XCOM 2

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Kinky Kel
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Re: XCOM 2

Post by Kinky Kel » 04 Feb 2016, 15:55

The modding support is huge. I'm really looking forward to see what the modders are going to do. We wont get a long war mod though, as those guys are making their own game now. But somebody is already working on a co-op mod for xcom 2, which will be interesting.
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Mythor
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Re: XCOM 2

Post by Mythor » 04 Feb 2016, 15:59

I'm betting there'll be at least one decent Long War tribute mod, or maybe a collection of mods to bring that feel back. I never got around to trying it myself, was going to try it in the lead up to the sequel but I've left that a little late now. :D
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Kinky Kel
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Re: XCOM 2

Post by Kinky Kel » 04 Feb 2016, 16:09

Long War was Brutal, Frustrating, and utterly fantastic. it alone put an extra 200 hours onto my XCOM playtime.
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Sathias
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Re: XCOM 2

Post by Sathias » 04 Feb 2016, 17:18

Long War was how the vanilla game should have been to begin with. And I loved the vanilla game and completed it several times.

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Re: XCOM 2

Post by storm84 » 04 Feb 2016, 18:22

As a new initiate into the world of XCOM, I was quite happy with the length of the original game. Long enough that it didn't feel like a pushover, but not enough that the levels became too repetitive and grinding.
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Sathias
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Re: XCOM 2

Post by Sathias » 04 Feb 2016, 19:22

storm84 wrote:As a new initiate into the world of XCOM, I was quite happy with the length of the original game. Long enough that it didn't feel like a pushover, but not enough that the levels became too repetitive and grinding.
That's why I always played Long War in its shorter form (Dynamic War), it was longer and more of a challenge but without getting grindy.
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Re: XCOM 2

Post by storm84 » 05 Feb 2016, 07:32

http://gamasutra.com/view/news/265065/H ... rience.php
According to the creators, the Long War helped shape development of XCOM2.
And now that XCOM 2 is finished, what did the Long War creators think of it?

“The last email I got from Johnnylump, the lead on Long War, was him saying that the highest difficult was ‘pretty difficult.'” Solomon laughs. “If those guys think it was pretty difficult, we probably dialed it in pretty well.”
Last edited by storm84 on 05 Feb 2016, 08:17, edited 1 time in total.
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Sathias
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Re: XCOM 2

Post by Sathias » 05 Feb 2016, 07:40

That doesn't surprise me at all, given this quote from the XCOM lead designer is on the Long War mod page.

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Mythor
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Re: XCOM 2

Post by Mythor » 05 Feb 2016, 11:33

There's another quote somewhere from Solomon along the lines of the base game being a 20(?) hour tutorial for The Long War, which is a pretty great compliment as well.

Looking forward to some war stories later, people! :D
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kharis
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Re: XCOM 2

Post by kharis » 05 Feb 2016, 11:36

stupid work....
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Sathias
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Re: RE: Re: XCOM 2

Post by Sathias » 05 Feb 2016, 14:11

kharis wrote:stupid work....
This! And stupid Deadpool advanced screening tonight in my case
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Re: XCOM 2

Post by Mythor » 05 Feb 2016, 14:28

Got through the tutorial and the first couple of missions and it's pretty great. Setting up ambushes with overwatch is fun. Getting ambushed yourself is not so fun. Nearly lost another rookie to rushing in too quickly. Fortunately I had the rest of the team in good overwatch locations. The sectoid who might have made things tough got shot up by my customised rookie and then a sniper I had up high took his shot, which would have finished it off but was a critical hit anyway. Overkill!

That was good after my first non-tutorial mission resulted in a dead rookie. Threw a grenade to try and take out two soldiers at once, which did mostly work. Explosion killed one guy and weakened the officer enough that an overwatch finished him off. Didn't realise the car that two of my soldiers were in cover behind got badly damaged by the grenade and next turn it exploded. My recently promoted squaddie survived with 1 health bar but the rook died. :(

I'm trying to accept that I'm going to lose dudes sometimes but it still feels like an immense failure when it happens. :(
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kharis
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Re: RE: Re: XCOM 2

Post by kharis » 05 Feb 2016, 14:43

Sathias wrote:
kharis wrote:stupid work....
This! And stupid Deadpool advanced screening tonight in my case
I wouldn't mind a deadpool advance screening :)
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Re: XCOM 2

Post by storm84 » 05 Feb 2016, 16:09

kharis wrote:stupid work....
Indeed.

And on a personal note, stupid 26 game challenge. This is what I get for trying to take a sensible approach to the number and size of games played simultaneously.
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Kinky Kel
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Re: XCOM 2

Post by Kinky Kel » 05 Feb 2016, 16:46

So my first run through, I thought I'd be a smart ass and go Legend Ironman, because, well why not? No tutorial, just a mission to blow up a statue. Lost the entire team and had to restart.
Yyeeeaaah, I didn't just lose, I got beat down. So the AI seems a lot damn smarter already.
I'm now playing on Commander and doing well. I highly recommend doing the tutorial, just for story elements mainly. It's good stuff so far! Started putting all my mates into the character pool, so hopefully they'll pop up during my gameplay so I can get them killed :D MUahahahahahaaha..

Only 15 more mins and I can leave work and go home and continue the fun!
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Re: XCOM 2

Post by Mythor » 05 Feb 2016, 17:02

I started on Rookie because I'll probably lose anyway but at least it'll take longer so I learn more...

Also, I am a tiny baby man. :D

Since it's not spelled out in the tutorial, if you're wondering how to get your dudes to climb up to a higher level you use the mousewheel to go up and down. Go up enough so you can see the floor of the level you want and move that way. Beware as you might get exposed on the way because the AI route selection is not necessarily the safest route... :D
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[URAUC]
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Re: XCOM 2

Post by [URAUC] » 05 Feb 2016, 18:11

Only played an hour or so but initial impressions so far are pretty good. Game looks absolutely gorgeous. Haven't lost any troops yet, but I doubt that will last long. :D
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Re: XCOM 2

Post by Darius359au » 06 Feb 2016, 15:20

*facepalm* drop a grenade on an advent officer then run in my Ranger for a slash attack for the Coup De Grace "YAY" ,end of turn car Advent officer was behind for grenade attack goes Boom killing the aforementioned Ranger "BOOO" ,important lesson learned "Think before throwing Mr Grenade"
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Mythor
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Re: XCOM 2

Post by Mythor » 06 Feb 2016, 20:08

Lost a soldier named after a friend thanks to a ridiculously lucky very long range critical hit from an Archon. I couldn't even see them so didn't realise there was any danger. Returned fire with a rocket which nearly killed the Archon and did kill, or cause a falling death, for something I didn't even see.

Was running for the evac zone after setting a charge and realised I forgot to retrieve the body. Mad rush with my last dude to pick up the body and then back to the evac zone before the aliens could get me. Not sure there was any real point to it but I felt better. :D
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Darius359au
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Re: XCOM 2

Post by Darius359au » 06 Feb 2016, 20:47

@Mythor No man/woman left behind ,living or dead!! ;)
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Re: XCOM 2

Post by Fireslide » 07 Feb 2016, 10:33

I had a slight bug in my game, in the world view the thing that should have only taken one day to scan for resources wound up running for over a month. It wasn't until I went into a particular screen and back again that every single alert I missed popped up at once. Had to load the game from the last mission because of that.
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Sathias
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Re: XCOM 2

Post by Sathias » 07 Feb 2016, 13:56

I'm liking the game but I think Long War has spoiled me a bit. Long War always felt hard but fair, if something went wrong it was usually your fault. With Xcom 2 stuff can go wrong which is out of your control, e.g. one of the soldiers with the stun baton spots you, runs two full moves, crits you and instakills one of your guys. You could use overwatch more to try and guard against it but a lot of the missions, if you did that you'd fail the timer. Also I always used the "save scum" setting as I felt the RNG was more representative of the actual odds, being stuck without it makes the game feel like vanilla XCOM 1 did, failing 80% rolls seemingly much more than you should.
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Re: XCOM 2

Post by Mythor » 07 Feb 2016, 16:49

Not super keen on the number of turn limited missions, especially when Overwatch can be a bit hit or miss (hah!) on top of that. I get that they don't want players dithering endlessly and setting up perfect strategies and angles but uuuugh. If I want to advance cautiously just let me. Maybe have the turn counter only start ticking down once you're exposed?

Will say that the differences make me feel like going back to XCOM1 won't just feel like a flat downgrade as there's enough difference in mechanics that it should still be interesting? Just won't be any new mods coming for it... :(
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Re: XCOM 2

Post by Sathias » 08 Feb 2016, 10:27

Yeah I had a mission where I managed to rescue the target, but my main specialist with experimental ammo was a few squares short of the exit point, so now they are in a state of "captured". Very frustrating.

There are a few bugs and improvements the game needs to fix too, I'm thinking about writing a mod that would let you get everyone into the exit point, click the button, and they all exit at once for one. Clicking each individually and waiting for the animation is a tad annoying, would be so simple to fix.

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Re: XCOM 2

Post by Sathias » 08 Feb 2016, 10:29

Having said all that, there are things I really like. I like the more local feel to the strategic game, I like the weapon and mod systems, I like *some* of the class changes. Not having to swap to pistol on the sharpshooter is a good improvement.

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