Jebus, why didn't someone tell me how many times I used a variation of the word "limit" in that post?
Timil, timilations, timiling...
Jebus, why didn't someone tell me how many times I used a variation of the word "limit" in that post?
Timil, timilations, timiling...
Not interested. X-com eu 2 was massive decline already. ![]()
Too dicey for my liking and too steamlined. Also hated that it didnt have projectiles, so even the fake projectile hit something it really didnt hit, because it was just special effect. Too game`ish for my taste.
Old enemy unknown did everything better than the new one.
Not interested. X-com eu 2 was massive decline already.
Too dicey for my liking and too steamlined. Also hated that it didnt have projectiles, so even the fake projectile hit something it really didnt hit, because it was just special effect. Too game`ish for my taste.
Old enemy unknown did everything better than the new one.
Get out of the internet (AKA go home gamer girl)!
You don't find any sympathy, specially here. ![]()
Old enemy unknown did everything better than the new one.
Guest_KnossosTNC_*
Snap Shot?
Gun Slinger with Foundry improved pistols is arguably better, especially because it still offers the Squadsight perks when you need them. Snap Shot is only halfway decent in the very early game when your pistols are meh, but why would you let a sniper take point in the first place?
I am really interested in seeing what new mechanics XCOM 2 has, and I hope that it builds off what EU and EW added to the series.
An upgrade to SHIVS/Drones would be appreciated, maybe even making them a separate class in their own right, capable of leveling up and earning experience; hey we're in the future here, AIs have to be a thing right? A return of the MEC troopers and Gene Mod soldiers would be most welcome as well, as they helped to add further variety to the troops at your command.
One of the new things I would like to see is the opportunity to get aliens on your squad in some way. Seeing as how the invaders have been co-habitating with humanity for 20 years should make them a little more 'familiar' to us, maybe enough so that individualistic traits have emerged in the clones, or XCOM is experienced enough in dealing with the aliens that they can permanently break or subvert the Ethereals' control over some of them. I can't be the only one that wants Ssssnake Plissssken, Snakeman Soldier backing up my sniper, or having a Chrysalid attack dog.
Gameplay-wise, I would really like to see an expansion to the multiplayer portion of the game, going from just a tacked on, and buggy 1 on 1 frag-fest, to more team oriented game modes; 2 on 2, 4 on 4 perhaps? Maybe a competitive campaign much like UFO2000, where a person plays as XCOM and the other player controls the aliens. Or my personal preference of a co-op campaign, with the players divvying up control of the squad between their more elite soldiers.
Guest_KnossosTNC_*
What scrub uses Snap Shot.
Me.
Snap Shot Lock'n'Load ITZ snipers are an epic thing.
Do you even Long War, bruh?
The type of scrubs that let the aliens win in the first place.
Pfffft. I ain't letting ET's win, and I use Snap Shot. On some of my snipers.
Snap Shot?
Gun Slinger with Foundry improved pistols is arguably better, especially because it still offers the Squadsight perks when you need them. Snap Shot is only halfway decent in the very early game when your pistols are meh, but why would you let a sniper take point in the first place?
Since when do pistols work on Squadsight ranges? Seventeen tiles and you're out of fun with a Gunslinger.
Naw, man. Gunslinger is pretty good for Covert Operatives (Woo, MSGT Scout with Concealment, me likes.) but a Gauss Long Rifle on a sniper that's properly specced can hit stuff for... sometimes 15HP, I sh*t you not.
And it has like four rounds if you spec your Sniper for Lock'N'Load, get Ammo Conservation Foundry Project, and give the sniper Hi Cap Mags (works best with Tac Rigging, though. Best stack that aim - or at least grab a spare Medkit)
Some new details from IGN:
- EU's bad ending is confirmed canon.
- Four of the classes have been revealed: Sharpshooter, Ranger, Grenadier and Specialist. The fifth class is a bit of a secret and will be revealed close to launch date.
- Sharpshooter is like Sniper, except they can become pistol specialists.
- Ranger is like Assault, but they now have a melee weapon.
- Grenadier is like Heavy, but specialize in explosives.
- Specialist is like Support, but can deploy drones to stun enemies, buff allies and perform remote hacking.
- Recruit gender and nationality can be specified.
- Greater soldier customization, including certain pieces that only unlock when they reach higher ranks.
- Stealth will play a big role; you can get the jump on enemies by evading their detection radius and staying behind cover.
- Mob detection "scamper" has been nerfed in multiple ways. Details still a bit incomplete.
- Maps are procedurally generated, and will have secondary objectives such as terminal hacking and VIP escort.
- There will be loot that you can pick up and use in future missions, with the most powerful of them on a self-destruct timer, similar to EW's Meld canisters. Bodies of incapacitated, injured or killed soldiers can also be carried out to preserve their equipment.
- The snakeman enemy seen in the trailer is called a "Viper." She (yes, it's a she) can strangle your soldiers like EW's Seeker and pull them out of cover with her tongue.
- Other alien enemies have been buffed up. Sectoids are now tougher and have full mind control right out of the bat.
- The human Advent forces now serve as the game's starter enemies. They are not related to EW's EXALT.
- Fyraxis are going "all-in" on modding support. Details coming soon.
So essentially Sharpshooter is now a Sniper with extra focus on Gunslinger, Ranger essentially combines Assault's abilities (mmm, Run'N'Gun...) with MEC Melee, Grenadier has Heavy's Launch Rocket... no MG? And Specialist pretty much has Combat Drugs Smoke, replaces Arc Thrower with a (supposedly) out-of-the-box Stun Drone, and has Hack Drone-upgraded Arc Thrower?
Stealth! Yay!
If the Snakeman... Viper, sorry... functions like a Seeker and Muton in one, what's the Invisibru-Toid for?
Sectoids being tougher makes sense. Uber Ethereal probably decided that 'Toid Commanders were so awesome that a Race-Wide upgrade was in order.
Advent seem to be using Laser equipment in the trailer - does this mean that XCOM canonically made it at least to Beam Lasers?
Not interested. X-com eu 2 was massive decline already.
Too dicey for my liking and too steamlined. Also hated that it didnt have projectiles, so even the fake projectile hit something it really didnt hit, because it was just special effect. Too game`ish for my taste.
Old enemy unknown did everything better than the new one.
Agreed on that, but I would say the old EU did EVERYTHING better.
Different approaches have different pros and cons.
The new X-Com is definately steamlined and more limited because of it, but as a result it plays faster.
Honestly I'd want something in between. The old EU's massive squad sizes were unwieldy.
I'm excited- concerned my computer won't be up to spec, but excited.
The best news so far is the nerf of scamper- scamper's always been the most annoying part of replays. We'll see how well it works in practice- if enemy checkpoints amazingly don't hear gunshots and explosions the next building over- but that's enemy reinforcements. Scamper was just annoying.
Second best is the dynamic map gens- I know back with EW they mentioned they were having issues making it work, but even minor variety would make map templates work better, The risk for dynamic maps and enemy pathing is more exploitable enemy move sets.
Third best is scavenging- meld and medpac revives (and boredom) were the only real reasons to risk the scamper, but time-sensitive risk-rewards are good if they've got that handled. I do wonder how it will effect the research tree, though.
I'm excited- concerned my computer won't be up to spec, but excited.
The best news so far is the nerf of scamper- scamper's always been the most annoying part of replays. We'll see how well it works in practice- if enemy checkpoints amazingly don't hear gunshots and explosions the next building over- but that's enemy reinforcements. Scamper was just annoying.
Second best is the dynamic map gens- I know back with EW they mentioned they were having issues making it work, but even minor variety would make map templates work better, The risk for dynamic maps and enemy pathing is more exploitable enemy move sets.
Third best is scavenging- meld and medpac revives (and boredom) were the only real reasons to risk the scamper, but time-sensitive risk-rewards are good if they've got that handled. I do wonder how it will effect the research tree, though.
Map generation sounds amazing, but I do have some concerns about it. In EU they didn't exactly nail the LOS system (operatives sometimes randomly spot aliens through walls, shots sometimes magically blasting through a tiny door way to hit a guy behind a concrete pillar, so on).
So here's hoping they got that ironed out. Or randomly generated maps might just be a plethora of rage and fury.
I just hope there's a way to actually separately control the campaign map difficulty vs. the combat difficulty, since juggling the map is a totally different skill from the combat, and I had a very hard time finding an enjoyable balance. Mostly to play combat at higher difficulties (that even remotely challenged me) I pretty much had to walkthrough and use someone else's list.
^I wish they add more second wave options. I'd like to fight smarter AI, but not cheating ones with 60%+ crit chance and 10 more health.
When you're outsmarted by A.I it's time to lower the difficulty. You know your IQ won't get any higher?
The only things you may improve are Strategy and Tactics and in many games they don't work too...
This, plus the FO4 trailer have made today a pretty good day.
When you're outsmarted by A.I it's time to lower the difficulty. You know your IQ won't get any higher?
The only things you may improve are Strategy and Tactics and in many games they don't work too...
You mean outcheated? Game AIs aren't exactly the pinnacle of AI technology. The only thing they are ar good at is crunhcing numbers and favouring cost effective moves. Difficulty is mostly achieved by giving the AI superiour informations to work with, like say ignoring the fog of war to always know where you are, what you're using, etc. and/or giving them ressource boni so they can effectively spam cost effective moves. Even wondered why the AI in the Civilization games has such horrific city placements? Because the AI can set their cities basically in a deserted wastelend and still outproduce a player city whose placement was chosen to optimally exploit various ressources, because ridiculous AI boni. Or for something XCom specific, inflated accuracy ratings for AI enemies (damn you Thin Men!!!!).
I hope they do something about weapon accuracy. Its so damn stressful for your entire squad to miss a slim man, only for it to dance away and take out your squad.
I've lost so many men to such vile creatures and it was hiding behind a post. I also hope the crhsyalis are 'tame' a bit. I hate those.
Barring the EW special mission, I never found Chrysalids to be that bad. Unless you absolutely need to save a lot of people in a terror mission due to letting panic get out of hand, you just take them very slowly and simply overwhelm the Crysalids with firepower before they can reach you.
Thin men though....god, yeah, they were horrible.
The crysalids always make zombies, I learned the hard way that zombies make baby crysalids.
The gangly fuckers are a nightmare. Easy to kill but at the same time they can troublesome behind any type of cover. I wonder why I even bother staying in cover when a single thin man can instakill anyone behind it.
Crysalids are probably one of the cooler of the aliens to me, I remember being freaked out by them when I first encountered their chitinous hides. Once you know how to deal with them; focus fire, and trolling them with arcangel armor; they become less of a threat, but their unmistakable presence, and that hollow feeling in your stomach when one manages to break through your line and 'copulate' with your elite assault is second to none in this series.
I hope that they make another appearance in XCOM 2, and I hope that they and the rest of the aliens get a little more character. The sectoids have gotten an upgrade, I am wondering what 20 years of occupation have done to those lovable bug men. I am still holding out for the option get one as a trained attack dog though, bring it along and sic it on some Advent or a Viper, there is a fine line between freedom fighter and terrorist after all, why not go all out on these invaders with their own toys? ![]()
If you thought they were bad in Enemy Unknown, Chrysalids in the original UFO defence and Xenonauts can attack multiple times and move through entire buildings to assassinate your field commander and run back and hide.
I wonder what caused X-Com to lose in the "canon" ending. My bet it was because they didn't build enough satellites in the early game.
I got a bit of XCOM apocalypse vibe for some reason. I hope you the XCOM project doesn't have to pay for property damage because a stray plasma bolt hit a tanker and leveled half the map. Or XCOM supporters sending over can of baked beans and a pack of smokes instead of some cash.