this
at some point getting close enaugh with anything else than sniper rifle should guarantee hit (maybe being in mele range to some enemies should make tham do special dodge) but 1-3 titles from anemy should be always 100%
this
at some point getting close enaugh with anything else than sniper rifle should guarantee hit (maybe being in mele range to some enemies should make tham do special dodge) but 1-3 titles from anemy should be always 100%
it's harder to hit in cqc than when you're holding an angle waiting for a bodypart to appear in your reticle
pods
no base building
I don't remember if this was also the game with no air combat?
it's not like you posted this for real answers, but I'm the stupid one answering sincerely
the base game was utter shit
the 'expansion' had to have the base game remade and was just double the size due to it
It's not even that's it bad or anything but it's just so fricking boring
Each alien has very specific counters and you have very specific team builds for it
There's zero reason to go outside of 'what works' since outside of normal/easy, you need to play with 'what works' only
I'm not even sure if it can ever be salvaged at this stage, even with mods. It's missing what was fun about Xcom EW which was crazy 'shit I hope this works' kinda thing. In 2 you had so much bullshit but could do so much bullshit
Felt weird being told "nah actually you lost and now you have to be the terrorists instead". I didn't like how every mission became a bomb mission either. Bullshit math calculations (the lower percentage to hit for an enemy, the more likely it is to crit you if they hit). Idk I haven't played it with War of the Chosen yet but it doesn't really fix my fundamental problems with X2
>Templars are roaming death machines that can do massive AoE melee and Psonic damage >Reapers are roaming death machines that can do entire missions without breaking stealth >Skirmishers just kinda exist
Maybe I'm just stupid, but I never used Skirmishers at all.
they're definitely less blatantly powerful like the other two but still pretty good. Shotgun type accuracy means they can easily hit 100% by getting close, or use their free grapple for accuracy (and to take 2 shoots in a turn). You also have justice/wrath/the actual melee attack I forget the name of for movement but half the late game enemies explode on death so not really as good as it should be. The ability that is just psi op's inspire is also very good obviously.
The main thing they have against them is that they have low base damage, which for a class that ostensibly wants to shoot twice in a turn is obviously an issue. Also again shotgun type accuracy can be nice, but combined with the low damage means if you aren't killing the enemy you're going to get fricked so it's a double edged sword.
skirmishers are just ridiculously undertuned for some reason, only specialists are worse.
sure they can shoot twice in a turn but their weak-ass damage means they do less damage overall than other classes taking a single shot. and if you want to spread your damage, sharpshooters and grenadiers do it way better.
they're good at lost missions and that's about it, really.
>they do less damage overall
They actually have greater overall damage output, it's just that they need two shots to kill things others kill in one shot, so it's effectively the same thing except they can't move and kill in the same turn and have twice as many opportunities to frick up. They're good at weakening sectopods, but not so good that you don't still need the rest of the squad there teaming up on it. They're good at cleaning up a bunch of weakened enemies at once, but that only happens when the rest of the squad is sucking ass and there are other abilities that do the same thing. They're good on paper, but the situations that you'd want them in rarely come up and, honestly, have better solutions. Even lost maps are better handled with templars because lol pistols.
>Templars are roaming death machines that can do massive AoE melee and Psonic damage >Reapers are roaming death machines that can do entire missions without breaking stealth >Skirmishers just kinda exist
Maybe I'm just stupid, but I never used Skirmishers at all.
I like using Worf for area denial, the ability to stop an enemy mid-move as a form of overwatch and use any of your abilities is pretty handy, even if it's once per mission - it's also really nice if you're overwatch creeping with Counselor Troi up front concealed and perma-marking any pods she sees.
The zero-in perk and ability to fire twice and get a free shot with his ripjack tether is nice. He's really just a solid background DPS and insanely high mobility (for me at least.) Judgment is kinda trash as an ability but it's saved my butt a couple of times by forcing Advent sentinels and commandos to panic seeing as I mostly use Worf as frontline with my sacrifical naked black dudes for my current playthrough.
I unironically like Pheonix Point better. If there is a mission type I don't like I can literally just ignore it and still be able to win. Meanwhile in Xcom2 skipping a mission is instant lose
> Alternate reality following a game over scenario instead of doing a continuation of the hanging plot threads of the first game. >Gay "LE RESISTANCE" fantasy that has been done to death and fetishized in the mainstream. >As a result your soldiers look like junkyard junkies for most of the game. >Production quality is somehow equally worse and better than the first game. >No sequel after this game.
Enemy Unknown will always be better. I wonder why a sequel was never made. Internal restructuring or development hell probably?
Probably development hell after they decided to do something other thana copy/paste of the first game. Which is admirable, but I still prefer the first
imo too many on rails missions especially near the early game. What regular missions you do have are all incredibly similiar to one another and its grindy as frick until you start getting magnetic weapons and new toys
This game doesn't reward actual strategy. You can have a bomb strat with several great units but still lose because the 97% shot you had to make grazed. Especially on the hardest difficulty. Plus i don't even want to bother with ironman because "You did everything right: But you still lose all your guys"
you're right that there's little strategy involved, but entirely for the wrong reasons. the game gives you so much access to instant win buttons that every mission before the final one is a complete joke. the game has a reverse difficulty curve where the first month is by far the hardest, then you start getting access to the "i win" shit and it just keels over immediately.
But tell me if the first few missions aren't borderline impossible on legendary iron man. I get it, it's a skill issue, but I would restart if I lost two or more people and trying to get past the first chosen would destroy me usually. I don't have the time to restart every time I lose a 90% shot.
not to be mean, but it is a skill issue. and while it is true that most campaigns die in march-april, that's not because the missions are borderly impossible, but because the scaling of the enemy on higher difficulty requires you to get a very strong start in order to keep up beyond that point.
I guess I just have one question to save my ego. How many people did you lose in the first mission? The first two mission? The first month? Just really want to know.
first month, dunno, I dont keep track that closely. first couple of missions? zero, unless I get critted in full cover and then it's probably restart time, but that rarely happens. you shouldn't lose people in these early missions, the neemy doesn't field anything that canr eally kill you if you keep everyone properly in cover and flash anything you can't kill. most of my really bad missions only start to happen once vipers show up because they're so mobile and hit so hard, then it's very possile to get caught out of position and just get domed.
>Walk backwards
can't hit enemy >Go into overwatch
enemy doesn't push
14/15 turns left
you know why you feel like the enemy easily flanks you? becasue you're constantly pushing, wanting to "hit the enemy". it's hard to have a proper defensive line when you're always moving forward, so obviously you leave yourself open to attack a little. but if you fall back once in a while, especially to the point where the enemy can no longer see you, then they will be the ones approaching. and you will be surprised to find out how frequently you will get a very easy flank when it is your opponent trying to hit you.
and before you start, no, the turn limits give you plenty of time for maneuvers like this
3 months ago
Anonymous
Gotta get back to that game then. I can't have my legacy as the guy that only beat the game on the hardest difficulty by savescumming.
It is a skill issue anon, legendary no deaths campaign is difficult but it’s not an unattainable achievement. Legendary <5 deaths is pretty sustainable once you get the hang of the game
I mean people buy it on sale and then want to talk about it or see it on sale and wonder if it's worth buying so they talk about it
Don't get me wrong companies definitely hire PR teams to, among other things, advertise here, but not for an older game anon companies aren't going to spend a dime on advertising at this point beyond ponying up to Steam
NU xcom games have been a disaster for the TBTG's. >no actual simulated projectiles, just a moronic hit chance >two action system instead of a robust action point system that allows for a natural character progression and growth >no fully destructible environments >tiny squad limits >shitty cover humping system that tries to be tactical but actually does nothing but limit your options because the enemies will always outnumber you and flanking them more often than not is an impossibility >shitty "pod" system that also gives enemies a free turn which always ends up with them starting the fight in an advantageous position >every single turn based tactical game now tries copying nuXcom because moronic normalhomosexual brains would cease functioning if they had to interact with more than a single system and be forced to make more decisions than deciding whether they should run or shoot
be warned it does suffer from the korean curse of having an awful UI + number stats bloat but Ive been enjoying it. The game also doesnt hold back on letting you completely break it in half via passives
I was thinking of picking up a new turn based game to play and it was either Phoenix Point or something else and I didn't like much what that game offered.
>shitty "pod" system that also gives enemies a free turn which always ends up with them starting the fight in an advantageous position
This pissed me off to no end, why does the enemy get free turns to get into position while my fricknuggets either have to hug a wall or become mincemeat?
It removes basically all ambush strategies because the developers were salty over overwatch spam winning the first game.
Except in the first game you didn't have a fricking timer on every mission, so you could be methodical. You never 'accidentally' activated a pod in the first game, whereas "HEY Black folk YOU HAVE THREE TURNS LEFT, MAKE IT TO THE EVAC OR LOSE THE GAME!" just guarantees you'll find that pod of 3 Vipers and a Sectoid while your men are bruised to shit.
you still play the same strategies of setting up overwatches before activating pods, with the addition of concealment you can set up even better ambushes than in the first game (and not just the first time)
the only thing that was butchered was the "moving one square at a time spamming overwatch on every unit" strat which, if you actually defend that as a interesting and fun gameplay, makes you a fricking moron
>because the developers were salty over overwatch spam winning the first game.
IIRC from an interview, it was because they were too dumb to find another way that the aliens wouldn't wipe playtesters off the map once one of them saw you and they all bumrushed your position
It breaks immersion so hard though. These hyper evolved aliens can't hear gunfire unless they're about 30 meters away?
You can blow up a fricking building, only for people across the street to not notice or care.
they literally do hear gunfire and move towards your position
sound signals include guns, explosions, rushing through doors, breaking windows and civilians screaming
They WALK towards your position, slowly. And conveniently don't see you until they're right on top of your ass.
9/10 you stumble across a pod, rather than have a pod spot you.
3 months ago
Anonymous
i dunno, once the maps start being packed with pods you get enemies joining all the time
>tiny squad limits
This is a good thing. Frick spending 30 minutes just moving guys around before the action even starts. Six guys keeps things moving while still giving you options.
Fun game but quickly showed its weaknesses.
The entire game revolved around abusing ambush tactic, and alpha striking your target before they can even do anything.
The entire game can be summed up as the prime example of feast for famine. You either rock shit, or get your shit rocked.
The game is not bad, by any means it just gets stale quick.
Also >Doom clock
Frick. Off.
I'd rather take a poor clone of old xcom than a good clone of nu xcom. But I didn't care for Xenonauts 1 because I can't stand the artstyle. I finished 2 and liked it, but the game had severe memory leak issues that need to be fixed.
It's unironically my favourite of the nucom games. Cuts out a lot of the fricking about in missions, you have to actually strategize around getting shot at rather than alpha striking everything, and has best girl Torque.
The real problem is that there isn't a followup game and the other games in the genre that we've gotten have mostly been big disappointments.
Chimera Squad sucks. It's a dumbed down mobile-version of the game with shitty writing and terrible artwork. It's bad. I finished it. I know it is bad.
It's trash. You already know the writing and art direction are atrocious. The gameplay, while not nearly as bad, is still dumbed down without stuff like permadeath or squad building. You do get shot at more often, but the strategy is still massively about locking the enemy out of turns with OP abilities that either move them down the queue or get lots of kills. It's a huge downgrade in all aspects, there's a reason all you ever hear about it is "haha they made the vipersex reddit meme real haha."
that's just wrong
and even if it were true, it's an upgrade to the previous game's strategy leading to only one objectively correct answer - moving at a snail's pace spamming overwatch
Can't hit person 5cm in front of you if they are in high cover
Get 2 cm of move points while enemy gets100 meters
Get easily flanked but can't flank back
The infiltration takes 7 days
Bad game design right here and this is community made, if community made this think what developers did.
I played through OpenXcom awhile ago with a ton of mods to enhance the audio and visuals as well as some QoL changes and it is a superior experience compared to XCOM2. I personally loved the line of sight and cover taking in those games, the tu unit system is just better in every fricking way and I hate that they completely abandoned it.
XCom:EW is not a bad game at all and as far as a streamlined XCOM experience goes I would recommend it to anyone who can't get past the old graphics and gameplay of the older titles.
I honestly really liked the game but I was never able to beat it because it felt like fricking up a single mission (via total party wipe) was enough to get pushed way too far behind mechanically to possibly catch up even on normal. It's funny because I know the mechanics well enough and seen people beat it on Legendary but in any video I've watched no one really loses anyone ever. Also when I do get the desire to play I play ironman mode and accept that I eat shit instead of save scumming.
It's a bit weird in that if you're good enough to recover from missions going wrong, you probably won't ever have to. I had some close calls with losing people on my first commander ironman run, but I was always able to stabilize or evac them in time and by the end it was rare to even have someone lightly wounded. WotC fatigue system also helps a lot with accepting mistakes since you're forced to diversify your assets and that wounded guy was probably gonna need to sit out anyway. Still, the lategame is so ability-centric that I'm not sure you could make rookies viable unless you're so wiz that you'd never lose a guy in the first place.
Even though EW gives you absolutely no reason to ever deploy someone outside of your main squad, I ended up losing more people in it and still making it through.
shit aesthetic
darkness plays no part, no horror elements
can't do relatively simple shit like prime grenades
environments barely destructive
vastly simpler research tree which wasn't complex
funky aesthetic replaced by grand designs houses
huge stepback from ufo defense
A lot
Still the best TRPG ever, even with all the flaws
By the way, wanted to ask someone because I couldn't find an answer online.
Does Sustaining Sphere stacks with Psi-operative/Templar sustain? I know that it's not really practical, but for some reason I want to know.
And I'm not gonna check myself since I don't like backing up saves.
I'm playing it for the first time right now as someone who's never played either the old XCOM or nucom 1.
I think it's pretty damn fun with some caveats. There's some wacky balance but what pisses me off the most is the inconsistent tone of it. The Chosen are a fun gameplay element, at least at first, but holy shit they and the expansion characters have some awful mahvel writing that doesn't fit the rest of the game that well. And I'm so fricking tired of everyone talking at me constantly. Thankfully it's fixable with mods, as is the actions taking forever (kinda).
I guess I ruined the mood further by installing a bunch of funny voice pack mods but whatever, it was a lost cause at this point. I even made one myself and put it on the workshop.
Pulling that fricking pointless "it was all a dream/simulation and you actually lost the first game" bullshit. They could've pulled off the resistance angle where our victory still counted and we got to keep some of our MEC warriors and gene-spliced soldiers instead of lazily retconning it to justify why XCOM is starting with ballistic weapons and Kevlar again.
No Viper sex
Too streamlined. Anyway:
>point blank miss
>bullets don't originate from the barrel of the gun
lmao
this
at some point getting close enaugh with anything else than sniper rifle should guarantee hit (maybe being in mele range to some enemies should make tham do special dodge) but 1-3 titles from anemy should be always 100%
It's fricking ridiculous anyways since he's firing from concealment. That should just be a 100% hit no graze no nothing.
it's harder to hit in cqc than when you're holding an angle waiting for a bodypart to appear in your reticle
It's never coming out.
>globohomosexual ui
>10 dollar shave characters
pass
pods
no base building
I don't remember if this was also the game with no air combat?
it's not like you posted this for real answers, but I'm the stupid one answering sincerely
the base game was utter shit
the 'expansion' had to have the base game remade and was just double the size due to it
It's not even that's it bad or anything but it's just so fricking boring
Each alien has very specific counters and you have very specific team builds for it
There's zero reason to go outside of 'what works' since outside of normal/easy, you need to play with 'what works' only
I'm not even sure if it can ever be salvaged at this stage, even with mods. It's missing what was fun about Xcom EW which was crazy 'shit I hope this works' kinda thing. In 2 you had so much bullshit but could do so much bullshit
It was salvaged a long time ago. LW2 is better than EW in every way.
no
Cobra Sexo
Felt weird being told "nah actually you lost and now you have to be the terrorists instead". I didn't like how every mission became a bomb mission either. Bullshit math calculations (the lower percentage to hit for an enemy, the more likely it is to crit you if they hit). Idk I haven't played it with War of the Chosen yet but it doesn't really fix my fundamental problems with X2
EW+Long War is just a better experience overall
Nothing, just play WOTC bro
Best class btw
rolling bladestorm on a templar was so fun
even as broken as they are they're still needed given what WotC throws at you
Templars and Reapers are my highlight of WOTC. Complete power fantasy nonsense that jives when you don't give a shit about Nucom anymore.
Skirmishers are cool but it does feel like they get the short end of the stick compared to the other 2 hero classes
>Templars are roaming death machines that can do massive AoE melee and Psonic damage
>Reapers are roaming death machines that can do entire missions without breaking stealth
>Skirmishers just kinda exist
Maybe I'm just stupid, but I never used Skirmishers at all.
they're definitely less blatantly powerful like the other two but still pretty good. Shotgun type accuracy means they can easily hit 100% by getting close, or use their free grapple for accuracy (and to take 2 shoots in a turn). You also have justice/wrath/the actual melee attack I forget the name of for movement but half the late game enemies explode on death so not really as good as it should be. The ability that is just psi op's inspire is also very good obviously.
The main thing they have against them is that they have low base damage, which for a class that ostensibly wants to shoot twice in a turn is obviously an issue. Also again shotgun type accuracy can be nice, but combined with the low damage means if you aren't killing the enemy you're going to get fricked so it's a double edged sword.
skirmishers are just ridiculously undertuned for some reason, only specialists are worse.
sure they can shoot twice in a turn but their weak-ass damage means they do less damage overall than other classes taking a single shot. and if you want to spread your damage, sharpshooters and grenadiers do it way better.
they're good at lost missions and that's about it, really.
>they do less damage overall
They actually have greater overall damage output, it's just that they need two shots to kill things others kill in one shot, so it's effectively the same thing except they can't move and kill in the same turn and have twice as many opportunities to frick up. They're good at weakening sectopods, but not so good that you don't still need the rest of the squad there teaming up on it. They're good at cleaning up a bunch of weakened enemies at once, but that only happens when the rest of the squad is sucking ass and there are other abilities that do the same thing. They're good on paper, but the situations that you'd want them in rarely come up and, honestly, have better solutions. Even lost maps are better handled with templars because lol pistols.
hahaha, is that Nyx ass?
Skirmishers are nice midgame I guess?
But I still prefer templars, since they can perform without any investment.
I like using Worf for area denial, the ability to stop an enemy mid-move as a form of overwatch and use any of your abilities is pretty handy, even if it's once per mission - it's also really nice if you're overwatch creeping with Counselor Troi up front concealed and perma-marking any pods she sees.
The zero-in perk and ability to fire twice and get a free shot with his ripjack tether is nice. He's really just a solid background DPS and insanely high mobility (for me at least.) Judgment is kinda trash as an ability but it's saved my butt a couple of times by forcing Advent sentinels and commandos to panic seeing as I mostly use Worf as frontline with my sacrifical naked black dudes for my current playthrough.
I unironically like Pheonix Point better. If there is a mission type I don't like I can literally just ignore it and still be able to win. Meanwhile in Xcom2 skipping a mission is instant lose
anyone have any experience with xPiratez, recommend?
I can't remember how far I got in XCOM 1 but I never encountered an Etheral. How OP were they?
I got memed into buying this on ps4 and it doesn't run well. The opening cut scene had no sound.
Try the vita version
When does the 2K publisher sale on Steam end?
> Alternate reality following a game over scenario instead of doing a continuation of the hanging plot threads of the first game.
>Gay "LE RESISTANCE" fantasy that has been done to death and fetishized in the mainstream.
>As a result your soldiers look like junkyard junkies for most of the game.
>Production quality is somehow equally worse and better than the first game.
>No sequel after this game.
Enemy Unknown will always be better. I wonder why a sequel was never made. Internal restructuring or development hell probably?
Probably development hell after they decided to do something other thana copy/paste of the first game. Which is admirable, but I still prefer the first
>reinstall this yesterday for the first time in years
>mods are still completely borked unless you make it use the old launcher or use a mod loader
2K just completely forgot this game exists didn't they
Play lwotc
the wotc hero classes are completely overpowered honestly, but they are still fun to use
I can't imagine how boring the base game was without the DLC
it's not set underwater
How do I git gud?
imo too many on rails missions especially near the early game. What regular missions you do have are all incredibly similiar to one another and its grindy as frick until you start getting magnetic weapons and new toys
All I know is that it's incredibly buggy and laggy, even on an SSD with overpowered hardware.
This game doesn't reward actual strategy. You can have a bomb strat with several great units but still lose because the 97% shot you had to make grazed. Especially on the hardest difficulty. Plus i don't even want to bother with ironman because "You did everything right: But you still lose all your guys"
tl;dr: Frustration
you're right that there's little strategy involved, but entirely for the wrong reasons. the game gives you so much access to instant win buttons that every mission before the final one is a complete joke. the game has a reverse difficulty curve where the first month is by far the hardest, then you start getting access to the "i win" shit and it just keels over immediately.
But tell me if the first few missions aren't borderline impossible on legendary iron man. I get it, it's a skill issue, but I would restart if I lost two or more people and trying to get past the first chosen would destroy me usually. I don't have the time to restart every time I lose a 90% shot.
not to be mean, but it is a skill issue. and while it is true that most campaigns die in march-april, that's not because the missions are borderly impossible, but because the scaling of the enemy on higher difficulty requires you to get a very strong start in order to keep up beyond that point.
I guess I just have one question to save my ego. How many people did you lose in the first mission? The first two mission? The first month? Just really want to know.
first month, dunno, I dont keep track that closely. first couple of missions? zero, unless I get critted in full cover and then it's probably restart time, but that rarely happens. you shouldn't lose people in these early missions, the neemy doesn't field anything that canr eally kill you if you keep everyone properly in cover and flash anything you can't kill. most of my really bad missions only start to happen once vipers show up because they're so mobile and hit so hard, then it's very possile to get caught out of position and just get domed.
you know why you feel like the enemy easily flanks you? becasue you're constantly pushing, wanting to "hit the enemy". it's hard to have a proper defensive line when you're always moving forward, so obviously you leave yourself open to attack a little. but if you fall back once in a while, especially to the point where the enemy can no longer see you, then they will be the ones approaching. and you will be surprised to find out how frequently you will get a very easy flank when it is your opponent trying to hit you.
and before you start, no, the turn limits give you plenty of time for maneuvers like this
Gotta get back to that game then. I can't have my legacy as the guy that only beat the game on the hardest difficulty by savescumming.
It is a skill issue anon, legendary no deaths campaign is difficult but it’s not an unattainable achievement. Legendary <5 deaths is pretty sustainable once you get the hang of the game
I love xcom 2 🙂
Git gud
yeah i've won legend missions just ranger rushing. It's completely brainless and rewards quick sweeps
>relying on the result of a single shot
I can’t turtle through levels
>notice an older game is being talked about more on Ganker
>check steam sales
>it's on sale
every time.
I mean people buy it on sale and then want to talk about it or see it on sale and wonder if it's worth buying so they talk about it
Don't get me wrong companies definitely hire PR teams to, among other things, advertise here, but not for an older game anon companies aren't going to spend a dime on advertising at this point beyond ponying up to Steam
Stupid frogposter.
where are the zone of the enders and borderlands 3 threads?
NU xcom games have been a disaster for the TBTG's.
>no actual simulated projectiles, just a moronic hit chance
>two action system instead of a robust action point system that allows for a natural character progression and growth
>no fully destructible environments
>tiny squad limits
>shitty cover humping system that tries to be tactical but actually does nothing but limit your options because the enemies will always outnumber you and flanking them more often than not is an impossibility
>shitty "pod" system that also gives enemies a free turn which always ends up with them starting the fight in an advantageous position
>every single turn based tactical game now tries copying nuXcom because moronic normalhomosexual brains would cease functioning if they had to interact with more than a single system and be forced to make more decisions than deciding whether they should run or shoot
t. never walked backwards
Ive found troubleshooter to do nu-xcom style tactics pretty well. Although its very different from xcom in certain places
I've seen it mentioned before, I guess I'll check it out.
be warned it does suffer from the korean curse of having an awful UI + number stats bloat but Ive been enjoying it. The game also doesnt hold back on letting you completely break it in half via passives
I was thinking of picking up a new turn based game to play and it was either Phoenix Point or something else and I didn't like much what that game offered.
>shitty "pod" system that also gives enemies a free turn which always ends up with them starting the fight in an advantageous position
This pissed me off to no end, why does the enemy get free turns to get into position while my fricknuggets either have to hug a wall or become mincemeat?
It removes basically all ambush strategies because the developers were salty over overwatch spam winning the first game.
pod activation functions exactly the same as in the first game
Except in the first game you didn't have a fricking timer on every mission, so you could be methodical. You never 'accidentally' activated a pod in the first game, whereas "HEY Black folk YOU HAVE THREE TURNS LEFT, MAKE IT TO THE EVAC OR LOSE THE GAME!" just guarantees you'll find that pod of 3 Vipers and a Sectoid while your men are bruised to shit.
>no timer in first game
your meld canister bro?
you still play the same strategies of setting up overwatches before activating pods, with the addition of concealment you can set up even better ambushes than in the first game (and not just the first time)
the only thing that was butchered was the "moving one square at a time spamming overwatch on every unit" strat which, if you actually defend that as a interesting and fun gameplay, makes you a fricking moron
>because the developers were salty over overwatch spam winning the first game.
IIRC from an interview, it was because they were too dumb to find another way that the aliens wouldn't wipe playtesters off the map once one of them saw you and they all bumrushed your position
It breaks immersion so hard though. These hyper evolved aliens can't hear gunfire unless they're about 30 meters away?
You can blow up a fricking building, only for people across the street to not notice or care.
they literally do hear gunfire and move towards your position
sound signals include guns, explosions, rushing through doors, breaking windows and civilians screaming
They WALK towards your position, slowly. And conveniently don't see you until they're right on top of your ass.
9/10 you stumble across a pod, rather than have a pod spot you.
i dunno, once the maps start being packed with pods you get enemies joining all the time
>tiny squad limits
This is a good thing. Frick spending 30 minutes just moving guys around before the action even starts. Six guys keeps things moving while still giving you options.
I've never played this without long war because it's just a lot more fun to have all these cool soldier abilities
Fun game but quickly showed its weaknesses.
The entire game revolved around abusing ambush tactic, and alpha striking your target before they can even do anything.
The entire game can be summed up as the prime example of feast for famine. You either rock shit, or get your shit rocked.
The game is not bad, by any means it just gets stale quick.
Also
>Doom clock
Frick. Off.
Because Xenonauts is the better game
https://store.steampowered.com/app/223830/Xenonauts/
lol
it's poor clone of Old Xcom games
I'd rather take a poor clone of old xcom than a good clone of nu xcom. But I didn't care for Xenonauts 1 because I can't stand the artstyle. I finished 2 and liked it, but the game had severe memory leak issues that need to be fixed.
other than dogshit 2k launcher nothing is wrong with it
on launch it was a disaster though
>crashes upon crashes
>load times made og Bioshock blush
still better than open Xwound
Is Chimera Squad any good? Despite the ugly art style, the Breach mechanics and smaller rooms to do shit in sounds intriguing.
I think it was pretty good
obviously a lot more shallow and puzzle-y, but fun
it's not as bad as people cry about it being
It's unironically my favourite of the nucom games. Cuts out a lot of the fricking about in missions, you have to actually strategize around getting shot at rather than alpha striking everything, and has best girl Torque.
The real problem is that there isn't a followup game and the other games in the genre that we've gotten have mostly been big disappointments.
Chimera Squad sucks. It's a dumbed down mobile-version of the game with shitty writing and terrible artwork. It's bad. I finished it. I know it is bad.
It's trash. You already know the writing and art direction are atrocious. The gameplay, while not nearly as bad, is still dumbed down without stuff like permadeath or squad building. You do get shot at more often, but the strategy is still massively about locking the enemy out of turns with OP abilities that either move them down the queue or get lots of kills. It's a huge downgrade in all aspects, there's a reason all you ever hear about it is "haha they made the vipersex reddit meme real haha."
constant time limits turned it into a puzzle game with objectively correct answers rather than a strategy
that's just wrong
and even if it were true, it's an upgrade to the previous game's strategy leading to only one objectively correct answer - moving at a snail's pace spamming overwatch
Firaxis stopped making em.
Can't hit person 5cm in front of you if they are in high cover
Get 2 cm of move points while enemy gets100 meters
Get easily flanked but can't flank back
The infiltration takes 7 days
Bad game design right here and this is community made, if community made this think what developers did.
>Get easily flanked but can't flank back
homie just walk backwards
>Walk backwards
can't hit enemy
>Go into overwatch
enemy doesn't push
14/15 turns left
The untold amount of bugs and utter shit optimization at release.
Forgot to mention the Hit -> Crit roll mechanics in 2 compared to EU.
making marvel slop
is the xcom series just dead now?
I'm assuming Firaxis is all in on Civ 7 now, time wise it matches up with that
what mods for more fun aliens and combat
long war (of the chosen)
Nothing. That game is fricking awesome. War of the Chosen is one of the best expansions ever made.
the time sensitive stuff and constant event popups was a turnoff
You weren't allowed to turn the vipers into wives.
I played through OpenXcom awhile ago with a ton of mods to enhance the audio and visuals as well as some QoL changes and it is a superior experience compared to XCOM2. I personally loved the line of sight and cover taking in those games, the tu unit system is just better in every fricking way and I hate that they completely abandoned it.
XCom:EW is not a bad game at all and as far as a streamlined XCOM experience goes I would recommend it to anyone who can't get past the old graphics and gameplay of the older titles.
I honestly really liked the game but I was never able to beat it because it felt like fricking up a single mission (via total party wipe) was enough to get pushed way too far behind mechanically to possibly catch up even on normal. It's funny because I know the mechanics well enough and seen people beat it on Legendary but in any video I've watched no one really loses anyone ever. Also when I do get the desire to play I play ironman mode and accept that I eat shit instead of save scumming.
It's a bit weird in that if you're good enough to recover from missions going wrong, you probably won't ever have to. I had some close calls with losing people on my first commander ironman run, but I was always able to stabilize or evac them in time and by the end it was rare to even have someone lightly wounded. WotC fatigue system also helps a lot with accepting mistakes since you're forced to diversify your assets and that wounded guy was probably gonna need to sit out anyway. Still, the lategame is so ability-centric that I'm not sure you could make rookies viable unless you're so wiz that you'd never lose a guy in the first place.
Even though EW gives you absolutely no reason to ever deploy someone outside of your main squad, I ended up losing more people in it and still making it through.
shit aesthetic
darkness plays no part, no horror elements
can't do relatively simple shit like prime grenades
environments barely destructive
vastly simpler research tree which wasn't complex
funky aesthetic replaced by grand designs houses
huge stepback from ufo defense
>new team wants to be the Resistance smashing the fash
tells you why the gameplay sucks.
A lot
Still the best TRPG ever, even with all the flaws
By the way, wanted to ask someone because I couldn't find an answer online.
Does Sustaining Sphere stacks with Psi-operative/Templar sustain? I know that it's not really practical, but for some reason I want to know.
And I'm not gonna check myself since I don't like backing up saves.
>best TRPG ever
That'd be X-COM
X-COM is TBT though??
I'm playing it for the first time right now as someone who's never played either the old XCOM or nucom 1.
I think it's pretty damn fun with some caveats. There's some wacky balance but what pisses me off the most is the inconsistent tone of it. The Chosen are a fun gameplay element, at least at first, but holy shit they and the expansion characters have some awful mahvel writing that doesn't fit the rest of the game that well. And I'm so fricking tired of everyone talking at me constantly. Thankfully it's fixable with mods, as is the actions taking forever (kinda).
I guess I ruined the mood further by installing a bunch of funny voice pack mods but whatever, it was a lost cause at this point. I even made one myself and put it on the workshop.
It's a board game disguised as a video game
Pulling that fricking pointless "it was all a dream/simulation and you actually lost the first game" bullshit. They could've pulled off the resistance angle where our victory still counted and we got to keep some of our MEC warriors and gene-spliced soldiers instead of lazily retconning it to justify why XCOM is starting with ballistic weapons and Kevlar again.
they tried to patch the pods issue instead of solving it