X-Com 2 confirmed...trailer

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coopasonic
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Re: X-Com 2 confirmed...trailer

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GreenGoo wrote:As long as you don't tell me it was commander/ironman I'm thrilled for you. Otherwise I'm just jealous. :x
Challenge... considered!
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Re: X-Com 2 confirmed...trailer

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coopasonic wrote:
GreenGoo wrote:As long as you don't tell me it was commander/ironman I'm thrilled for you. Otherwise I'm just jealous. :x
Challenge... considered!
I could play this game forever (with occasional mods to freshen it up) if it didn't always follow the same story and unfold the same way. As much as I enjoy the process of getting there, there's a limit to how many times I can ride the same rails to the same boss level.

I really wish they had scripted 2 or 3 alternate paths and endings. I would even give them munny for that.
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Re: X-Com 2 confirmed...trailer

Post by coopasonic »

Yeah the sameness gets to be a bit of a drag, but even with the sameness I prefer to replay it over playing something I am less than thrilled about. I seem to be a triple-A game whore. Very few indie or B titles catch my attention and even fewer impress me. Add that there are many genres I just have no interest in and there aren't that many games left for me to play, hence I have completed XCOM2 Vanilla 6 times (Veteran, Commander, Legend, Veteran Ironman and some repeats, I guess), plus once with Long War 2.

After playing it through 3 times last year I said I wasn't going to do it again until there was a real expansion. Then I decided to play it again for the DLC. Then I decided to play an Ironman game on Veteran just to see. Then I decided to try it again on Legend. Then Long War 2 was released while I was still playing.

If someone would put out more good games I would play this less. It's not like I am unwilling to spend the money. Come on people!
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Re: X-Com 2 confirmed...trailer

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Well, I just lost my first game on Veteran. My whole team was wiped out during the "UFO shoots me down" mission. The mission started with 9 aliens against my 6 and my guys kept missing 80% shots. By turn six, 3/4 of my team was dead and a couple mind controlled. I had a sniper and my ranger left. The ranger, still concealed, made it to the device that kept me from escaping and my damn sniper could not get off a shot because of a blocked view, 2 turns later the sniper was dead. One ranger left trying to take out the device and he was struck down by alien reinforcements. Game over, man, game over!

Of course I went back to a previous save to salvage the game and made it through that mission unscathed the next time...my team is still missing a lot of 70-80% shots though. It's to the point where if I see it is an 80% shot I instantly lower it to 50%, because that is realistically how often I am hitting. Not sure if an update or Mod boinked it or I am just having extremely bad luck this whole game.
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Re: X-Com 2 confirmed...trailer

Post by KDH »

:coffee: Firaxis’ parent company shuts down Dragonpunk fan-expansion after proposed Kickstarter campaign.


in part:
Seemingly aware of the legal quagmire they were entering into – due to the solicitation of money from fans in a Kickstarter campaign using the XCOM 2 intellectual property - the Dragonpunk team created a petition to ask for Firaxis’ blessing. Included in that petition was the proposal to to send any funds raised “directly to Firaxis to further build trust and confidence in this campaign”. However, Firaxis’ parent company, Take Two, officially declined to allow for a Kickstarter campaign to take place.
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Re: X-Com 2 confirmed...trailer

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I may have to give up trying to do a commander/ironman. Not so much out of frustration/rage quitting as much as realizing I'm just not making progress and it might be too difficult for me.

Too many times my entire game rests on a 81% or 87% shot. I realize I put myself in these situations where I have to rely on hitting, but I think losing not just a soldier, but the battle and hence the game is a bit too much punishment considering my "sin" is often just aggressive play or even defensive play but with a bad die roll.

I'm not actually complaining about anything specific or even overly much about the game being "unfair". You're going to miss on occasion. Whether that just means you get to try again next turn or whether it means a cascading failure resulting in carnage depends on many factors.

Had a great game going last night, but after successfully doing a ship defense (after being shot down) with only 7 soldiers, I was fairly beat up (had to carry 2 unconscious soldiers back onto the ship). Obviously that was a good time for a retaliation mission. I had to take 2 rookies but the other 3 (5 man squad) were decent. It didn't matter. Muton showed up (not normally very scary, except all my snipers were on medical leave). Grenaded him twice to strip his armour and even hit him with a stuttergun shot. He was really hurting, but he simply sniped 3 of my soldiers, 1 per turn, all of whom were in high cover. Just like that. Blam, dead. Blam, dead. Blam, dead. There were other tactical aspects I needed to deal with, including 2 stun troopers and 1 regular trooper, so it's not like the muton was alone, but leaving him alive (after 2 grenades and an smg shot. It's not like I didn't try) broke my team's back.

And that sort of thing keeps happening. the first escort mission and the first retaliation mission are either complete fusterclucks or flawless (or nearly so). It's almost impossible to tell which way they are going to go, and often the difference between a failure with several soldiers dead and a flawless are a couple of lucky die rolls.

The first remake was punishing and it took me many tries to get far in my ironman games, but I don't recall it ever being this punishing for such small mistakes. Could just be a memory issue though.

Ironman is really rewarding when things go well of course, so I'll probably keep plugging away at it. I'll just have to keep in mind that it's the journey and that the destination is probably going to be out of reach.

And on that note I'll just mention that I had a 4 man squad with all basic gear go into a retaliation mission and come out of it with a flawless, which was pretty sweet.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Started 6 new games tonight. None made it through the first month. Seeing a commander throw a grenade on gatecrasher, or sniping someone in high cover for a crit is more than I can stand right now.

Rage quiting for the evening.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Just as a counterweight to all the complaining I've been doing, I have a great game going now that is just at the end of the second month/beginning of the 3rd and things are going swimmingly.

I have a solid roster with 3 Lts and a mix of lower ranks. I have at least 2 of each class, plus a few extras. Specialists and rookies have access to gauss smg (stutterguns), which is a big boost in damage at this stage before armour becomes a problem. Gauss sniper rifles are about to come online and I have the cash for them, although I've been trying something a bit different, with 2 rangers (1 sword, 1 not sword) playing extremely aggressively while only using 1 sniper. The 5 man squad is rounded out with a grenadier and specialist. The rangers have really paid off so far, especially on VIP missions. The extra range/speed and deadliness after a sprint have really helped getting to the choppa on time.

Proving grounds is being built, 3 terrains are part of the rebel alliance (not great, but ok) and I have access to the blacksite if the avatar meter starts to become a problem.

Knocking on wood. Things are progressing nicely.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

I will say that I don't find sectoids to be too dangerous and mindshields to be mostly not worth it. Now if there was a piece of gear that helped versus stun troopers, I'd be all over it. They are my biggest danger right now, especially if they get dropped via reinforcements in an awkward map location.
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Re: X-Com 2 confirmed...trailer

Post by Paingod »

GreenGoo wrote:I will say that I don't find sectoids to be too dangerous and mindshields to be mostly not worth it. Now if there was a piece of gear that helped versus stun troopers, I'd be all over it. They are my biggest danger right now, especially if they get dropped via reinforcements in an awkward map location.
Just Flashbangs. They'll break mind control and prevent Stun Lancers from using their blades (and stunning you). I don't think I ever bothered with Mind Shields for this reason, and didn't hesitate to use a Flashbang on a Stun Lancer if I didn't manage to kill him or had to set him on the backburner for that turn.
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Re: X-Com 2 confirmed...trailer

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Yeah, I figured someone might mention flashbangs. I usually only bring one and I typically save it for a mind control or zombie (I use it on the zombie only if I can't reach the sectoid before the zombie can reach me). It doesn't help that I typically want snake people to tongue grab. They miss often and only do 2-3 points of damage if they hit, which means I don't want to flash bang them. The poison can sometimes be a pain though.

On the plus side I mostly give the grenadier a flash bang, and that gives it a longer range and a pretty huge aoe, so I can often hit multiple targets with it.

That said, I was thinking something more passsive like the mindshield. Stun lancers have massive range and no self preservation instincts, which means they can reach almost anyone on your squad (often running past the front line to go after your grenadier or sniper). There are just too many situations where 2 stun lancers come at you out of the fog of war before you can implement some defensive tactics.

Sure they die the next turn, but not after doing catastrophic damage. On the plus side they miss fairly regularly. On the negative side, when they don't miss, bad things happen.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Holy shit, evac site is on top of a building, and my sniper can't make it on the 2nd last turn (1 freakin' tile out of range). I evac everyone else, hunker down my sniper in range of the site for one last dash on the last turn.

The enemy stands on both drainage pipes, which are the only routes to the top of the building. There is literally no way for me to reach the evac site in one turn.

I don't know whether to be impressed with the very good tactical play of the ai, or pissed that it used a somewhat gamey method of killing my sniper.

Ah well
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

So a game just ended where the Avatar project finished. This is the second time I've made it far enough that I've lost to the project. I consider it a small victory to keep things moving along long enough that I don't lose to having a team wiped/torn apart.

When I played on veteran, actions that reduced project progress reduced it by 2 squares. It appears that commander only reduces it by 1 square. I'm not exactly sure what I need to do to keep the project from running away with the game, although I will often leave story missions until I'm stronger. Perhaps I need to start chasing them earlier. It's a rare thing for me to have more than 4 (maybe 5) territories by the end of the project, which means only rarely can I reach a second blacksite (the first being the main story one that appears adjacent to your starting territory).

If I remember correctly, bringing down a black site, the first skulljacking, the first codex all reduce the project (presumably by 1 square at commander). That doesn't leave a lot of wiggle room. I may have to read up on how other people deal with it.
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Re: X-Com 2 confirmed...trailer

Post by Kraken »

GreenGoo wrote:It's a rare thing for me to have more than 4 (maybe 5) territories by the end of the project, which means only rarely can I reach a second blacksite (the first being the main story one that appears adjacent to your starting territory).
I think that's your problem. I usually control 7-9 territories by midgame and the whole map before it's over.
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Re: X-Com 2 confirmed...trailer

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That could be. I'm trying to focus on grabbing more territory this game, and while I have gotten the first two earlier than normal AND had a site that gave me an extra contact slot, I'm still bottlenecked at 4 contacts. Given that I still don't have a proving grounds, that I only have enough power for 1 new room (assuming it's <= 3 power, so not a psilab or shadow chamber) it's challenging to work on territory while essential rooms haven't been built yet.

Still, I might need to put off gauss weapons and spend money of territories earlier (with an early comm station).

I will say that even in my veteran/non-ironman game I didn't have anywhere near the whole map when I finished.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Was doing a bit better but had a terrible enemy VIP mission where I just couldn't make headway. missed shots combined with a stun lancer knocking 2 nearly full health soldiers unconscious and a panicked soldier killing the VIP, by the time I had cleared a path to the evac site I was out of time and lost the whole team despite no deaths. Sucky way to lose the entire game, but it happens.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

1 fucking tile.

That is all.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Holy crap! Just had a VIP rescue mission and the VIP was a previously captured ranger of mine. In fact the guy I lost in the 1 tile post above. And I rescued him! So now he's back in my roster.

That is very, very cool.
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Re: X-Com 2 confirmed...trailer

Post by Isgrimnur »

That is pretty cool.
It's almost as if people are the problem.
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Re: X-Com 2 confirmed...trailer

Post by Ralph-Wiggum »

Does the native language option work? I just got this game for the PS4 over the weekend and checked the native language box. But so far I don't see any evidence of it working; all the characters from both my player pool and from random generation speak English no matter their country of origin (so far I've used a Turkish and a Korean squad mate).
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Re: X-Com 2 confirmed...trailer

Post by Lassr »

could have sworn I have had a couple of non-english speaking members. I really didn't pay that close attention though, maybe they had heavy accents instead
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Ralph-Wiggum wrote:Does the native language option work? I just got this game for the PS4 over the weekend and checked the native language box. But so far I don't see any evidence of it working; all the characters from both my player pool and from random generation speak English no matter their country of origin (so far I've used a Turkish and a Korean squad mate).
Works on the PC, although I'd like more languages. They've recorded up to 10 different voices for each language (max. 10. Some have less, like 4). I'd like a few more languages, just because. Even 2 or 3 voices for each new language would be great (need 2-3 just so everyone doesn't sound identical).

I should probably look into language mods.

So yes, it works, but the vanilla game variety is not great. I'd say there are..6? languages maybe?

Off the top of my head:

English
Spanish
German
Italian
French
Russian (?)
Polish (?)

...and that's all I remember. So no Korean or Turkish. In fact no asian languages at all that I recall. Basically anyone who doesn't have their own language speaks English, which I guess is the best option.
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Re: X-Com 2 confirmed...trailer

Post by Ralph-Wiggum »

I do have one squadie from Colombia, but I can't remember her speaking in Spanish. I'll need to pay more attention. I guess it shouldn't be surprising that they don't have Turkish or Korean in the game.

Also, my Australian speaks with a weird accent, but I'm pretty sure it's not an Australian one...
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Yeah, if I remember correctly there are 10 American accent English voices and 10(?) UK accent English voices. I'm fairly sure at least one of the UK is Scotish. Whether the game correctly assigns that accent to Scotish troopers or not I have no idea, but the one time I noticed, it was indeed a Scotish soldier (woman in this case) had a Scotish accent. I'm not sure about Australia.

Now most of the OO Avatars are American (with some Canadian and probably some UK) so if you are using only those (not even sure if you can on the PS4) then most of your squad is going to be English. I know Zarathud's avatar is German and he speaks German in game.

I mean, after 1 or maybe 2 battles you should be well aware that multiple languages are being spoken, as every time you move someone they'll ack in whatever language they speak. So it's a constant stream of voice acting in multiple languages.

Again though, double check that you actually have someone who speaks a language that is included in the game. It's not too far fetched to imagine a team made up of many nationalities but they all speak English because their specific language is not included in the voice packs.
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Re: X-Com 2 confirmed...trailer

Post by Ralph-Wiggum »

I definitely need to pay more attention. I'm sure the two squadies I played with the most - the Turkish and Korean guys - spoke English. I think I've only taken the Colombian out on one or two missions and she's injured for the next three weeks, so I'll have to remember to pay attention when she gets back in the line-up.
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Re: X-Com 2 confirmed...trailer

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Yeah, I don't have a theory for the Colombia soldier. It could be that language is not working on the PS4 for whatever reason.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Because I complain so much I think it's important to note when things go well. I eventually lost this game stupidly (completely my fault) but before that it was my most successful commander/ironman game to date. I completely crushed a ship defense mission. So much so that I kept waiting for the other shoe to drop but it never did and I escaped with barely a scratch. 2 continents completely tied into the resistance with accompanying bonuses, a robust roster with at least 2 of each class. Proving grounds and shadow chamber online (some games don't even reach proving grounds). Full complement of gauss weaponry and the first armour upgrade. Things were looking good indeed.

For the record, a complete wipe where I pulled 3 of the 4 pods on an escort map at the same time resulted in a hard fought but ultimately futile fight to the death.
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Re: X-Com 2 confirmed...trailer

Post by coopasonic »

GreenGoo wrote:For the record, a complete wipe where I pulled 3 of the 4 pods on an escort map at the same time resulted in a hard fought but ultimately futile fight to the death.
I'm going to spoiler this because you might not want to know, though you probably do know and are just more disciplined than I am, but it's for hair-pulling moments like that. About cheating Ironman...
Spoiler:
Ironman save updates at the start of the player turn. If you figure out you're fucked before the start of your next turn, Alt+F4 will get you a retry at the cost of restarting the game and the risk of corrupting your save if you cut it too close (alien turn goes R*really* bad and you are recovering from shock and slow to react, just for instance. ;)
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Re: X-Com 2 confirmed...trailer

Post by Ralph-Wiggum »

My Colombian finally got out of the hospital. Took her out on my last mission and she spoke.... English. :?

Perhaps the native language option doesn't work with characters from the original character pool; I haven't tried a randomly generated non-English speaker yet. Or perhaps the option is just bugged on the PS4...

On a side note, I lost my first squad member since the first mission when said Colombian threw a grenade too close to her. Aye carumba!
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

GreenGoo wrote:
Off the top of my head:

English
Spanish
German
Italian
French
Russian (?)
Polish (?)
Actual list in base game:

American English (10)
UK English (4)
Australian English (2)
French (10)
German (10)
Italian (10)
Spanish (10)
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Still pounding away at commander/ironman. Have what I believe is my best attempt yet. Should have my very first psi agent in about 5 days (psi-lab is so low on the priority list when nearly everything else is a matter of dying without it).

I have never had a Colonel in any of these attempts, but I've got 2 Majors that look promising. I have never had plasma weaponry before but I currently have the rifle researched and am just waiting on the next supply drop to build them.

I've had 2 missions go seriously south on me where I lost a major/key soldier (as well as 1 or 2 minor soldiers), I've lost almost 2 handfuls of corporals, but somehow I have always been able to keep going. At one point I spent 150 bucks (a huge pile of cash) on 6 new recruits, just to bulk up my barracks and give me something to sacrifice during missions.

I had 1 escort mission that went like clockwork (and at no point did I hesitate or get bogged down) but the map geography resulted in a near loss anyway, just because of where I started, where the vip was and where the evac site was. On the second last turn my team was completely exposed as it had no choice but to run full tilt to the evac site. By pure luck everyone survived and on the next turn everyone but a senior grenadier got out. I had hoped the grenadier would be captured but the aliens got their last move and killed her with their very last action point. Considering she had survived almost 2 full turns completely out of cover and surrounded by hostiles, I guess it was asking too much for her to get captured.

In any case, game is still going strong, although I admit to being extremely nervous now that I've entered new territory (meaning this much progress). I even managed to evasive action away from an intercepting UFO, so that was rare and kind of cool.

Still haven't seen any of the really heavy hitters, with advanced stun lancers and mutons (and the occasional berserker) being the greatest threats. Any mech that I can't kill before it gets a mortar off is also a huge pain. Snakes are only an issue because of their poison and the multi-turn debilitating effect it has. Archons who crit with their melee attack are scary, but that's rare. That they have 25% defense AND dodge can eat a lot of ammo before going down. In fact the dodge mechanic can go to hell as far as I'm concerned. :wink:
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Re: X-Com 2 confirmed...trailer

Post by coopasonic »

GreenGoo wrote:I even managed to evasive action away from an intercepting UFO, so that was rare and kind of cool.
I didn't even know that was possible.
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Re: X-Com 2 confirmed...trailer

Post by Paingod »

That sounds like awesome progress. That Psi Operative will be an essential part of a solid strategy going forward, and if they can survive, try to create a couple more. Void Rift and Dominate are two of the best things they can do, and some of their attacks can cause Insanity, which has varied effects - including the possibility of several turns of Mind Control. The only downside is that everything has a long cooldown, but advanced Psi Ops have enough skills to juggle that they're useful turn after turn, even if they're just shielding or providing extra actions to others.

I still wouldn't dare to do Ironman until I could do a few more rounds of Commander with increasingly strict personal rules. I still limit myself to two saves per mission. That's meant a lot of long missions early in the game as I bounce back several turns or even back to the beginning, and the occasional load later. The exception is the last mission - I can't stomach the thought of losing the very last battle. Having the best tech and advanced soldiers leads to a lot of steamrolling scenarios where the team just dominates. I think if I was on Ironman, I may actually jump at the chance of snagging a high-level soldier as a mission reward. In non-Ironman, I scoff at those rewards and move on.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

coopasonic wrote:
GreenGoo wrote:I even managed to evasive action away from an intercepting UFO, so that was rare and kind of cool.
I didn't even know that was possible.
Me either, although it might have happened in one of my earliest games I just didn't take note. I definitely noticed when it happened this time, although it's pretty boring. Instead of starting the little "shoot down" video, the ships split apart on the world map and you get a message saying intercept was avoided (or something to that effect).
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Paingod wrote: I think if I was on Ironman, I may actually jump at the chance of snagging a high-level soldier as a mission reward. In non-Ironman, I scoff at those rewards and move on.
Rookies are one of my favourite rewards early on (like in the first or second month).

A high level soldier is an absolute godsend, but only in very specific circumstances.

If I've lost a mission badly enough that my A team is devastated, I tend to quit because the game becomes an exercise in futility. I had a really had wipe recently ahdn when I looked I only had 3 soldiers in my barracks, 2 of which were injured. There's no coming back from that once you're past the 2nd month. So no point in a high level soldier reward.

If a game is going well then my A team has been leveling up and the need for a new high level soldier is low. It's more insurance against future screw ups than immediately helpful, and maybe my time would be better spent doing something else.

Now if a mission goes sideways but I manage to get out with only a single or maybe 2 devastating losses, a new high level soldier can keep the game alive. In those circumstances it's just about the best reward possible. So while it's not often important, in a very narrow set of circumstances it's the most important thing evAr.
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Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

I've actually lost a number of games (3? 4? 5?) where my progress was great and everything was fine but the Avatar meter got away from me and there was no way to reduce it in time. The project completes and the game just ends with the ship being destroyed and resistance pockets being raided. I tend not to mind those losses because it means I'm playing well, tactically.

Now that I've made it that far only to lose, I've altered my world map strategy to put far more focus on reaching advent facility sites. It's not the most important thing, but I was ignoring it before, and I can no longer afford to ignore it.

It also matters where the sites show up. They can be almost unreachable through no fault of the player given the early constraints on resistance comms.

I've also bumped up intel on my priority list. Considering you can buy over 100 supplies for ~30 intel, if the choice is between ~100 intel or ~150 supplies on guerilla missions, it's intel most of the time (penalties also play a factor in choosing). Not to mention that there are multiple sources of supplies but significantly less sources of intel.

I should note that my current game has progressed almost entirely with only 1 scientist. I've recently gotten a second but everything through gauss/predator armour/psi-lab was researched with only 1 scientist (plus Tygan of course). Research comes so much faster than your ability to put it to practical use that there just isn't a rush to research anything. Engineers are of course extremely valuable and should be prioritized if at all possible. In the first 2 months they should be THE priority, but later when money is in short supply there is only so much you can build so something else might be more important than another engineer. Maybe. That said, you need as many engineers as you can get eventually so not going after one that is available has to be because something else is an existential threat.

I'm torn between always taking my best soldiers to level them as high and as fast as I possibly can, versus taking some lower level dudes so I have some backup if I lose a key member of the A team. I still haven't found a good plan here and I do whatever I feel like at the time, taking into account the type of mission, the likely risks (time/alien threat/enemy armour etc).

My current game has had my best soldiers going on missions right through the 3rd month, meaning I haven't prioritized redundancy as much as I might have in other games.
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GreenGoo
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Location: Ottawa, ON

Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

So I tried to drop a sniper out of range of a turret and failed. He was in low cover so I dropped a Mk II aid on him, which should have dropped the turret's to hit by 50% (when combined with the cover). Well the freaking thing not only hit, but crit and killed the sniper.

I don't know if this was a special turret or what, but you can normally stand right beside turrets and have a 50% chance of being missed.

That was an actual moment of disbelief. As in I couldn't believe it happened and just kind of clicked around as the shock wore off.

Damn. It.

edit: Holy bloodbath. After that a muton made it through an elevated overwatch gauntlet with 1 hp left, allowing him to throw a grenade and drop 2 dudes 2 stories, killing one of them. It should be noted that the muton couldn't even see these guys at the start of his turn. Then, a snake pulled a squaddie through a fire, setting her on fire, then throttling her. Since the only guys with medikits were both dead at this point, the rest of the squad watched helplessly as she burned to death. Then, right before extraction, a ranger got knocked unconscious by a stun lancer who only had 1 hp left. I evac'd the unconscious ranger over the shoulder of my lower level sniper (who had 2 hp) and ran my last soldier (a senior grenadier with better aim than any of my snipers) with 4 hp through a reinforcing enemy squad that hadn't had time to set up yet.

So 3 of the six man squad evac'd. 1 unconscious, 1 with 2 hp carrying the first, and 1 with 4 hp. Mission accomplished.

This may be a case of winning the battle but losing the war. I need to re-evaluate my roster to see if I have any chance of further progress. 2 of the 3 guys I lost were my highest ranking soldiers at Captain (for both of them). Ugh.

edit2: Oh, and a new record. 47 turns for that mission.

edit3: And I immediately lose an entire team of medium level (so fairly decent really) team on a retaliation mission that wasn't particularly special in any way. A high level stun lancer killed 3 soldiers despite leaving himself out of cover repeatedly. His high defense rating plus mediocre aim of my team meant we just kept missing or he dodged, then he would 1 shot someone. 5 decent soldiers (and 1 rookie) gone. So I've just had the top chopped off my command structure and the middle grunts gutted.

Geezus, things went south quickly.
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Ralph-Wiggum
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Re: X-Com 2 confirmed...trailer

Post by Ralph-Wiggum »

Because I know you guys have all been on pins and needles, I can officially state that native languages does work on the PS4! Apparently, it just doesn't work with character pool created squaddies. All of the computer generated guys speak the correct language.
Black Lives Matter
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GreenGoo
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Location: Ottawa, ON

Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Ralph-Wiggum wrote:Because I know you guys have all been on pins and needles, I can officially state that native languages does work on the PS4! Apparently, it just doesn't work with character pool created squaddies. All of the computer generated guys speak the correct language.
I was curious about that so thanks for sharing.

Wonder what's different between the PS4 and PC versions. It's not like this could be hardware related, so it has got to be some quirk of code.
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GreenGoo
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Location: Ottawa, ON

Re: X-Com 2 confirmed...trailer

Post by GreenGoo »

Fighting 2 mutons, a light mec, 2 stun lancers, 2 regular troops and a faceless one all at the same time, with no armour and ballistic weapons is not fun, even if you have a 5 man squad. Apparently failing a mec stun alerts everything within visual range of the mec. Great.
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