XCOM 2

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storm84
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Re: XCOM 2

Post by storm84 » 29 Feb 2016, 14:21

Mine lags when the aliens are taking their turns, and sometimes the camera doesn't show what's happening. But since it's turn-based, it doesn't bother me too much.
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Re: XCOM 2

Post by Mini » 29 Feb 2016, 14:24

Every now and then I get random things happen, and I get a bit of lag within the Helicopter... but I am running a 650ti, so I wasn't expecting perfect frame rate all the time.
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Re: XCOM 2

Post by Fireslide » 29 Feb 2016, 14:35

The game runs like crap on pretty much all hardware. It doesn't support SLI properly, so that doesn't help. 4770k at 4.2GHz and 980 Ti and if I have shadows, ambient occlusion and some other stuff maxed out the framerates drop pretty severely at some transitions. When I've turned off a lot of the graphical fanciness it runs pretty well.

I've given up on commander / ironman. Every run things were going ok, but then there'd be one mission where I climb one guy up a hill to get some vision, get spotted by 2 or 3 pods at once and have no way to finish missions successfully or even escape without a full squad wipe. Which meant I had to keep spending supplies on getting new recruits, could never get the squad size upgrade because the highest level guys were dying. It seems like you get punished really early on for any mistakes, but once you're going ok you can take some hits and losses.

I'm doing Veteran / Ironman at the moment with a whole bunch of mods which makes things a bit more fun, having 3 weapon upgrade slots, swords not missing, every soldier gets a chance to melee (even the VIP). I'm looking forward to an expansion or someone collating together and balancing a lot of these mods.
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Re: XCOM 2

Post by Mini » 29 Feb 2016, 15:09

I really need to get stuck into getting something done and a blacksite completed.
But every time I start getting ready for one, a new mission pops up that I have to do...

Think I will be attempting my first blacksite tonight though, especially now that I have 6 guys and armour and weapon upgrades.
Just hope that I actually have enough guys to fill out my roster with half decent guys.
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Re: XCOM 2

Post by Sathias » 01 Mar 2016, 23:20

I made a dumb mistake and killed my Ironman game tonight. I had 8 or so missions without losing anyone, then hacked a terminal, saw a 92% chance to take over a random enemy, took it and the randomly possessed dude woke up 2 groups of 3 at once. Total wipe, that will learn me. First Ironman game though so a learning experience.

Does anyone know if there is a mod to make it so your soldiers are only selected from your character pool? I have 30 or so in there so I'd like it if random names aren't used unless that pool runs out.
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Re: XCOM 2

Post by Sathias » 02 Mar 2016, 07:43

Sathias wrote:Does anyone know if there is a mod to make it so your soldiers are only selected from your character pool? I have 30 or so in there so I'd like it if random names aren't used unless that pool runs out.
In case anyone else wants this

https://www.reddit.com/r/Xcom/comments/ ... cter_pool/
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Re: XCOM 2

Post by Polarice » 03 Mar 2016, 06:49

Nice find
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storm84
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Re: XCOM 2

Post by storm84 » 03 Mar 2016, 21:21

Stuck on a VIP mission where there's three groups of really hard enemies all within 2 squares of each other. No idea how to get through without getting my force pulverised.
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Re: RE: Re: XCOM 2

Post by Sathias » 04 Mar 2016, 09:14

storm84 wrote:Stuck on a VIP mission where there's three groups of really hard enemies all within 2 squares of each other. No idea how to get through without getting my force pulverised.
Don't go overwatch, open with a flashbang then when they reposition, flank as many as possible to whittle down their numbers. As well as MC as many as possible with psionics and haywire on any mechs. Also work keeping an eye out for being able to hack towers as some of them will refresh your actions, effectively giving two moves in a row.

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Re: XCOM 2

Post by storm84 » 05 Mar 2016, 23:44

Beat it! Got a flawless too. The trick was to walk around the side as far from view as possible. Each unit gradually joined the fight, but I was able to pick them off each turn. And I was able to get all my crew to the evac point without alerting one of the teams. Quite happy with that outcome.
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Re: XCOM 2

Post by Kinky Kel » 08 Mar 2016, 16:40

Righto, we've all had a chance to play it a bit. What are your thoughts? How would you compare it to XCOM:EU?
For those of us who played Long War? how does it compare?

My personal thoughts:
I enjoyed the game for what it was, it was definitely better than EU/EW but was inferior on a number of points to Long War. I expected to do multiple play throughs, but I honestly think the Bullshit was turned up a little too high with the game, which made for some truly frustrating moments. I never raged as hard in EU/Long War as I did with XCOM 2.
While I'm the first the use the "That's XCOM Baby" comment, I honestly don't think it applied to XCOM 2. XCOM 2 just felt unfair in many aspects.

I'm interested to see what you wonderful people think.
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Re: XCOM 2

Post by Sathias » 08 Mar 2016, 17:16

Yep I agree Kel. I've done ironman runs in xcom vanilla and multiple LW runs (non-ironman) and xcom 2 doesn't play as fair. I think the real hump is around the mid game, easy at the start, hard in the middle as the aliens gear up, easy at the end when you have top gear and psionics. Smooth out the lumpy difficulty and it would be much better.

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Re: XCOM 2

Post by Sathias » 09 Mar 2016, 19:32

I found this good page of tips, looks very useful.

https://www.reddit.com/r/XCOM2/comments ... _progress/
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Re: XCOM 2

Post by storm84 » 09 Mar 2016, 21:41

A good read. Wish I had it when I was starting out.

One thing the document had which I hadn't made use of is the various grenades. Got an acid grenade, but I don't see much advantage to it. My supplies seem better spent on base-management and weapons upgrades.
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Re: XCOM 2

Post by storm84 » 14 Mar 2016, 16:26

Onto the final mission now. Picked 2 genadiers, 1 ranger, 1 specialist, 1 sniper, and one psi-ops. Killed the first 9 enemies at the expense of my specialist's combat protocols. It better not be all mechs.

Edit: and it's done. Wasn't quite as hard as I expected it to be, but it was a good solid challenge. I'm kicking myself for not getting psychics on my team earlier. The final coup de grâce was using the inspire power to give my commander one last shot at the advent on one health. So many good strategic moments like that throughout the game!
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Re: XCOM 2

Post by Mini » 08 Apr 2016, 16:17

Decided that my first attempt had failed near the start somewhere and I was too far behind to catch up... so new game time.
So far going fairly well, haven't lost any troops in the first 4 or so missions, and already have a couple of engineers and a scientist.

Decided to do the long research of magnetic weapons early so I could give my guys some fire power, as the initial weapons are useless.
Then it is on the researching the link to the resistance, and the black site. Much earlier than last time where the Avatar was almost completed by the time I did the first black site.
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Re: XCOM 2

Post by Mini » 12 Apr 2016, 12:12

Going so much better this time around, especially now I know what I am doing a bit more.... better weapons earlier is helping a lot...

This didn't help though... I took a guess that I was on the easy option on the right and clicked enter...
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Re: XCOM 2

Post by storm84 » 07 Oct 2017, 23:14

War of the Chosen seems to have added enough variation to the game to keep it interesting. I'm not struggling as much this time around either, so maybe I picked up some strategies the first time through.
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Re: XCOM 2

Post by storm84 » 24 Oct 2017, 12:31

With War of the Chosen sand the counter-ops the game provides, the mid- game can last indefinitely as you can always do a Reduce Avatar Project missions any time the countdown timer starts. I've done one blacksite mission in the 40 hours of gameplay this time through so far, and I'll only start once I get rid of the Chosen.

The Chosen are really annoying when they show up on a mission. The Walock especially. They aren't too hard to take down, but add a nice degree of difficulty when timers or the Lost are involved.

The Lost seemed to start out as a tedious annoyance, but got interesting when they gained more heath than one shot would do damage-wise. And their presence on the battlefield is a mixed blessing when it comes to enemy soldiers, as they provide a target for them. Any mission with the Lost should not be done with Grenadiers because explosions just make things worse. Rangers with melee triggers are fantastic though.

Of the new classes, the Reaper is probably the one I utilise the most, and purely for their stealth explosive abilities. They're ineffective in combat otherwise - at least if you want to deal any real damage. The skirmisher is the other class that's half decent with the versatility the grapple feature offers, but only deal real damage if you get two shots in. The templar I've found next to useless - which may be why I haven't used it much.
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Re: XCOM 2

Post by Kinky Kel » 26 Oct 2017, 14:50

The Templar I use as much as I can as often as I can. Their ability to hit and run with their blades are awesome, plus if your soldier gets fortress or reaper or bladestorm (or if you're lucky, all 3) then they become insanely powerful on the battlefield. They can also dish out a metric tonne of damage. The Reaper is excellent at one shotting enemies from stealth and unconditionally the strongest scout in the game. It allows me to focus my Assaults into pure Blademasters. The skirmishers maxxed out can deal quite a bit of damage and are fairly flexible on the battlefield. They just struggle to get max in my games.
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Re: XCOM 2

Post by storm84 » 26 Oct 2017, 15:41

I've found that the Rapper is an indispensable scout - especially with the ability to set off the claymore without being spotted.

I'll have to try using the Templar more, seeing as I have to take down the Warlock soon. Suppose the difficulty for me is that I have multiple overpowered rangers who serve that role in the team already.

Part of problem for me is there are 8 classes and only 6 positions on the team. How to get a balanced squad is tough. One thing I never thought possible in an XCOM game is going in without a sniper. Yet I seem to be able to do better without them because of how powerful the other classes are.
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Re: XCOM 2

Post by Sathias » 26 Oct 2017, 16:53

Kinky Kel wrote:
26 Oct 2017, 14:50
The Templar I use as much as I can as often as I can. Their ability to hit and run with their blades are awesome, plus if your soldier gets fortress or reaper or bladestorm (or if you're lucky, all 3) then they become insanely powerful on the battlefield. They can also dish out a metric tonne of damage. The Reaper is excellent at one shotting enemies from stealth and unconditionally the strongest scout in the game. It allows me to focus my Assaults into pure Blademasters. The skirmishers maxxed out can deal quite a bit of damage and are fairly flexible on the battlefield. They just struggle to get max in my games.
The Reaper is such a great insurance policy. Being able to scout and position your other guys so you can end your turn 1 square out of their range means you get the jump on groups very easily. And if you somehow stuff up with the Reaper and get her seen you can just go back into super-stealth :lol:

I think I lucked out a bit in my playthough because I got this faction ability where if the enemy activated during my turn, they would get a debuff that meant they only got 1 turn on the turn they activate. Made the game pretty easy tbh.
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Re: XCOM 2

Post by storm84 » 01 Nov 2017, 15:17

Beat the War of the Chosen. In the end, went with a conventional squad to win since those were the units with the best bonds. Ranger, grenadier, specialist, sharpshooter, and two psi ops.

Now I'm not sure whether I should amp up the difficulty by playing in commander mode, or by turning on Iron mode.
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Re: XCOM 2

Post by storm84 » 21 Nov 2017, 11:34

One of the things that's struck me most about Commander mode is how easily soldiers get tired - even to the point of being shaken - on a single mission. The reaper makes for an excellent scout, but any mission with a long way to walk just ruins them for 2-3 missions afterwards.

Choosing who to bond the soldiers with is also a surprisingly difficult task. I like the ranger/sharpshooter combo, and I've paired my two psi-ops soldiers together because I know I'll always deploy them together. Beyond that, I find it a bit of a mixed bag and only occasionally useful.
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Re: XCOM 2

Post by storm84 » 10 Oct 2018, 15:46

Free content for WoTC as a bridge between XCOM and XCOM 2 just dropped. Looking forward to playing it!
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