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XCOM is now deployed.

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    DrezDrez Registered User regular
    Impossible Ironman doing every mission as an unpromoted rookie who never dies.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
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    DrezDrez Registered User regular
    Which I just remembered is literally impossible.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    Is there a way to change the XCOM 2 difficulty levels so that you have all of the upgraded AI stuff of the higher difficulties while still being at like, Veteran level stats? Lowering everyone's health (and increasing enemy health) is a really boring way to increase difficulty.

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    WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    edited January 2018
    Straightzi wrote: »
    Is there a way to change the XCOM 2 difficulty levels so that you have all of the upgraded AI stuff of the higher difficulties while still being at like, Veteran level stats? Lowering everyone's health (and increasing enemy health) is a really boring way to increase difficulty.

    IIRC this can be done in the config files pretty easily, once you find what you're looking for. I don't remember the exact lines you're looking for, though. Basically you just want to edit the stat-modification lines under the higher difficulties.

    WACriminal on
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    TerrendosTerrendos Decorative Monocle Registered User regular
    After putting a lot of thought into it, there's 2 changes that I'd make to WotC to make it "perfect."

    1. Tie important upgrades into the story missions. As it is, the optimal strategy seems to be "stall until you have a team full of unstoppable killmurderers, then rush through all the remaining story missions to win." That's pretty lame, IMO. Put Mag weapons behind the Black site, for example (and adjust the difficulty appropriately).
    2. Create ~3 or so "master plans" for the Elders, and randomly pick one at the start of each campaign. Program maybe ~5 more story missions and have a system pick from and adjust them so that you play the same number of story missions but there's a bit more variety and they slowly reveal which Elder plot you have to thwart. That would give a lot more replayability, plus the meta game of "ooh, which plot did I get this time?"

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    mbannickmbannick Registered User regular
    edited January 2018
    Straightzi wrote: »
    Is there a way to change the XCOM 2 difficulty levels so that you have all of the upgraded AI stuff of the higher difficulties while still being at like, Veteran level stats? Lowering everyone's health (and increasing enemy health) is a really boring way to increase difficulty.

    difficulty levels also skew the rng in this game. The lower the difficulty the better rolls you have and the higher you go the less the game skews towards the player. Shots are still random but with lower difficulty the game handicaps the player if I remember correctly.

    mbannick on
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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    mbannick wrote: »
    Straightzi wrote: »
    Is there a way to change the XCOM 2 difficulty levels so that you have all of the upgraded AI stuff of the higher difficulties while still being at like, Veteran level stats? Lowering everyone's health (and increasing enemy health) is a really boring way to increase difficulty.

    difficulty levels also skew the rng in this game. The lower the difficulty the better rolls you have and the higher you go the less the game skews towards the player.

    This is dumb garbage and I hate it.

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    DoobhDoobh She/Her, Ace Pan/Bisexual 8-) What's up, bootlickers?Registered User regular
    I think the second highest difficulty starts rolling fairly? That might just be XCOM1.

    But, yeah, I think they need to make RNG less important in future titles.

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    mbannickmbannick Registered User regular
    edited January 2018
    The biggest hurdle in this game is learning how the ai reacts to different situations. All npcs will only take shots in cover (unless they are melee). So, if you activate a big group of aliens you need to fall back and hunker/overwatch. If you hit a large group of enemies that you cant kill in one turn your best bet is to fall back. If there is high ground such as a rooftop or cliff you can fall back to move your soldiers all the way back so they are out of sight to the enemy. Doing this will force them to either move up into line of sight, take a lower shot chance, or move through an ambush you have set up on a roof top :P. Remember this game and most tactics games aren't always moving forward. Sometimes you have to retreat. This is a big deal early on when your soldiers can effectively be one shot killed.

    mbannick on
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    mbannickmbannick Registered User regular
    Terrendos wrote: »
    After putting a lot of thought into it, there's 2 changes that I'd make to WotC to make it "perfect."

    1. Tie important upgrades into the story missions. As it is, the optimal strategy seems to be "stall until you have a team full of unstoppable killmurderers, then rush through all the remaining story missions to win." That's pretty lame, IMO. Put Mag weapons behind the Black site, for example (and adjust the difficulty appropriately).
    2. Create ~3 or so "master plans" for the Elders, and randomly pick one at the start of each campaign. Program maybe ~5 more story missions and have a system pick from and adjust them so that you play the same number of story missions but there's a bit more variety and they slowly reveal which Elder plot you have to thwart. That would give a lot more replayability, plus the meta game of "ooh, which plot did I get this time?"

    the sitting on the doomsday counter is pretty effective in this game but it isn't perfect. Sometimes the game will throw a random mission out that will decimate your squad and mess up your chances to get away with sitting idle. Also, the expansion gives players the resistance ring that can effectively nullify the avatar project every month but it isn't a sure bet. In my current ironman play through i got 4 months in a row without a single resistance order to reduce the avatar project forcing me to abandon my initial strategy and expand to a facility with an alien hunter in it. Playing the waiting game works more often than not but it isn't a sure bet either.

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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    Straightzi wrote: »
    mbannick wrote: »
    Straightzi wrote: »
    Is there a way to change the XCOM 2 difficulty levels so that you have all of the upgraded AI stuff of the higher difficulties while still being at like, Veteran level stats? Lowering everyone's health (and increasing enemy health) is a really boring way to increase difficulty.

    difficulty levels also skew the rng in this game. The lower the difficulty the better rolls you have and the higher you go the less the game skews towards the player.

    This is dumb garbage and I hate it.

    I thought about this some more and I hate it even more.

    One of my favorite games of my youth, Heroes of Might and Magic 3 (yes, this seems like a stretch, keep with me), would allow you to look at what an opponent's army contained before fighting it. The thing is, if you didn't have the correct skills, you wouldn't see the exact number counts of all of the enemies you were about to be fighting. You would just see "a few" or "a horde of" or "many" or whatever. Now, if you look up any of these, you know what those numbers mean. Or, rather, you know what the ranges are that those descriptors would be used for - it was still a gamble, because sometimes when you think there are 3 there are actually 5, and sometimes that makes all the difference. But it was a good system, and you learned a sense for it over time, and of course certain special skills could either allow you to pierce that veil or conceal your own, for whatever additional benefits that would allow.

    If XCOM wanted to obfuscate a bit of their math, it was this easy. Hide behind vague descriptors, and change your RNG to suit the descriptors. Maybe on easy a "sure thing" is anything for 95% to 100%, but will hit 100% of the time. Meanwhile, over on hard, a sure thing is what it sounds like - exclusively 100% chances get that descriptor. And you could do great stuff with that, just like Heroes 3 did - resistance orders or special equipment that give you the actual percentages that the game is playing with, or psychic abilities that aliens use to mislead your troops (and, in turn, the player themself). It could actually be a cool mechanic!

    But instead, it's a way to lie to the player, to disobey the rules that the game itself has set up.

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    cB557cB557 voOOP Registered User regular
    Basically every game with chances to hit does it. At least XCOM lets you turn it off.

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    mbannickmbannick Registered User regular
    What most people are forgetting is almost every game with rng will manipulate the outcome in some way to suit the difficulty. X-Com is not the only game that does this but people get hung up on that alone and hate the game instead of figuring it out. This game is far from perfect but people get unreasonably mad at the manipulation. There were a few good articles on the newer x-com games explaining why it's set up that way and why people can be unreasonable when confronted with the challenges it throws at them. Patience and practice will take you a long way in this game and make it more fun to play once you get your bearings. I would get massacred in the reboot from 2012 almost every time I played until I figured out the mechanics, then it became much more manageable and enjoyable with each new game. I played x-com 2 on veteran the first two times then bumped up to a non ironman commander level and played a few times (and lost) until I figured out how to deal with what was thrown my way. The next level is legend which will be a bigger pain but it's up to me how much bullshit I to deal with so I haven't done much on that level yet.

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    InquisitorInquisitor Registered User regular
    The game can massage the percentages however it likes based on difficulty.

    Just tell me what my actual hit percent is. Don’t lie.

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    InquisitorInquisitor Registered User regular
    Dubh wrote: »
    I think the second highest difficulty starts rolling fairly? That might just be XCOM1.

    But, yeah, I think they need to make RNG less important in future titles.

    A choice that has always struck me as bizarre for this game is how every weapon rolls once to see if all of its shots hit or miss.

    Front Mission had a much better system. Sniper rifle? One shot, one roll. Machine gun? 10 shots, 10 rolls. Shotgun? One shot, one roll but based on the quality of the roll you find the percentage of the pellets that connect.

    Weapons get a personality, you can adjust your RNG dependency based on weapon type. It’s an easy, elegant solution.

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    The JudgeThe Judge The Terwilliger CurvesRegistered User regular
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    Last pint: Ridgeback Red / Block 15 - Untappd: TheJudge_PDX
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    TerrendosTerrendos Decorative Monocle Registered User regular
    Yeah, basically every game that's not exclusively multiplayer nowadays cheats in various ways. Most every FPS game (including classics like Half-Life) will lower enemy's initial hit chances to give the player forewarning of the direction of combat, and the same hit will deal more damage when the player is at higher health (or put another way, the lower your health, the less damage enemies deal) so that you get more time in that "danger zone" and the adrenaline rush of barely surviving an onslaught more often.

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    ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    Massaging stats in strategy games is practically a time honored tradition because of how bad humans are at gauging probability. There were plenty who complained about how biased and unfair XCOM EU was when it came out when it came to rolls, except that people have tested the random function and found it to be fair and that the game, in fact, was giving rerolls in your favor below Classic.

    Fire Emblem has had a "true hit" system by making things seem more fair by making it unfair by biasing the rolls towards the extremes.

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    JedocJedoc In the scuppers with the staggers and jagsRegistered User regular
    We are so bad at percentages. Getting that granular really messes with our risk/reward protocols.

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    Grey GhostGrey Ghost Registered User regular
    The Judge wrote: »
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    This is my big problem
    I have no idea when - or even IF - it'll settle into some kind of rhythm or pattern of scanning/missions/research like you could eventually nail down in XCOM 1
    It is SCREAMING AT ME ALL THE TIME and it's frustrating as hell

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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    Jedoc wrote: »
    We are so bad at percentages. Getting that granular really messes with our risk/reward protocols.

    There is literally a name for it too. "Loss Aversion." It takes double the winning % for us to risk or value the same losing %.

    Humor can be dissected as a frog can, but dies in the process.
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    InquisitorInquisitor Registered User regular
    Grey Ghost wrote: »
    The Judge wrote: »
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    This is my big problem
    I have no idea when - or even IF - it'll settle into some kind of rhythm or pattern of scanning/missions/research like you could eventually nail down in XCOM 1
    It is SCREAMING AT ME ALL THE TIME and it's frustrating as hell

    This is the reason why I want to try the Long War for XCOM 2, my understanding is that you get to set more of your own pace and sometimes passing on a mission is the right call.

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    mbannickmbannick Registered User regular
    edited January 2018
    Grey Ghost wrote: »
    The Judge wrote: »
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    This is my big problem
    I have no idea when - or even IF - it'll settle into some kind of rhythm or pattern of scanning/missions/research like you could eventually nail down in XCOM 1
    It is SCREAMING AT ME ALL THE TIME and it's frustrating as hell

    Just Ignore all the screaming and go with your own plan based on what you need. The only time you want to answer the screaming is for a mission because if you don't its considered a failure. On occasion it is ok to skip a mission if you're too banged up and can eat the loss. Focus on your own strategy and picture most of that stuff as tutorial tool tips you cant turn off. But my main focus is getting rid of the first chosen and having two story mission sites unlocked asap. The rest is just building and tech development with a bit of soldier development on the side. I think this expansion actually makes the base game much more manageable than pre wotc. The chosen are a new more balanced challenge than the alien hunters dlc by far and are much easier to deal with. Remember to run up and shoot them in the face as they aren't there to kill your squad but to capture a member and extract information. Once you realize this it makes the fights more fun than scary. If you're diligent with your tactics you will rarely face them with any other enemies on screen and you can survive multiple turns in the encounter with them solo before they try to extract info and leave.

    mbannick on
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    HobnailHobnail Registered User regular
    The trick is to destroy your human inhibitions and to chase every idiot risk, every suicide percentage, every fools gamble

    Broke as fuck and the bills past due, all amounts assist and are kindly received.

    https://www.paypal.me/hobnailtaylor
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    BroloBrolo Broseidon Lord of the BroceanRegistered User regular
    Hobnail wrote: »
    The trick is to destroy your human inhibitions and to chase every idiot risk, every suicide percentage, every fools gamble

    Join the Exquisite Corps today!

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    PinfeldorfPinfeldorf Yeah ZestRegistered User regular
    I play high risk high reward because I think it's more fun.

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    AistanAistan Tiny Bat Registered User regular
    I wish people would stop writing badguys who do nothing but snipe at you over the radio all the time. It doesn't make them threatening, I just get tired of their existence and want them to go away.

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    GundiGundi Serious Bismuth Registered User regular
    Sometimes you've just gotta use the force.

    But for real I play low risk maximum gain up until things go so sideways it doesn't matter and then I go full ham.

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    AistanAistan Tiny Bat Registered User regular
    I am very bad at this game with the expansion on. Even on easy with more timers and more avatar time there's too much shit happening all the time and all my people are wounded and dying all over the place. I'm fighting mutons with recruits here, what do they expect of me.

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    AnzekayAnzekay Registered User regular
    Inquisitor wrote: »
    Grey Ghost wrote: »
    The Judge wrote: »
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    This is my big problem
    I have no idea when - or even IF - it'll settle into some kind of rhythm or pattern of scanning/missions/research like you could eventually nail down in XCOM 1
    It is SCREAMING AT ME ALL THE TIME and it's frustrating as hell

    This is the reason why I want to try the Long War for XCOM 2, my understanding is that you get to set more of your own pace and sometimes passing on a mission is the right call.

    Soooooort of? I actually really do not like Long War for XCOM 2 at all

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    HobnailHobnail Registered User regular
    Aistan wrote: »
    I am very bad at this game with the expansion on. Even on easy with more timers and more avatar time there's too much shit happening all the time and all my people are wounded and dying all over the place. I'm fighting mutons with recruits here, what do they expect of me.

    My friend

    They expect you to die

    Broke as fuck and the bills past due, all amounts assist and are kindly received.

    https://www.paypal.me/hobnailtaylor
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    AistanAistan Tiny Bat Registered User regular
    edited January 2018
    Then I guess i'll play something else.

    The game lasts too long for me to want to do multiple playthroughs.

    Aistan on
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    PinfeldorfPinfeldorf Yeah ZestRegistered User regular
    Anzekay wrote: »
    Inquisitor wrote: »
    Grey Ghost wrote: »
    The Judge wrote: »
    One thing in XCOM2 that's been bugging me is the DO THIS NOW prompts for everything.

    I'm one cycle from fully picking up the Supply Drop - which they already bitched about - and then a faction mission drops. I try to ignore it for the three seconds it'll take to finish the Supplies. But TIME SENSITIVE SHIT IS GOING DOWN COMMANDER messages won't stop coming up, so I pack up and head to the faction mission and, of course, after that's completed I'm yelled at again about the Supply Drop.

    This is my big problem
    I have no idea when - or even IF - it'll settle into some kind of rhythm or pattern of scanning/missions/research like you could eventually nail down in XCOM 1
    It is SCREAMING AT ME ALL THE TIME and it's frustrating as hell

    This is the reason why I want to try the Long War for XCOM 2, my understanding is that you get to set more of your own pace and sometimes passing on a mission is the right call.

    Soooooort of? I actually really do not like Long War for XCOM 2 at all

    LW2 is terrible. The maps are too fucking big for you to make the timers, the entire mission scouting mechanic is incredibly obfuscating (and adds nothing to the game at all), and the new classes are pretty bad.

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    InquisitorInquisitor Registered User regular
    Three Moves Ahead really liked LW2, but I haven’t played it myself yet. XCOM2, even with WOTC, was a pretty mixed bag for me personally. The combat gameplay in xcom always lacks the variety to stay fresh for an entire campaign for me.

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    AnzekayAnzekay Registered User regular
    The great thing about LW1 is that it not only improved the strategy layer of the game but also the tactical layer quite a lot.

    LW2 is 95% strategy layer development, so the missions get extremely stale before you're even halfway through a LW2 campaign.

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    The JudgeThe Judge The Terwilliger CurvesRegistered User regular
    I didn't think the game had any surprises left for me by the time I hit the final mission.

    Then I realized the wonder of putting a Gatekeeper on a leash and going for a walk.

    Last pint: Ridgeback Red / Block 15 - Untappd: TheJudge_PDX
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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    I've been replaying this, with the huge huge huge character pack that someone made that has like 150 X-Men in it

    And I'm so bad at this game

    I mean I'm good at the game, don't get me wrong, the tactical stuff is something I excel at

    But I can't let my precious children die

    I thought if I made them fictional characters rather than using my typical character pool of all of my friends I would be able to let them die, but nope, I'm still restarting missions as soon as more than one person is dead

    I have like, failed a couple of missions with an emergency evac and had instances where the Chosen steal knowledge or kidnap people from me, which is... better than I was last time, but I'm still so bad at fulfilling some of the core promises of XCOM because I just want to play like, The Sims in an active warzone instead

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    DracomicronDracomicron Registered User regular
    Straightzi wrote: »
    I've been replaying this, with the huge huge huge character pack that someone made that has like 150 X-Men in it

    And I'm so bad at this game

    I mean I'm good at the game, don't get me wrong, the tactical stuff is something I excel at

    But I can't let my precious children die

    I thought if I made them fictional characters rather than using my typical character pool of all of my friends I would be able to let them die, but nope, I'm still restarting missions as soon as more than one person is dead

    I have like, failed a couple of missions with an emergency evac and had instances where the Chosen steal knowledge or kidnap people from me, which is... better than I was last time, but I'm still so bad at fulfilling some of the core promises of XCOM because I just want to play like, The Sims in an active warzone instead

    XCOM: The Sims? Sure, why not?] I want XCOM: Necromunda. XCOM: Mario and XCOM: Weird West already exist. Might as well throw on XCOM: Angry Birds or whatever.

    X all the COMs.

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    honoverehonovere Registered User regular
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    DracomicronDracomicron Registered User regular
    edited February 2018
    honovere wrote: »

    Ooh, the Mechanus one is written by Ben Counter. He's pretty good; the Soul Drinkers books are some of my favorite Black Library books after Abnett's stuff.

    EDIT: Looking at Necromunda: Underhive Wars.
    Each match consists of multiple turns, which have different phases. First, each player can only control one member of their squad at any given time. Each member of the squad has a certain amount of action points, which are used up as the player commits actions in real-time. So a decision has to be made whether to use up most of those points running to a key strategic point on the map, set traps, or trigger a battle with an opponent.

    Necromunda: Underhive Wars’ combat system is where the turn-based nature of the game shows up. Here, action points are still used to perform any action, including but not limited to attacking, moving, interacting with the environment, shooting, and even reloading and fixing weapon jams. Approaching an enemy that is not currently being controlled by an opponent affords certain advantages to the aggressor, and breaking the line of sight with the enemy ends the turn-based battle immediately. So if a player is losing a battle or knows they don’t have enough action points to mount a proper defense, they can use their last few points to grapple away to safety.

    That actually sounds... exceptionally tedious. Why can't I control all my Escher ladies all the time? Plus, no amount of real time is appropriate for an XCOM-style game. Huh, it's the same dev as the Mordheim game, which I thought was bad and jank.

    Dracomicron on
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