I want to actually go on them as XCOM style missions, I just want them to be significantly less combat focused.
I'm still a little bit sore that XCOM 2 showed me the dopest shit as its intro cinematic (the stealth placement of a bomb on an advent vehicle, with the metal detector distraction and everything) and then never let me do anything nearly as cool.
xcom vs invisible inc.
I mean, yeah
The only reason I'm playing XCOM is because I already beat Invisible Inc too many times
yeah I'm just thinking of what a mashup of the two could play like
invis inc. as its own subclass of xcom covert agents
spend the first part of a mission gathering intel and infiltration with your covert ops team
the second part extracting them with your xcom team
I want to actually go on them as XCOM style missions, I just want them to be significantly less combat focused.
I'm still a little bit sore that XCOM 2 showed me the dopest shit as its intro cinematic (the stealth placement of a bomb on an advent vehicle, with the metal detector distraction and everything) and then never let me do anything nearly as cool.
Yeah, the fact that only the Avatar Facility missions are actually ghostable is bullshit.
It's also bullshit that planting a bomb or otherwise taking an objective action de-stealths.
Yeah, essentially I want a version of the game where pretty much everything except retaliation missions are ghostable.
And then a bunch of accessories and armor and stuff that is designed around ghosting - holo-projectors that let you keep your stealth up closer to enemies (along the lines of how the reapers work), just regular business suits that allow you to pass largely undetected in a city unless you pull your gun out, mimic beacons and remote bombs and psychic abilities that don't alert enemies to everyone else's positions.
And of course some enemies can detect this stuff, can see past your bullshit, and you need better measures to avoid them.
Or you can go in with your heavy ballistic armor and kitted out for a fight and just embrace that. It'll be harder than sneaking past all of the enemies, but easier than trying to fight them while you're just wearing a business suit and armed with only a pistol.
IMO they should make the basic late game missions like what you do with covert ops - you just require a high ranking soldier to lead it
with, I dunno, a chance that a chosen or alien ruler shows up (assuming you triggered the later by hitting a facility) which forces you to take command
Oh this is a solid idea, I like this. I've always wanted them to provide a mechanic to retire your senior soldiers(that may not have as high a Combat Intelligence or other variable stats as preferred troops) and this would be a great way to do it.
You can basically do it the same as a Covert Ops screen. Assign soldiers, there's a chance for them to be wounded/captured/ambushed based on the quality of your operation leader, done.
the final missions should bring back the chosen in some capacity to shake things up
or like an avatar/chosen hybrid or something
it being the same as the vanilla game was kinda disappointing
If you don't clear all the chosen they show up in the final mission, and they don't let you take any Dominated/Hacked units into the final fight anymore(which is BULLSHIT) but I agree that it's pretty underwhelming.
Except on Legendary, that was somewhat ridiculous, 3 pod spawns a turn plus Avatars got stressful.
I followed the Beagle strategy and proxy mined the shit out of those platforms
two grenadiers in heavy armor solved pretty much all the problems in that fight
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Alright, worked out the new classes I am going to put together for Unconventional Warfare 2, and did a rough layout of their ability trees and weapon loadouts.
In total, there are 16 new classes (which includes 4 replacements for the 4 base classes). A rough description of them below:
Operative:
Primary Weapon - Sniper Rifle
Secondary Weapon - Gremlin
Focuses on long ranged attacks, hacking, and debuffs. Funny enough, the overwhelming majority of the Gremlin's abilities have a range of what the character can see, which actually synergizes really well with squadsight and sniping.
Saboteur:
Primary Weapon - Shotgun
Secondary Weapon - Claymore
This class will involve some custom perks (which is nbd, really), and will focus on stealthing around throwing claymores and shit. A sneaky bomber, basically.
Insurgent:
Primary Weapon - Bullpup
Secondary Weapon - Grenade Launcher
A high mobility grenadier, who will focus on getting around the battlefield quickly to get in range for blowing shit up
Gunner:
Primary Weapon - Cannon
Secondary Weapon - Autopistol
BULLETS. The gunner just shoots bullets fuckin' everywhere. Got a problem? Put some bullets on it.
Guerilla:
Primary Weapon - Shotgun
Secondary Weapon - Sword
Sort of a melee/stealth focused Ranger build with some custom abilities and retooling.
Assassin:
Primary Weapon - Sniper Rifle
Secondary Weapon - Sword
This one looks counter-intuitive at first (a melee sniper? What?) but I've got some clever custom perks up my sleeve that will make it work. It's primarily stealth focused, and has some stuff that works similarly to Reaper's Silent Killer, letting him slip in and out of concealment like a ninja if he finishes a kill. High-risk high-reward play.
Medic:
Primary Weapon - Bullpup
Secondary Weapon - Pistol
This is actually a medic build WITHOUT a Gremlin, because you can do fun custom abilities to facilitate instead. I wanted to do some other classes with the Gremlin with other abilities so, this dude is more of a heal/buff class that doesn't have some of the more boring vanilla Gremlin heal powers.
Technician:
Primary Weapon - Rifle
Secondary Weapon - Gremlin
This guy looks kinda like the vanilla hack/debuff focused Specialist, with some tweaks.
Heavy:
Primary Weapon - Cannon
Secondary Weapon - Grenade Launcher
Similar to the vanilla Grenadier, with some balance changes and a custom ability or two I got planned.
Marksman:
Primary Weapon - Sniper Rifle
Secondary Weapon - Pistol
You may have noticed a pattern, of revamed vanilla classes. The idea is that this mod would be a whole replacement of the vanilla classes, so they're still kinda in there with balance passes to bring them up to snuff with the custom ones.
Shocktrooper:
Primary Weapon - Rifle
Secondary Weapon - Autopistol
The Shocktrooper is a popular concept on the Steam Workshop, a dedicated rifleman who shoots a basic rifle really well, a professional infantryman.
Raider:
Primary Weapon - Cannon
Secondary Weapon - Sword
A close-range, damage-focused soldier who has a mix of melee and gun skills.
Gadgeteer:
Primary Weapon - Bullpup
Secondary Weapon - Gremlin
A buff-focused alternative to the Technician, bunch of custom abilities with the Gremlin
Demolitionist:
Primary Weapon - Rifle
Secondary Weapon - Launcher
Whereas the Insurgent is mobility focused, the Demolitionist is more environment focused, blowing away cover more effectively and shit like that. Uses some custom abilities I have planned.
Survivalist:
Primary Weapon - Rifle, but can also equip Cannon, Sniper Rifle, Bullpup, Shotgun, or Vektor Rifle
Secondary Weapon - Sword, but can also equip Pistol or Autopistol
The Survivalist is intentionally designed as a Jack of All Trades class, able to pinch-hit in any role you need when your specialized character in a specific role is tired or injured. They're obviously never going to be as good at sniping as a Marksman or as good at shooting with a cannon as a Gunner, but they have their own unique tricks up their sleeve to compensate that apply to any weapon they're using.
We'll see how many survive full design, testing, and balance passes. If all 16 make it into UW2 that would be neat!
Heeeeeey guys I'm finally playing a new game with War of the Chosen installed
Can anyone recommend Shadowstep vs Shadowstrike for the Ranger? I'm looking for tips online but they're all from before WOTC and I don't know if that changes which one is more useful
Heeeeeey guys I'm finally playing a new game with War of the Chosen installed
Can anyone recommend Shadowstep vs Shadowstrike for the Ranger? I'm looking for tips online but they're all from before WOTC and I don't know if that changes which one is more useful
They're both useless, shadowstrike is probably better.
Honestly, I think Shadowstrike is hot garbage. Compared to never dealing with overwatch? Liquid trash.
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It's one of those abilities that I looked at when I first started playing and thought like, "I'm going to take this and use this all the time. This is such a good tool, I can just take dudes out with this, no problem."
But the opportunities for it to actually be useful are pretty few and far between, in my experience, whereas Shadowstep is kind of the reverse - I think that I can always break an overwatch if I just structure my actions right, I'll never need to actually use it, and then it saves my ass a couple dozen times.
Call me a filthy casual but I like playing with the double mission timer modifier.
I always have this and the double avatar timer modifier on
I've decided to try it with the double turn timer but the regular avatar timer, but yeah the double avatar timer is nice if you want a game where you can do all the intel ops you want.
Meh, I haven't had trouble with the mission timers in all my time in WotC, and it only bit me a couple of times in the 100 hours or so I put in vanilla XCOM 2. They're really not that bad, enough to keep you moving forward and not Overwatch creeping. And again, WotC has the optional ability to add 2 turns to the timer, so with that you have ample wiggle room.
maybe I'm just thick but I don't think I ever got asked if I wanted to do Ironman or not and I can't find an option for it?
I'm going to try not to save scum anyway but I was interested in the challenge of an Ironman run
Meh, I haven't had trouble with the mission timers in all my time in WotC, and it only bit me a couple of times in the 100 hours or so I put in vanilla XCOM 2. They're really not that bad, enough to keep you moving forward and not Overwatch creeping. And again, WotC has the optional ability to add 2 turns to the timer, so with that you have ample wiggle room.
the harder the difficulty, the exponentially meaner it gets
that overwatch, prior to WotC, was a extremely important to have
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Call me a filthy casual but I like playing with the double mission timer modifier.
if it helps, I always turn double mission timer even when I'm throwing myself at I/L
the short mission timers just ain't fun, imo
I started using a mod that makes timers not kick in until you exit stealth (except for certain missions that should always be time dependant)
I really like it
There's a resistance order they added in WotC that does exactly this. I really think it should be an option chosen at the start of the game like Ironman is instead, because I've seen the order show up in two games and never again.
Call me a filthy casual but I like playing with the double mission timer modifier.
if it helps, I always turn double mission timer even when I'm throwing myself at I/L
the short mission timers just ain't fun, imo
I started using a mod that makes timers not kick in until you exit stealth (except for certain missions that should always be time dependant)
I really like it
There's a resistance order they added in WotC that does exactly this. I really think it should be an option chosen at the start of the game like Ironman is instead, because I've seen the order show up in two games and never again.
yeah I had seen that. I like playing with the mod anyway (and just don't use the order if I get it xD)
it means I've done some missions 100% stealth which feels great and is a huge thrill
God dammit. Saw 11 new posts in this thread and thought maybe some deets about another expansion or something had dropped. Instead it's just a bunch of nerds talking about Overwatch and whether it's good.
I still haven’t beaten Enemy Unknown/Enemy Within.
I want to beat Enemy Within at least once before moving to XCOM 2.
Any starting advice? I’m just interested in playing normal difficulty and I’ll probably turn on Second Wave save scumming because I just kind of want to race through the experience and move on to what I hear is the far superior game.
From what I googled, recommendations seem to be: Turn off tutorial, start with Africa, rush lasers and armor, try to group room types in 2x2 squares, rush satellites, and kiss aliens. Is this correct?
I mean, the only real strategy to XCom 1 is “rush satellites”, you can dick around with conventional weapons for quite a while on normal as long as your panic stays good. I kind of think you’re better off going armor before lasers personally, it’ll be a while before you should need the extra firepower.
Can you actually satellite rush with Enemy Within? I cannot get an Alien Abduction to happen until the beginning of March 7 which appears to be a deal breaker for the strategy.
I mean, googling suggests "Yes" but maybe they patched something?
It's frustrating because an Alien Abduction mission seems to pop literally 10-30 minutes into March 7 every time I reload.
Posts
yeah I'm just thinking of what a mashup of the two could play like
invis inc. as its own subclass of xcom covert agents
spend the first part of a mission gathering intel and infiltration with your covert ops team
the second part extracting them with your xcom team
Yeah, essentially I want a version of the game where pretty much everything except retaliation missions are ghostable.
And then a bunch of accessories and armor and stuff that is designed around ghosting - holo-projectors that let you keep your stealth up closer to enemies (along the lines of how the reapers work), just regular business suits that allow you to pass largely undetected in a city unless you pull your gun out, mimic beacons and remote bombs and psychic abilities that don't alert enemies to everyone else's positions.
And of course some enemies can detect this stuff, can see past your bullshit, and you need better measures to avoid them.
Or you can go in with your heavy ballistic armor and kitted out for a fight and just embrace that. It'll be harder than sneaking past all of the enemies, but easier than trying to fight them while you're just wearing a business suit and armed with only a pistol.
I followed the Beagle strategy and proxy mined the shit out of those platforms
two grenadiers in heavy armor solved pretty much all the problems in that fight
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
It will add a bunch of new classes, now with custom perks and shit.
It is currently a WIP, and it will be a separate mod from that one, I will update when it is done.
In total, there are 16 new classes (which includes 4 replacements for the 4 base classes). A rough description of them below:
Primary Weapon - Sniper Rifle
Secondary Weapon - Gremlin
Focuses on long ranged attacks, hacking, and debuffs. Funny enough, the overwhelming majority of the Gremlin's abilities have a range of what the character can see, which actually synergizes really well with squadsight and sniping.
Saboteur:
Primary Weapon - Shotgun
Secondary Weapon - Claymore
This class will involve some custom perks (which is nbd, really), and will focus on stealthing around throwing claymores and shit. A sneaky bomber, basically.
Insurgent:
Primary Weapon - Bullpup
Secondary Weapon - Grenade Launcher
A high mobility grenadier, who will focus on getting around the battlefield quickly to get in range for blowing shit up
Gunner:
Primary Weapon - Cannon
Secondary Weapon - Autopistol
BULLETS. The gunner just shoots bullets fuckin' everywhere. Got a problem? Put some bullets on it.
Guerilla:
Primary Weapon - Shotgun
Secondary Weapon - Sword
Sort of a melee/stealth focused Ranger build with some custom abilities and retooling.
Assassin:
Primary Weapon - Sniper Rifle
Secondary Weapon - Sword
This one looks counter-intuitive at first (a melee sniper? What?) but I've got some clever custom perks up my sleeve that will make it work. It's primarily stealth focused, and has some stuff that works similarly to Reaper's Silent Killer, letting him slip in and out of concealment like a ninja if he finishes a kill. High-risk high-reward play.
Medic:
Primary Weapon - Bullpup
Secondary Weapon - Pistol
This is actually a medic build WITHOUT a Gremlin, because you can do fun custom abilities to facilitate instead. I wanted to do some other classes with the Gremlin with other abilities so, this dude is more of a heal/buff class that doesn't have some of the more boring vanilla Gremlin heal powers.
Technician:
Primary Weapon - Rifle
Secondary Weapon - Gremlin
This guy looks kinda like the vanilla hack/debuff focused Specialist, with some tweaks.
Heavy:
Primary Weapon - Cannon
Secondary Weapon - Grenade Launcher
Similar to the vanilla Grenadier, with some balance changes and a custom ability or two I got planned.
Marksman:
Primary Weapon - Sniper Rifle
Secondary Weapon - Pistol
You may have noticed a pattern, of revamed vanilla classes. The idea is that this mod would be a whole replacement of the vanilla classes, so they're still kinda in there with balance passes to bring them up to snuff with the custom ones.
Shocktrooper:
Primary Weapon - Rifle
Secondary Weapon - Autopistol
The Shocktrooper is a popular concept on the Steam Workshop, a dedicated rifleman who shoots a basic rifle really well, a professional infantryman.
Raider:
Primary Weapon - Cannon
Secondary Weapon - Sword
A close-range, damage-focused soldier who has a mix of melee and gun skills.
Gadgeteer:
Primary Weapon - Bullpup
Secondary Weapon - Gremlin
A buff-focused alternative to the Technician, bunch of custom abilities with the Gremlin
Demolitionist:
Primary Weapon - Rifle
Secondary Weapon - Launcher
Whereas the Insurgent is mobility focused, the Demolitionist is more environment focused, blowing away cover more effectively and shit like that. Uses some custom abilities I have planned.
Survivalist:
Primary Weapon - Rifle, but can also equip Cannon, Sniper Rifle, Bullpup, Shotgun, or Vektor Rifle
Secondary Weapon - Sword, but can also equip Pistol or Autopistol
The Survivalist is intentionally designed as a Jack of All Trades class, able to pinch-hit in any role you need when your specialized character in a specific role is tired or injured. They're obviously never going to be as good at sniping as a Marksman or as good at shooting with a cannon as a Gunner, but they have their own unique tricks up their sleeve to compensate that apply to any weapon they're using.
We'll see how many survive full design, testing, and balance passes. If all 16 make it into UW2 that would be neat!
Adding a sword to that concept is so perfect
Can anyone recommend Shadowstep vs Shadowstrike for the Ranger? I'm looking for tips online but they're all from before WOTC and I don't know if that changes which one is more useful
They're both useless, shadowstrike is probably better.
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Otherwise take Shadowstep
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But the opportunities for it to actually be useful are pretty few and far between, in my experience, whereas Shadowstep is kind of the reverse - I think that I can always break an overwatch if I just structure my actions right, I'll never need to actually use it, and then it saves my ass a couple dozen times.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I always have this and the double avatar timer modifier on
I've decided to try it with the double turn timer but the regular avatar timer, but yeah the double avatar timer is nice if you want a game where you can do all the intel ops you want.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
if it helps, I always turn double mission timer even when I'm throwing myself at I/L
the short mission timers just ain't fun, imo
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
I'm going to try not to save scum anyway but I was interested in the challenge of an Ironman run
the harder the difficulty, the exponentially meaner it gets
that overwatch, prior to WotC, was a extremely important to have
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Twitter (mean leftist discourse)
(Thank you.)
Edit: oh, right, Edict, sorry guys.
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Cutscenes on PS4 are jerky as hell, and half the time dialogue sync is a joke
yeah, it's super rough, which is a bummer because I know it'd be even rougher on my pc, so...
I started using a mod that makes timers not kick in until you exit stealth (except for certain missions that should always be time dependant)
I really like it
There's a resistance order they added in WotC that does exactly this. I really think it should be an option chosen at the start of the game like Ironman is instead, because I've seen the order show up in two games and never again.
yeah I had seen that. I like playing with the mod anyway (and just don't use the order if I get it xD)
it means I've done some missions 100% stealth which feels great and is a huge thrill
I want to beat Enemy Within at least once before moving to XCOM 2.
Any starting advice? I’m just interested in playing normal difficulty and I’ll probably turn on Second Wave save scumming because I just kind of want to race through the experience and move on to what I hear is the far superior game.
From what I googled, recommendations seem to be: Turn off tutorial, start with Africa, rush lasers and armor, try to group room types in 2x2 squares, rush satellites, and kiss aliens. Is this correct?
I mean, googling suggests "Yes" but maybe they patched something?
It's frustrating because an Alien Abduction mission seems to pop literally 10-30 minutes into March 7 every time I reload.