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On August 30 2017 22:18 Plansix wrote: The running theory is that they made this expansion because they didn’t think they would get someone to fund X-com 3.
Really ? X-Com 2 was a really good seller , weird.
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On August 31 2017 01:00 Sermokala wrote:Show nested quote +On August 30 2017 22:18 Plansix wrote: The running theory is that they made this expansion because they didn’t think they would get someone to fund X-com 3. I don't know about that they made a pretty large expansion like this for the original xcom and that went over pretty well. It is just something I keep hearing around the rumor mill of gaming podcasts and why this expansion is so feature rich. It is hard to tell, since all gaming companies are so secretive about their publishing deals and upcoming games(for like no reason).
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On August 30 2017 22:40 Godwrath wrote: The difficulty curve is quite interesting. You get a decent squad pretty early, but due to fatigue, the chosens and what not, i am almost on july and i have no captain yet for the squad size upgrade. At this point i would be pretty comfy already, but i have to field squaddies pretty much every other mission. I am loving this.
And the warlock is nuts. Get some psi-shields. Seriously. My experience with the Warlock is that offense if the best defense. You really want to kill him ASAP because of all his psionic shenanigans. The Assassin is more manageable though gameplay-wise, even though her voice is quite annoying. The Warlock does have a really good voice actor though. (No comment on hunter yet)
On August 31 2017 01:02 daemir wrote: Early game was super busy with events popping left right and center. Felt there was no time to scan anything. I rushed psionics asap, getting my 2nd set of 2 psi-ops with most of the good offensive abilities unlocked, they still rock. Templars are crazy dps, my first one rolled bladestorm as a bonus trainable :D
I feel that the time between The Lost and Abandoned and getting T2 equipment will be the most stressful for you. I am now 1 alloy (Yes one freaking alloy) shy of getting all T2 equipment, and I did savescum quite a bit to manage some of the missions before getting the T2 equipment.
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On August 31 2017 03:48 WindWolf wrote:Show nested quote +On August 30 2017 22:40 Godwrath wrote: The difficulty curve is quite interesting. You get a decent squad pretty early, but due to fatigue, the chosens and what not, i am almost on july and i have no captain yet for the squad size upgrade. At this point i would be pretty comfy already, but i have to field squaddies pretty much every other mission. I am loving this.
And the warlock is nuts. Get some psi-shields. Seriously. My experience with the Warlock is that offense if the best defense. You really want to kill him ASAP because of all his psionic shenanigans. The Assassin is more manageable though gameplay-wise, even though her voice is quite annoying. The Warlock does have a really good voice actor though. (No comment on hunter yet)
Invuln to explosives and 3 armor and shit ton of health (dunno on other difficulties, i am playing I/I). I got 4 squaddies and one sarge on that mission. Once he gets a mind control off, i pretty much have to let him capture somebody if i don't want to lose more soldiers, because no way i can kill him. It's actually really fun.
The assassin is more manageable, except when you are on multilevel maps. She is a pain in the butt there, doable but you are going to have a rough time. I am loving the expansion thus far :D
Edit - And the reaper is completely bollocks for supply missions. Pretty much completed a few just with her while the rest of the squad was on stealth cheerleading. I like that in some missions you can go the stealth route.
Edit 2 - Also, i like that the introduction of the lost reduces the value of grenadiers.
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Well, now that I knew what to expect from the stronghold, the warlock went down without using an ability. As soon as it spawned I joinked it into the middle of my whole squad with the templar and destroyed it in half a turn. Spent 2nd half destroying the thing, then used half a turn to mop up the reinforcements and the rest of the turn to kill the thing. Warlock spawns again at 75% health and gets promptly shat on by overwatch fire and one final sword swing and dies.
Hunter left, but that will probably be a bit harder, the fucker is immune to melee ><
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I killed Assassin quite early, but lost someone in the process. By the time I got to Warlock, I had a couple of Col. units, including my Templar who was fucking ridiculous (Reaper and Bladestorm). My Templar could kill almost all the spawned in reinforcements by himself so Warlock only got 1 regeneration cycle off. Hunter went down without using an ability or spawning any reinforcements because I had plasma weapons.
The most difficult missions are the ones right before you get mag weapons and right when Andromedons and Archons start spawning in large numbers.
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I found the Hunter to be the easiest to deal with. His tracking shot from half way across the map is annoying but not threatening, Templar is his nemesis and Templars are just amazeballs all around, and generally once engaged from close up he's not too threatening only more annoying. Assassin is a pain in the dickhole to deal with personally for me. She incapacitates my soldiers every round, always seems to pop up in the worst timing possible, her nades have a huge AoE, and she is literally Usain Bolt with her sprints. Don't get me started on multi-leveled maps where she is additionally to Usain Bolt also Spider-Man. Warlock I've only encountered once so far, but I've had 6 units by then, improved magnetic weapons and he summoned 2 shades turn one. So I dealt with remaining advent + 1 shade, ended my turn, let the 1 other shade hit me once, then killed it with 1 soldier and laid into the warlock with the 5 other remaining ones. Easy work.
What do you guys think about the new mission types? I personally dislike the new supply raids, because I can't seem to pick up more than 3 crates ever, and the Assassin seems to ruin my day on every one of these. I also don't really like the Lost. Seems like they attack my soldiers 80% of the time and maybe Advent 20%. I thought they'd be more... balanced. Reapers seem like easy mode scouting and tagging pods with their vision, good explosives (remote start and claymore) but their sniper rifle seems weak as fuck. They outdamage ballistic weapons sure, but once magnetic and plasma kick in, they falls off hard. Templar are amazeballs. All I have to say. Skirmishers are a bit of a hit/miss for me. Kinda an only slightly improved standard soldier without a specialization. Don't like the bullpup much I have to say.
What techs did you guys rush? I beelined straight for magnetic weapons and mimic beacon then plated armor, I wanted psi-ops next too but it felt way too greedy at that point and went back for nades, ammo etc. before psi and plasma. Overall the tactical campaign map feels a lot more engaging and fun. I overall like what they did here. Now if only mods could catch up it'd be purrfect.
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One thing I have a question about: How the shit do you get rookies in this expansion? Used to be there was an option at resistance HQ, but it's not there at the faction HQs and resistance HQ doesn't exist. I only ever saw 1 mission for them and at this point in the game I can just finish easily whenever I want, but I never got any Psi troops because I never got Rookies
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You can recruit them through the Armory for 40 supplies each, no?
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Yep, armory 40 supplies, like always.
The assassin isn't that much of a deal, once she appears the mission timer pauses, and she is going to rush you and attack you in two turns. Take that into account, clean a pod or advance towards the objective, but be sure not to be engaged when she appears. From there you just have to chase her and kill her. She always do the same, attacks, hides out of LoS, if not spotted she go stealth next turn and rinse and repeat. If spotted she will attack and try again. Dragon rounds and poison helps. Multilevels on lost areas can be a pain tho.
Techs i setted myself up economically and to be able to choose which dark event i want to counter (there some very annoying right now, like no camo start or the usual suspects.like reinforcements on missions), so radio first. Then magnetics, except if one of those new investigations to improve weapons appear, they are pretty sweet.
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Hunter was my last chosen and with the tech and levels and shit I had, the easiest.
Killed the first 2 mobs in the chamber, then crawled everyone closer to the sarch without initiating the cutscene. Started that with everyone but the guy initiating with 2 actions, the hunter was killed by a repeater proc (lol) by the 2nd soldier. Spent the rest of the turn breaking the sarch, apparently the double shot ability that gives -15 to hit can miss a stationary object. Oh well, had 1 wave of reinforcements that my templar soloed, boss comes back at 50% health and dies pretty much instantly.
All chosen dead and the whole world contacted, working on psi-ops #5, 4 fully trained. Time to finish the last story missions.
Lost have 70% chance to attack you and 30% chance to attack advent. This is an ini setting somewhere that you can change I'm sure.
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I am now having my first Avenger Defense mission, just as Berserkers and Advanced Troopers starts showing up. Is it just me or is it harder to get a good LoS on the transmitter from medium-to-long range in the expansion.
I do wish explosives was more clearly marked on the map though. I had to save-scum a few times just because my Templar apparently set off some explosives that was not marked by anyone on the map. And I'm not talking about fuel tans and such, but rather about things like electrical cabinets and whatnot
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Man, anyone miss Not Created Equally and Hidden Potential from Xcom 1? Wish those would've been implemented as advanced/second wave options in Xcom2 too. Hate having the same stats on my rookies from the start and from level ups. Basically they differ only with appearance now. Well, I suppose you can count Combat intelligence now, but I still miss those options =( 65 aim is so bad lol. I always liked to cherry pick my recruits from the bunch that had 70+ aim from the start.
Also playing this reminded me of a wish I had: If Firaxis (or sb else) could make a kickass new Fallout (or Fallout Tactics 2) game with these models and from this view point with rotating camera and turn system. Ahh the wet dreams.
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On September 01 2017 05:12 Latham wrote: Man, anyone miss Not Created Equally and Hidden Potential from Xcom 1? Wish those would've been implemented as advanced/second wave options in Xcom2 too. Hate having the same stats on my rookies from the start and from level ups. Basically they differ only with appearance now. Well, I suppose you can count Combat intelligence now, but I still miss those options =( 65 aim is so bad lol. I always liked to cherry pick my recruits from the bunch that had 70+ aim from the start.
long war 2 has both of them as options, it might be ported to wotc eventually. but before the expansion i used both of those options in my playthrough
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My 4th mission overall was to rescue that skrimisher dude with a team of 3. Naturally i put the reaper in for a stealth mission. Hacking breaks concealment and then i needed 2 more turns with yellow moving to reach the evac. She gets hit one single time for 3 dmg. Mission is over and she gets a fucking negative trait, Generalized Anxiety Disorder....
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Those aren't such a big deal, 5 days in the infirmary once you built it to erase.
I had one where my dude would panic if someone else panicced. Proper snowballing to hell.
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On September 01 2017 06:45 daemir wrote: Those aren't such a big deal, 5 days in the infirmary once you built it to erase.
I had one where my dude would panic if someone else panicced. Proper snowballing to hell. it's called tantrum spiral in dwarf fortress and it happens a lot :D
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I got fear to the Lost. Yep, every time he spots one, he has a chance to panic. For every single one fucking lost he sees. The dumbass went frenzy and jumped from a building into a horde of the Lost, activating an advent pod while i was fighting the assassin. I had to throw some grenades to keep the advent pod busy while i dealt with the assassin.
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So guys, confess, what is the most annoying Chosen strength you have encountered so far? Or maybe a combo of strengths that make it particularly annoying to deal with them?
Worst I've had so far is Blast Proof (doesn't take health damage from explosions), you can still shred their armor with nades or poison them or destroy cover/floor, but their main health bar doesn't get damaged. That throws like 90% of my strategy against them out the window lol. I like to play with many grenadiers.
Immune to melee attacks is also quite a pain, but not nearly as big as immune to explosives.
I like how soldiers can get "Fear of X" on missions where X wasn't even present. I got fear of sectoids, vipers and chosen like that...
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My hunter got immune to melee, which was bad as I was fully reaping the benefits of strong as fk melee in the game.
The other is brutal, which reduces the will of any soldier in los when they do a succesful attack. Permanent loss of will. So if you take a couple of those, the soldiers on that mission will in future be easily tired and spend a lot of time not on missions. There's already a mod that changes that to current will instead of max will, so the effect isn't permanent between missions.
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