opportunity; it is risky and stupid to try and stealth the whole mission because aliens start pathing towards you anyway, and in numbers that can be hard to deal with.

    Your stealth ranger should remain cloaked and scouting so your snipers can bust some caps on unsuspecting xenos.

  • Vic_HazardVic_Hazard Registered User regular
    edited December 2016
    DodgeBlan wrote: »
    So I finally got this game and it seems like the absolute platonic ideal of what a good sequel should be. I love that it addresses and weakens the overly dominant and boring strategies of the first.

    I'm getting absolutely slaughtered on the third difficulty though. Whats the closest analog of each difficulty to the old game?

    Also I'm reluctant to ask too many strategic questions but I do have one. In non timed stealth missions is it ever beneficial to try to get closer to the objective? Or should you just focus on using stealth to wipe the first patrol you meet with minimal cost ?

    Kill as many as you can while exposing yourself to as little risk as possible, using minimal resources. Time is on your side, make the perfect strike.

    Or fuck up and panic, god knows it happens on legendary iron man too.

    If you're forced to prioritize, minimize risk. Don't let the aliens retaliate to save some resources or whatever, if all you can get safely is two troopers for your squad reveal then cap two troopers real good.

    Vic_Hazard on
    cB557Dracomicron
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    Vic_Hazard wrote: »
    DodgeBlan wrote: »
    So I finally got this game and it seems like the absolute platonic ideal of what a good sequel should be. I love that it addresses and weakens the overly dominant and boring strategies of the first.

    I'm getting absolutely slaughtered on the third difficulty though. Whats the closest analog of each difficulty to the old game?

    Also I'm reluctant to ask too many strategic questions but I do have one. In non timed stealth missions is it ever beneficial to try to get closer to the objective? Or should you just focus on using stealth to wipe the first patrol you meet with minimal cost ?

    Kill as many as you can while exposing yourself to as little risk as possible, using minimal resources. Time is on your side, make the perfect strike.

    Or fuck up and panic, god knows it happens on legendary iron man too.

    If you're forced to prioritize, minimize risk. Don't let the aliens retaliate to save some resources or whatever, if all you can get safely is two troopers for your squad reveal then cap two troopers real good.

    Start your turn with a grenade, end your turn with a grenade.

    Move to New Zealand
    It’s not a very important country most of the time
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    MrVyngaard
  • GoumindongGoumindong Registered User regular
    The real key is that phantom lets you go faster by exposing forward positions on popped pods . This lets you effectively flank without risking popping more pods.

    wbBv3fj.png
    a5ehren
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    So I've gotten a lot further in my X-COM2 playthrough than I have previously.

    I think I have a pretty good chance at finishing this game if my current strategy* remains viable.

    *Grenades. My "strategy" is lots of grenades. Sometimes rockets.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
    a5ehrenDurinia
  • a5ehrena5ehren AtlantaRegistered User regular
    edited December 2016
    I don't think they've done anything to make grenade spam un-viable in the late game, but I don't really keep up with the meta.

    Some of the other squad compositions can theoretically do more damage, but the stock game doesn't throw enough enemies at you for it to really matter.

    a5ehren on
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Psi Soldiers with Void Rift, Fuse, and Null Lance is basically a grenadier whose grenades recharge.

    DracomicronInquisitor77
  • LeumasWhiteLeumasWhite New ZealandRegistered User regular
    Psi Troopers are just silly in general, though. Never needing to enter combat means you just plant them until they can faceroll everything.

    QPPHj1J.jpg
  • TerrendosTerrendos Decorative Monocle Registered User regular
    Yup, every time I play through XCOM 2 I always make a self-insert soldier, because I am a lame-o who isn't satisfied with being "merely" humanity's last hope as a tactical genius, I have to be a badass soldier who wades into battle all the time too. And 80% of the time that soldier is a Psi Trooper, because yeah, broken good.

    (When he's not a Psi Trooper he's been a Grenadier, a Long War Gunner, or a Specialist)

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    So I started replaying this after, well, a long ass time.

    I loaded it up, did first couple of missions and was all, "Why are all these soldiers so bat shit crazy looking and why do they start with nicknames... wait, wait, wait. These are PA guys/gals! Oh man, this is going to be great."

    I had forgotten about the PA pool name list. :razz:

    A Capellan's favorite sheath for any blade is your back.
    DracomicronDarkPrimus
  • DracomicronDracomicron Registered User regular
    Axen wrote: »
    So I started replaying this after, well, a long ass time.

    I loaded it up, did first couple of missions and was all, "Why are all these soldiers so bat shit crazy looking and why do they start with nicknames... wait, wait, wait. These are PA guys/gals! Oh man, this is going to be great."

    I had forgotten about the PA pool name list. :razz:

    I reinstalled the game on my new PC and downloaded the most up to date PA pack as well as my other custom soldiers (you know you can make custom SPARKs for your list? Last game I randomly built ME's Legion and Robocop's ED-209).

    I still keep about half of my soldiers procedurally generated, because I like being able to promote my distinguished randoms into the character pool after they do something awesome.

    metaghost
  • Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    On a non timed ambush mission you'll want to take your time and set up a great ambush

    Don't ambush two groups unless you're really strong. Don't "waste" your ambush on a small or two person pod. If possible ambush from high ground to give yourself that nice 20 aim bonus

    You can "wake up" a group youre ambushing with a grenade - this is especially nice with a fire acid or poison grenade since it will debuff the whole pod and guarantee damage. Otherwise you should wake up the pod by doing a high aim shot on a dangerous target like an officer or Muton

    DarkPrimuscB557
  • NotoriusBENNotoriusBEN Registered User regular
    Hey, a kid took a lot of footage from Beagle's twitchstream foray into "The Bureau".
    quick take is, Beagle likes it, but I don't think he kept up with its development hell like we had, or what it was to be way back before Enemy Unknown came out. I'll admit, what's there looks decent enough, but the squad AI is *SHIT*, especially for permadeath squaddies added in.

    The parts that made me giddy or laugh out loud when I first heard them are 33:00 to 35:00, 55:30 to 58:00, and 1:00:00 to 1:03:40
    Still, if you don't mind listening to the whole thing, Beagle has his own take on Carter's voice and mannerisms and its pretty funny throughout.

    https://www.youtube.com/watch?v=9n1nqAf6Z_Y

    a4irovn5uqjp.png
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    cB557
  • Zombie HeroZombie Hero Registered User regular
    Hadn't played since break, decided to jump into an 'easy' mission.

    It was an 'eliminate the npc' mission. Started concealed, didn't see anyone on the direct path. Once I picked him up, a pack landed behind me and i was surrounded on all sides. Party wipe. I'm not sure why the mission was rated easy at all. I guess i should be spending several turns sweeping the area before going to the objective?

    Steam
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  • GoumindongGoumindong Registered User regular
    On a non timed ambush mission you'll want to take your time and set up a great ambush

    Don't ambush two groups unless you're really strong. Don't "waste" your ambush on a small or two person pod. If possible ambush from high ground to give yourself that nice 20 aim bonus

    You can "wake up" a group youre ambushing with a grenade - this is especially nice with a fire acid or poison grenade since it will debuff the whole pod and guarantee damage. Otherwise you should wake up the pod by doing a high aim shot on a dangerous target like an officer or Muton

    Don't forget the ever hilarious "phantom sighted kill zone" wake up.

    Step 1: get vision on pod with phantom while rest of squad is currently exposed
    Step 2: kill zone over pods location
    Step 3: end turn

    Step 3a: get sniper rifle reaction fire on every unit in the group as they move while in vision

    Step 4: mop up with a full turn of actions on your turn.

    This is stronger of course because you're likely to have special ammo on your sniper.

    wbBv3fj.png
    Casual Eddy
  • cB557cB557 voOOP Registered User regular
    edited December 2016
    e: nvm

    cB557 on
  • DracomicronDracomicron Registered User regular
    Hadn't played since break, decided to jump into an 'easy' mission.

    It was an 'eliminate the npc' mission. Started concealed, didn't see anyone on the direct path. Once I picked him up, a pack landed behind me and i was surrounded on all sides. Party wipe. I'm not sure why the mission was rated easy at all. I guess i should be spending several turns sweeping the area before going to the objective?

    Sometimes you just get screwed on xeno placement. That's XCOM, baby.

    You KNOW the bad guys are out there; the further into the map you get without seeing anyone, the more you'll have to fight at once when they do get revealed. It may not be a bad idea to poke around a bit to try and find at least one pod before trying to make a run for the evac with your dark VIP.

    But... not always an option. XCOM, Q.E.D.

    MrVyngaard
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Goumindong wrote: »
    On a non timed ambush mission you'll want to take your time and set up a great ambush

    Don't ambush two groups unless you're really strong. Don't "waste" your ambush on a small or two person pod. If possible ambush from high ground to give yourself that nice 20 aim bonus

    You can "wake up" a group youre ambushing with a grenade - this is especially nice with a fire acid or poison grenade since it will debuff the whole pod and guarantee damage. Otherwise you should wake up the pod by doing a high aim shot on a dangerous target like an officer or Muton

    Don't forget the ever hilarious "phantom sighted kill zone" wake up.

    Step 1: get vision on pod with phantom while rest of squad is currently exposed
    Step 2: kill zone over pods location
    Step 3: end turn

    Step 3a: get sniper rifle reaction fire on every unit in the group as they move while in vision

    Step 4: mop up with a full turn of actions on your turn.

    This is stronger of course because you're likely to have special ammo on your sniper.

    It can sometimes be to your advantage to run normal troopers through windows and stuff just to enable long watch ambushes

  • NotoriusBENNotoriusBEN Registered User regular
    that would be a nice addition to your combat options. Since you hold the initiative during concealment, there should be an option to overwatch out of concealment, or voluntarily break concealment without needing to bust a window or running into alien vision. I'm sure that last one is an edge case, but better to have the option than not...

    a4irovn5uqjp.png
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  • GarthorGarthor Registered User regular
    that would be a nice addition to your combat options. Since you hold the initiative during concealment, there should be an option to overwatch out of concealment, or voluntarily break concealment without needing to bust a window or running into alien vision. I'm sure that last one is an edge case, but better to have the option than not...

    There is an option. It's called shooting something.

    cB557Moridin889Dracomicronchiasaur11
  • heenatoheenato Alice Leywind Registered User regular
    that would be a nice addition to your combat options. Since you hold the initiative during concealment, there should be an option to overwatch out of concealment, or voluntarily break concealment without needing to bust a window or running into alien vision. I'm sure that last one is an edge case, but better to have the option than not...
    You could overwatch from concealment in beta versions of the game.

    This proved to be waaaay too good in the devs eyes, so they made it so you couldn't.

    M A G I K A Z A M
  • PhonehandPhonehand Registered User regular
    Hey, a kid took a lot of footage from Beagle's twitchstream foray into "The Bureau".
    quick take is, Beagle likes it, but I don't think he kept up with its development hell like we had, or what it was to be way back before Enemy Unknown came out. I'll admit, what's there looks decent enough, but the squad AI is *SHIT*, especially for permadeath squaddies added in.

    The parts that made me giddy or laugh out loud when I first heard them are 33:00 to 35:00, 55:30 to 58:00, and 1:00:00 to 1:03:40
    Still, if you don't mind listening to the whole thing, Beagle has his own take on Carter's voice and mannerisms and its pretty funny throughout.

    https://www.youtube.com/watch?v=9n1nqAf6Z_Y

    I just finished this recently. It's really pretty good. I don't know that I had a ton of problems with the AI. I think I lost maybe 2 operatives the entire game. You really just have to stay on them and make sure they are doing what you want. It does create a real break in the action though so I can see how that would bother people.

    pmdunk.jpg
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    When watching the Beagle videos, he seems to be able to tell how many enemies a unit will see/be seen before moving it to a location.

    But I haven't noticed any indicators for that when playing?

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
  • GoumindongGoumindong Registered User regular
    Mortious wrote: »
    When watching the Beagle videos, he seems to be able to tell how many enemies a unit will see/be seen before moving it to a location.

    But I haven't noticed any indicators for that when playing?

    The UI is neither good or explained (maybe it was in the tutorial) but if you look at the aliens themselves you will see an targeting icon if you can see that unit from the point where your cursor is.

    Ideally you would want some sort of colored ray tracing from the location your cursor is to the aliens (yellow indicates an exposed alien, red indicates a covered, color of cover indicates your potential exoposure) but no one thought of that before the game went live so natch.

    wbBv3fj.png
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    edited January 2017
    So last mission squad assembled:

    2 psionic troppers
    2 Heavy gunner Grenadiers
    1 gunslinger Sniper
    1 Shotgun ranger

    The last one I'm a bit worried about, because he's got the "shaken" debuff, but he's also got a shredder perk which is so good on a rapid fire shotgunner.

    edit:

    And done.

    Finishing shot was a Squad Sight sniper shot across the map.

    Mortious on
    Move to New Zealand
    It’s not a very important country most of the time
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    DracomicronDarkPrimusRainfallMrVyngaardHeffling
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