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XCOM 2 - Page 7

Forum Index > General Games
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andrewlt
Profile Joined August 2009
United States7702 Posts
January 08 2016 18:59 GMT
#121
On January 08 2016 23:52 Kipsate wrote:
Ill end up doing dumb shit like naming them all presidential canidates and customizing them to them or having an allfemale squad or name them people I know in Real Life or some shit

and then they die


When I saw all the people talk about customizing their squad members, I kept imagining the old X-Com games where somebody opens the door of the skyranger and an alien reaction fire kills their heavily customized troops. Made me laugh.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 08 2016 19:06 GMT
#122
On January 09 2016 03:56 FeyFey wrote:
ugh ... the already announced dlc has gameplay content ... that sucks, I thought it would just be soldier customization. Wonder if I will go out of bounds for this game. Its not day1 anyway ... (unless they delay even longer heh)

They are going to release DLC and expansions. They can tell you about them now or after they are done. None of the people working on that DLC right now were working on the main game. Game development is a production line, so folks were done with the game a while ago.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Latham
Profile Blog Joined May 2007
9568 Posts
January 08 2016 19:31 GMT
#123
On January 09 2016 00:30 Isualin wrote:
I realized something sad a few days ago, before this point in my life i always had game releases i was excited for. The biggest ones were obviously starcraft 2 and diablo 3. the elder scrolls, gta, fallout and witcher games gave me hope as well. But now, this is seriously the only game i am looking for in the close future, so this better be good

Gameplay looks fine from what i have seen on youtube. Xcom modding community did a great job with the long war, i hope they work on xcom 2 as well.


For me so far in 2016 is X-Com 2 and Dark Souls 3. Nothing else caught my eye as of yet.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Sermokala
Profile Blog Joined November 2010
United States14053 Posts
January 08 2016 20:04 GMT
#124
On January 09 2016 04:31 Latham wrote:
Show nested quote +
On January 09 2016 00:30 Isualin wrote:
I realized something sad a few days ago, before this point in my life i always had game releases i was excited for. The biggest ones were obviously starcraft 2 and diablo 3. the elder scrolls, gta, fallout and witcher games gave me hope as well. But now, this is seriously the only game i am looking for in the close future, so this better be good

Gameplay looks fine from what i have seen on youtube. Xcom modding community did a great job with the long war, i hope they work on xcom 2 as well.


For me so far in 2016 is X-Com 2 and Dark Souls 3. Nothing else caught my eye as of yet.

Hoi 4 and stellaris looks like they might have potential.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Disengaged
Profile Joined July 2010
United States6994 Posts
Last Edited: 2016-01-08 20:40:02
January 08 2016 20:38 GMT
#125
On January 09 2016 03:56 FeyFey wrote:
ugh ... the already announced dlc has gameplay content ... that sucks, I thought it would just be soldier customization. Wonder if I will go out of bounds for this game. Its not day1 anyway ... (unless they delay even longer heh)


But they basically did the samething with Enemy Unknown? More customization, more gameplay(Slingshot), and then Enemy Within. Unless you had a problem with what they did with Enemy Unknown then I honestly don't see the issue. Besides, like you said its not day 1 DLC and its gonna be coming out much later after the games release so I don't see the problem there.

They are simply announcing the things that are coming out in the future.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
January 09 2016 10:46 GMT
#126
are there random enemy traits in longwar/xcom2?? i know they can spawn with "stoneskin" and stuff like that, but is there anything like diablo affixs? ie maybe an enemy leader can spawn with "cruel," making their damaging shots more likely to induce panic. or have an enemy spawn with rifle proficiency giving +aim, or have a pack leader spawn something similar to trueshot aura, adding damage to all living allies.. I feel like that would really make for some memorable encounters, i wish they would add that. i have always felt that the reboot was much closer to FFT than it was to the OG xcom, so they should run with the idea of personalized units. Maybe even make the traits be hidden until revealed by either a psionic mind scan ability or through being evidenced in combat..
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 09 2016 11:05 GMT
#127
I usually don't buy dlc and wait for game of the year editions. Also aware that almost none of the team that is fine tuning the game right now is working on the DLCs. As those are basically "Art and design teams are done and just sit around" DLCs.

Just something I don't want to show my support for, because preference. But it is a nice way to keep all your developers busy, so its quite good that its around. And the trend is going towards DLC being used like this and not content being cutout of the main game.
hfglgg
Profile Joined December 2012
Germany5372 Posts
January 09 2016 14:54 GMT
#128
On January 09 2016 19:46 Endymion wrote:
are there random enemy traits in longwar/xcom2?? i know they can spawn with "stoneskin" and stuff like that, but is there anything like diablo affixs? ie maybe an enemy leader can spawn with "cruel," making their damaging shots more likely to induce panic. or have an enemy spawn with rifle proficiency giving +aim, or have a pack leader spawn something similar to trueshot aura, adding damage to all living allies.. I feel like that would really make for some memorable encounters, i wish they would add that. i have always felt that the reboot was much closer to FFT than it was to the OG xcom, so they should run with the idea of personalized units. Maybe even make the traits be hidden until revealed by either a psionic mind scan ability or through being evidenced in combat..


in longwar aliens can have perks which make them much more dangerous. no idea about xcom2 though, but i think there is a good chance something similar will be in the game.
Disengaged
Profile Joined July 2010
United States6994 Posts
January 09 2016 15:20 GMT
#129
On January 09 2016 23:54 hfglgg wrote:
Show nested quote +
On January 09 2016 19:46 Endymion wrote:
are there random enemy traits in longwar/xcom2?? i know they can spawn with "stoneskin" and stuff like that, but is there anything like diablo affixs? ie maybe an enemy leader can spawn with "cruel," making their damaging shots more likely to induce panic. or have an enemy spawn with rifle proficiency giving +aim, or have a pack leader spawn something similar to trueshot aura, adding damage to all living allies.. I feel like that would really make for some memorable encounters, i wish they would add that. i have always felt that the reboot was much closer to FFT than it was to the OG xcom, so they should run with the idea of personalized units. Maybe even make the traits be hidden until revealed by either a psionic mind scan ability or through being evidenced in combat..


in longwar aliens can have perks which make them much more dangerous. no idea about xcom2 though, but i think there is a good chance something similar will be in the game.


And if there isn't then theres always mods
Godwrath
Profile Joined August 2012
Spain10133 Posts
January 09 2016 16:09 GMT
#130
Only game i had been hyped for since XCOM EU release.

RIP Ronald Frump
Endymion
Profile Blog Joined November 2009
United States3701 Posts
Last Edited: 2016-01-09 16:51:15
January 09 2016 16:50 GMT
#131
On January 09 2016 23:54 hfglgg wrote:
Show nested quote +
On January 09 2016 19:46 Endymion wrote:
are there random enemy traits in longwar/xcom2?? i know they can spawn with "stoneskin" and stuff like that, but is there anything like diablo affixs? ie maybe an enemy leader can spawn with "cruel," making their damaging shots more likely to induce panic. or have an enemy spawn with rifle proficiency giving +aim, or have a pack leader spawn something similar to trueshot aura, adding damage to all living allies.. I feel like that would really make for some memorable encounters, i wish they would add that. i have always felt that the reboot was much closer to FFT than it was to the OG xcom, so they should run with the idea of personalized units. Maybe even make the traits be hidden until revealed by either a psionic mind scan ability or through being evidenced in combat..


in longwar aliens can have perks which make them much more dangerous. no idea about xcom2 though, but i think there is a good chance something similar will be in the game.

oh i didnt know that, that's awesome! any idea of what some of the perks were???

nvm they're all listed here
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Godwrath
Profile Joined August 2012
Spain10133 Posts
January 09 2016 21:41 GMT
#132
On January 09 2016 00:11 Disengaged wrote:
I don't see the problem with the move and cover system.

Because the 2 action system gives way less possibilities with your action pool, if it's reduced to 2. It trades depth for accessibility. Nothing wrong with it, but some people prefer the TU for a reason, and it's not just being nostalgic.

The use of cover existed in the old games, it just wasn't splashed on your screen with shield icons. You saw some rocks, placed your soldier kneeling, and possibilities could make the shot hit the rock before your soldier. =P

Don't get me wrong, i love what firaxis has done with one if not my favorite gaming franchise, but i certainly miss a lot of stuff from the old games (mostly the geoscape stuff tho).
DaCruise
Profile Joined July 2010
Denmark2457 Posts
January 09 2016 22:22 GMT
#133
Just the fact that a 2-move system replaces TU´s speeds up the pacing of combat by a factor of 3, which was much needed. Only old XCOM game I finished was Apocalypse. The original and especially TFTD took forever thx to TU`s. I am glad they are gone even if it means less depth.
Gorsameth
Profile Joined April 2010
Netherlands21989 Posts
January 09 2016 22:32 GMT
#134
You have to aim for a certain balance between accessibility and depth and the new X-com game(s) are aiming for more of the first compared to the old ones. Gaming has changed over the years.

Plus weren't most actions %TU based in the old games aside from movement, limiting the actual use (walking faster only does so much).
It ignores such insignificant forces as time, entropy, and death
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
January 09 2016 23:22 GMT
#135
The original X-COM games are much closer to being sims than the new XCOM games. The TU system makes sense in that context because it lets you make very granular moves. The main problem with it is that the endgame takes ages because there's simply too many soldiers to micromanage (which is also a problem I think long war has...).

The two move system does speed things up, but more importantly, it makes the game mechanics a lot clearer. My main complaint here is that the two move system often punishes the player for taking risks at the end of a turn due to how activations work.

Overall though, both systems work well for their respective games.
Liquipedia
xDaunt
Profile Joined March 2010
United States17988 Posts
January 12 2016 05:10 GMT
#136
Oh boy, the new sectopod looks hilariously strong. Hell, everything in this game seems to be turned up to 11 when compared to the first game.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2016-01-12 05:56:36
January 12 2016 05:56 GMT
#137
As with all enemies in XCOM, strong individual enemies aren't actually that strong because you can just burst them down turn 1. The real problem is when they activate with other pods.
Liquipedia
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
January 12 2016 08:02 GMT
#138
holy shit I didn't realize its actually being released just a few weeks from now

hypeeeeeeee
WriterXiao8~~
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
January 12 2016 09:19 GMT
#139
On January 10 2016 08:22 Spazer wrote:
The original X-COM games are much closer to being sims than the new XCOM games. The TU system makes sense in that context because it lets you make very granular moves. The main problem with it is that the endgame takes ages because there's simply too many soldiers to micromanage (which is also a problem I think long war has...).

The two move system does speed things up, but more importantly, it makes the game mechanics a lot clearer. My main complaint here is that the two move system often punishes the player for taking risks at the end of a turn due to how activations work.

Overall though, both systems work well for their respective games.

Actually I never had this problem in LW. In the last version(15 and some letter) I had 4 squads I would rotate, the selection screen was pretty good, you can see all the info you need. The biggest problem in LW I had was this - too few maps Which should be solved by XCOM 2. Mwahahahahaha
(random maps + editor is free)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
January 12 2016 09:22 GMT
#140
so are ppl gonna get the digital deluxe edition? seeing as it'll give u the upcoming dlc
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
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