XCOM 2

BrotherWu

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Posted in the Civ VI thread as well. Looking at buying this full price. Should I start with a mod or play through vanillas first?
 

BrotherWu

MAGA
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I ended up buying this. Interesting story and a few nice improvements but some of these missions are hard as a wedding dick.
 

Conefed

Blackwing Lair Raider
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The mod support is fantastic and needs to be copied stat.

I started my second play through on the next up difficulty, with the classic music mod and holy moly. Nostalgia. Music and tough as nails.

Still learning to mod
Still learning to adjust .ini, I think I'll get the hang of it and then the change won't go through.
Dreams
 

BrotherWu

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Haven't gotten anyone killed but I got to the point that I had to go recruit more because I only have 2 healthy soldiers. Everyone else wounded and got a few butthurt too. The timed missions really fuck with your ability to plan carefully.
 

Conefed

Blackwing Lair Raider
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Just had my entire team miss the evacuation point. This will be interesting.
I wonder when they come back, will they have their levels gained that mission?
 

BrotherWu

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50 hours in (a lot of that is idle) and I feel like I am enduring this game more than enjoying it. They really overdid it with the timers and rescue missions. Overall, the default level feels pretty difficult.
 

Gavinmad

Mr. Poopybutthole
42,344
50,368
Just had my entire team miss the evacuation point. This will be interesting.
I wonder when they come back, will they have their levels gained that mission?

You can rescue them as the objective of a VIP mission, but I don't know how it works when you have multiple soldiers in the 'captured' pool because I've never done it. I've never had a single soldier miss evac, it's always been either everyone makes it, or the mission is a campaign ending disaster. A full team wipe typically will be the end of your campaign unless you're both playing on veteran and didn't lose your entire a-team.
 

Conefed

Blackwing Lair Raider
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You can rescue them as the objective of a VIP mission, but I don't know how it works when you have multiple soldiers in the 'captured' pool because I've never done it. I've never had a single soldier miss evac, it's always been either everyone makes it, or the mission is a campaign ending disaster. A full team wipe typically will be the end of your campaign unless you're both playing on veteran and didn't lose your entire a-team.
Yeah I'm on the higher difficulty and missed the drop by just a few spaces. I should have scooted as I shot, but instead I used Ready Weapon (mod) as my blue move.

I've done VIP saves before to reclaim lost soldiers, but never five of them. I don't remember how the levels went with them - I do know their equipment will be de-leveled.
 

Conefed

Blackwing Lair Raider
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50 hours in (a lot of that is idle) and I feel like I am enduring this game more than enjoying it. They really overdid it with the timers and rescue missions. Overall, the default level feels pretty difficult.
The original was brutal. Often lost a soldier before even leaving your shuttle.
Not sure how you're playing, but it doesn't get much idle until way later when you haven't progressed the main quest (which is a fault I admit - you should lose faster for that)
 

BrotherWu

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Yeah, I played the original through a few times and then I bought the remake for both PC and PS4 and played it through a couple of times. The timed and rescue missions were always my least favorite. I guess I could just install a mod but I feel like I need it beat vanilla first.

By idle, I mean sitting at the menu screen without closing the app.

I may have lost already. The Avatar project has made a lot of progress and it took me a while to figure some things out with the interface so I am a little behind the curve.
 

Conefed

Blackwing Lair Raider
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I've been wiping almost every mission. So tough lol.
The enemies have higher HP, greater accuracy, greater damage, and have been triggering multiple pods.
Had to bite the bullet and mod my squad size higher. Won my first at 7 people in squad.
 

BrotherWu

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I was just playing a VIP mission and was about to move to extraction with the VIP with 3 moves left on the timer and like 5 aliens popped and then another 3 came in on the transport, positioned between the extraction point and my team. How the hell did you guys play this shit without rage quitting?
 

Gavinmad

Mr. Poopybutthole
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I was just playing a VIP mission and was about to move to extraction with the VIP with 3 moves left on the timer and like 5 aliens popped and then another 3 came in on the transport, positioned between the extraction point and my team. How the hell did you guys play this shit without rage quitting?

Well for starters I'd be using a phantom ranger/shinobi as a forward scout so that enemy pods were rarely ever a surprise in the first place. In your specific situation I'd blow up the cover in the direction I didn't want them displacing to, then blow up the cover they were hiding behind so they went the way I wanted, and use those three turns to kill them or at least bully them out of the way of an extraction dash. If I couldn't destroy the cover I'd basically do the same thing but with other consumables like incendiaries, mimic beacons, flashbangs, etc.

If neither of those plans is viable (meaning you're already out of all your combat consumables with over half the aliens on the map left) you need to turn the difficulty down.
 
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BrotherWu

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Yeah I tried blowing up that wall and it really wasn't good enough so I went back and restarted the mission which ended up being a different map and got a flawless. I think my mistake was leaving snipers on their perch which meant they were out of position late game.

I've gotten good upgrades on armor and weapons and it seems like the team is doing better for now.
 

Gavinmad

Mr. Poopybutthole
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On evac missions you really can't take more than two turns sniping, three max, before you dash snipers forward to catch up with your team. Eventually the squadsight range penalty will more than counter the elevated position bonus anyway. I don't even like snipers all that much in XCom 2. Unless you get lucky with +aim ammo very early on it takes forever before snipers can reliably hit targets in heavy cover. Yes their high rank abilities are incredibly strong but you need a phantom scout to really abuse them and if you have a phantom scout then you can pretty easily set up high powered alpha strikes with any class lineup.

Hell I haven't even played since June, I've been so caught up in other shit. Guess it's just about time to fire that bitch back up, make sure my 500 mods still work, and blast some aliens again.
 
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Frenzied Wombat

Potato del Grande
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Ironically I found the game very difficult right at the start, then it got a lot easier as the game progressed. Rushing new weapons and squad size seemed to be key, but overall the abilities and utility items you get are just way more powerful than Xcom 1. Mimic beacon basically lets you get a free turn which is nuts. A grenade + Reaper let's you pull a triple kill with your ranger. Extended clip plus that specialist ability that gets a you free overwatch shots is insane, as is Kill Zone with an extended clip sniper. Psionic's Domination is so OP I think I reloaded the final mission once-- two psionics with mind control made the level trivial.

Really my only complaint about the game was that the campaign was too short, and the ending too anti-climactic and easy.
 

Seananigans

Potato del Grande
<Screenshotted>
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On evac missions you really can't take more than two turns sniping, three max, before you dash snipers forward to catch up with your team. Eventually the squadsight range penalty will more than counter the elevated position bonus anyway. I don't even like snipers all that much in XCom 2. Unless you get lucky with +aim ammo very early on it takes forever before snipers can reliably hit targets in heavy cover. Yes their high rank abilities are incredibly strong but you need a phantom scout to really abuse them and if you have a phantom scout then you can pretty easily set up high powered alpha strikes with any class lineup.

Hell I haven't even played since June, I've been so caught up in other shit. Guess it's just about time to fire that bitch back up, make sure my 500 mods still work, and blast some aliens again.

So, have you found any Long War proxies? The workshop is pretty ass as far as UI and searching goes, I did notice the actual LW team released another couple of mods and updated their old ones, which in total seems to have added/split classes into 7 total (8 after the psi class I guess), and added many new monster variants, including the old drone, perhaps? I also downloaded tier 1.5 and 2.5 weapon stuff, but what I'm really looking for is a complete LW-style package. Any leads on that sort of thing? Do you have to piecemeal it all together, and if so, do you know where I find the stuff that extends the campaign, makes squad sizes larger and in turn makes pods more numerous and simultaneously makes them less retardedly easy like they are in vanilla?

Perhaps this is all pointless until they release whatever they're doing with their expansion anyway.
 

Gavinmad

Mr. Poopybutthole
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Never found anything that extended the campaign but there have been 5 months of mods since I last played. For making the game more difficult I ran iess+ along with 'a better advent', apparently there is a new 'a better advent 2' out that is balanced around 6-8 man squads instead of 4-6.