X-Com 2 confirmed...trailer
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- baelthazar
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Re: X-Com 2 confirmed...trailer
Something I found out in the last mission - Psi Ops can be mind controlled. And it sucks. A lot.
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- coopasonic
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Re: X-Com 2 confirmed...trailer
I have had two in this playthrough. All three that I have done total have played out absolutely identically (including identical UFOs). It's a bit disappointing.Paingod wrote:I have yet to see a single UFO in this game, crashed or otherwise. 85 hours of play, not a single one.blackjack wrote:Encountered Andromedons (initially in a crashed UFO mission), Sectopod and Chryssalids for the first time last night.
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- Paingod
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Re: X-Com 2 confirmed...trailer
They may have a limited number of "UFO Map Pieces" and you rolled the same one three times. I've been enjoying the differences in every map I see. I've yet to get the feeling of "I've been here before... many times before..."coopasonic wrote:I have had two in this playthrough. All three that I have done total have played out absolutely identically (including identical UFOs). It's a bit disappointing.Paingod wrote:I have yet to see a single UFO in this game, crashed or otherwise. 85 hours of play, not a single one.blackjack wrote:Encountered Andromedons (initially in a crashed UFO mission), Sectopod and Chryssalids for the first time last night.
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- NickAragua
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Re: X-Com 2 confirmed...trailer
I had two UFOs in my campaign. Thankfully, they were relatively early on, so I didn't see any gatekeepers or sectopods hanging around. The first one was all advent guys and reptiles, the second one had Codex and Mutons. The time limit was a bit annoying, but it's one of those easy objective hacks, so it's possible to get a permanent hack boost or something else cool out of it. I do wish they'd at least re-use some of the other UFOs from Enemy Unknown. I mean, the textures don't look that much different for this particular object...
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- blackjack
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Re: X-Com 2 confirmed...trailer
In my crashed UFO mission the other night, two mechs showed up on top of the UFO while we were inside. This made for some comical struggles to get a bead on them but it worked out OK. Mine have been in rural environments, and land has seemed pretty different.
I think twice these crashed-UFO missions have come up when I was really struggling to build up enough supplies at the base. So sometimes I wonder if there's scripted behavior -- " this player sucks, let's spawn a mission with intel, supplies, an engineer, etc., whatever the player's struggling with." I thought I read Solomon or the producer suggest as much in an interview, though I suspect this helpfulness doesn't extent to the higher difficulties (I'm on Veteran).
So if it's not happening for a player, chances are that player is better at the base stuff than me. That's my theory anyway.
I think twice these crashed-UFO missions have come up when I was really struggling to build up enough supplies at the base. So sometimes I wonder if there's scripted behavior -- " this player sucks, let's spawn a mission with intel, supplies, an engineer, etc., whatever the player's struggling with." I thought I read Solomon or the producer suggest as much in an interview, though I suspect this helpfulness doesn't extent to the higher difficulties (I'm on Veteran).
So if it's not happening for a player, chances are that player is better at the base stuff than me. That's my theory anyway.
- Lassr
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Re: X-Com 2 confirmed...trailer
You'd think the aliens could program the sectopod not to destroy their facilities. I get a kick out of sitting there in concealment and watching the sectopod patrol and tear down fences and walls for no reason. A few times it has opened up some nice gaps for me to exploit getting into some of the facilities i have to destroy.
The only reason people get lost in thought is because it's unfamiliar territory.
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- Paingod
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Re: X-Com 2 confirmed...trailer
You might be right. I was on the brink of disaster and in dire need of Intel. What should crop up but two solid Intel missions almost back to back. I'm playing on Commander difficulty, so I can't imagine it's supposed to be too nice to me.blackjack wrote:I think twice these crashed-UFO missions have come up when I was really struggling to build up enough supplies at the base. So sometimes I wonder if there's scripted behavior -- " this player sucks, let's spawn a mission with intel, supplies, an engineer, etc., whatever the player's struggling with." I thought I read Solomon or the producer suggest as much in an interview, though I suspect this helpfulness doesn't extent to the higher difficulties (I'm on Veteran).
Same for Andromedons and Gatekeepers. They just plow through whatever is in the way. It's another little benefit to hacking/controlling these big guys - you just walk through walls and create good combat cover for your other soldiers.Lassr wrote:You'd think the aliens could program the sectopod not to destroy their facilities. I get a kick out of sitting there in concealment and watching the sectopod patrol and tear down fences and walls for no reason. A few times it has opened up some nice gaps for me to exploit getting into some of the facilities i have to destroy.
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- AWS260
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Re: X-Com 2 confirmed...trailer
I saw this extensive list of behind-the-scenes "assists" linked on QT3 yesterday.Paingod wrote:You might be right. I was on the brink of disaster and in dire need of Intel. What should crop up but two solid Intel missions almost back to back. I'm playing on Commander difficulty, so I can't imagine it's supposed to be too nice to me.blackjack wrote:I think twice these crashed-UFO missions have come up when I was really struggling to build up enough supplies at the base. So sometimes I wonder if there's scripted behavior -- " this player sucks, let's spawn a mission with intel, supplies, an engineer, etc., whatever the player's struggling with." I thought I read Solomon or the producer suggest as much in an interview, though I suspect this helpfulness doesn't extent to the higher difficulties (I'm on Veteran).
It includes "The chance you'll get given a reward you 'need' (e.g. a Scientist or Engineer if you're low on them, or soldiers of a particular class, etc)." It's a really interesting list overall.
- blackjack
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Re: X-Com 2 confirmed...trailer
Julian Gollop's Tweet is both ironic and somewhat reassuring. I bet he's playing on Iron Man
So we ended up like this...
But that cleared up and the supplies reward enable us to finally transition to plasma cannon and rifles. The Shredstorm (Experimental Powered Armor Heavy Weapon i think) is awesome btw.
Psi Ops was cool for sure. Even with just a couple Psi Ops abilities in place, he was vicious and useful right away. While I dig mind control, I didn't find mind controlling an Andromedon for a turn or two as useful as controlling a lesser enemy and forcing the Andromedon to focus on that ("taunt" it if you will). That gave squad some precious time to wear it down. Although I actually needed said flanking grenadier still to bait him away and keep him from tossing that brutal acid bomb at us.
While I'm still having a blast, I'm gradually pulling back from my 2 a.m. gaming marathons, been really making me a mess at work.
Operation Ice Hand guerilla ops proved to live up to Very Difficult, throwing pretty much every enemy but Gatekeeper. I reached this point with an Insectopod, two Mutons, an Andromedon, Shield Advent and others where it was like WTF. But the Heavy Weapons really do even the odds. After a few gamesave reloads, I also found that doing one "outside the box" move -- dashing a Grendadier through a house to try to flank -- worked wonders in dividing the enemy group for a couple precious turns. Even if said grenadier spent the last 4 turns bleeding out (lived, just barely):Julian Gollop wrote:https://t.co/aE3Qxwn8Ob
Finally getting somewhere on my 5th attempt at an #XCOM2 campaign - awesome game - but brutal, unforgiving, stressful!
So we ended up like this...
But that cleared up and the supplies reward enable us to finally transition to plasma cannon and rifles. The Shredstorm (Experimental Powered Armor Heavy Weapon i think) is awesome btw.
Psi Ops was cool for sure. Even with just a couple Psi Ops abilities in place, he was vicious and useful right away. While I dig mind control, I didn't find mind controlling an Andromedon for a turn or two as useful as controlling a lesser enemy and forcing the Andromedon to focus on that ("taunt" it if you will). That gave squad some precious time to wear it down. Although I actually needed said flanking grenadier still to bait him away and keep him from tossing that brutal acid bomb at us.
While I'm still having a blast, I'm gradually pulling back from my 2 a.m. gaming marathons, been really making me a mess at work.
- Paingod
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Re: X-Com 2 confirmed...trailer
Some thoughts on Mind Control... spoilers on enemies in the game.
Spoiler:
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- blackjack
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Re: X-Com 2 confirmed...trailer
When my new Psi Ops guy mind controlled an Andromedon, only saw "fire" and "overwatch" options, and "fire" was just a basic weapon attack, was disappointed I couldn't use his "major" attack (I'm being vague ). I'll check the gamesave around that time to be sure I'm remembering it. I certainly dig the idea and plan to make lots of use of it. I didn't even think about the ADVENT shield guys. On this last mish we just weren't quite close enough to reach him.
While I love bringing two specialists (one medical; one more hacking/offense focused), maybe I can reconfigure one as kind of a hybrid. Then replace one of the specialists with Psi Op guy on a regular basis. I think also the attack that ignores armor and attacks organic health directly is awesome and useful.
Hey I'd talked about wishing I could have a cosmetics system, where you can get the look you want while enjoying the higher tier armors' features/benefits.
This guy's Uniforms Managers mod seems to do that:
While I love bringing two specialists (one medical; one more hacking/offense focused), maybe I can reconfigure one as kind of a hybrid. Then replace one of the specialists with Psi Op guy on a regular basis. I think also the attack that ignores armor and attacks organic health directly is awesome and useful.
Hey I'd talked about wishing I could have a cosmetics system, where you can get the look you want while enjoying the higher tier armors' features/benefits.
This guy's Uniforms Managers mod seems to do that:
http://steamcommunity.com/sharedfiles/f ... =626291285
Q. What happens if I import a different tier of Armor?
A. You would cosmetically use imported armor, while getting the bonuses from your previous armor.
- Paingod
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Re: X-Com 2 confirmed...trailer
I don't think their "Acid Bomb" attack has a usage limit (like one shot and done) ... but I when I control them, I get Fire, Overwatch, Acid Bomb, and Smash as options.blackjack wrote:When my new Psi Ops guy mind controlled an Andromedon, only saw "fire" and "overwatch" options, and "fire" was just a basic weapon attack, was disappointed I couldn't use his "major" attack
I know Commander opens up enemies to use more tactical options with more frequency ... maybe harder difficulties add attacks to enemies for them to use? Maybe Andromedon's don't even have special attacks in lower difficulties? I only know that if I don't kill, incapacitate, control, or give the thing a soft target (Mimic, Dominated ally) on the turn that I meet it, it's very likely to lob an acid bomb at my soldiers at large distances. When I Dominate them, I get access to that same attack. The same goes for their fist smash - they might use it on someone in heavy cover if they're close enough to melee. When they reactivate, all they have left is a fist smash and they leave a trail of acid as they walk.
Yeah - I want to retrain my "Hacker" Specialist to a hybrid as well. I don't use all of their combat abilities regularly and could easily slide in a couple Healing options there. Mostly my Specialist performs scans for Chryssalids/Faceless, Haywires robotic units, and hacks terminals.blackjack wrote:While I love bringing two specialists (one medical; one more hacking/offense focused), maybe I can reconfigure one as kind of a hybrid. Then replace one of the specialists with Psi Op guy on a regular basis. I think also the attack that ignores armor and attacks organic health directly is awesome and useful.
I loved using two Psi Ops units - a lot - and have really been enjoying using 4 of them as well. Dominate is a pure force multiplier for your team. You encounter something big and nasty - like a Gatekeeper. Normally it would take concentrated fire, two grenades and maybe 2-3 heavy hits to destroy it. That's more than half a sqaud's attacks in a given turn, leaving other aliens potentially unscathed to shoot at you next turn. Instead, you Dominate it (70% chance, I've missed once or twice) and that's one attack - freeing up your squad to hose down the other hostiles while providing any survivors a new target to shoot at AND giving you another unit to use for the remainder of the mission. It's awesome!
I'm in the middle of a story mission from last night and am currently sitting with a squad of 4 Psi Ops, 1 Specialist, and 1 Ranger... and 1 Gatekeeper, 1 Berserker, and 2 Codexes. A team of 10.
The only caveat to Dominate is that you need to Evac the mind controllers last. Evacuating them first un-Dominates the hostiles and bad things happen for anyone who doesn't make it out that turn.
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- blackjack
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Re: X-Com 2 confirmed...trailer
RPS update per technical issues:
I'm slow, and actually feel the various pauses give me time to recover or to think/ponder. Although I do reach the point sometimes of exclaiming, "Is this thing STILL ON???"
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I think for this campaign go-around since I'm hopefully building towards the endgame, I'll probably use Psi Ops more as a secret sauce. And then maybe next go-around I might use them more as the main course of my squads as early as I can.
Hopefully if they adjust pauses, it won't gum up the various mods that are already trying to help with that.https://www.rockpapershotgun.com/2016/0 ... framerate/
...technical problems are “the first thing we talk about about when we come in in the morning”, claims lead designer Jake Solomon. “We take it incredibly seriously. Me and all the leads, that’s what we work on all day and that’s what we’re committed to right now.”
While very well-received critically, XCOM 2 has run poorly for a significant number of players, this correspondent included (though it ran well for our reviewer Adam). Speaking to RPS yesterday, project lead Solomon stated that Firaxis were unaware this would be the case when they shipped the game. “I can honestly say that we didn’t know it would be this way at launch.”
While a small hotfix, released yesterday, did not address the major framerate issues, larger fixes are “coming soon”. Solomon also revealed that the post-animation pauses some have criticised XCOM 2 for are being worked on.
I'm slow, and actually feel the various pauses give me time to recover or to think/ponder. Although I do reach the point sometimes of exclaiming, "Is this thing STILL ON???"
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I think for this campaign go-around since I'm hopefully building towards the endgame, I'll probably use Psi Ops more as a secret sauce. And then maybe next go-around I might use them more as the main course of my squads as early as I can.
- blackjack
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Re: X-Com 2 confirmed...trailer
Reduced the Avatar Progress by 3 blocks.
Take that, you damn Tetris progress blocks!!!!
Take that, you damn Tetris progress blocks!!!!
- Paingod
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Re: X-Com 2 confirmed...trailer
Campaign complete, Commander/Normal ... and I opted to go for the "Who Needs Tygan" achievement as well. Earning that was a save-scumming festival, but I'll never need to do it again.
Missions won: 52
Aliens Killed: 625
Soldiers Lost: 3
Flawless Missions: 17
Missions won: 52
Aliens Killed: 625
Soldiers Lost: 3
Flawless Missions: 17
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- Turtle
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Re: X-Com 2 confirmed...trailer
Just so you guys know, you can look at the blocks underneath each avatar project site to see how much of the bar they're worth. If you hit that site, it'll drop the meter by that much.
- blackjack
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Re: X-Com 2 confirmed...trailer
This morning had a bout of "unable to quite finish off aliens on one turn, and then they butcher my squad on the ensuing."
My funniest moment was leaving a sharpshooter up on a billboard sign. A not-quite-finished Andromedon rushed up the ladder, ending up next to the sharpshooter. Takes a swipe that missed the sharpshooter and instead collapsed the entire billboard so both of them went rag doll crashing to the ground but took no damage.
I have to say so far that while i like Psi Ops, Dominations and the like are consistently missing... well OK that's like everything in the game until you glom on attachments and PCS upgrades. Is there any PCS that improves Psi Ops ability accuracy?
My funniest moment was leaving a sharpshooter up on a billboard sign. A not-quite-finished Andromedon rushed up the ladder, ending up next to the sharpshooter. Takes a swipe that missed the sharpshooter and instead collapsed the entire billboard so both of them went rag doll crashing to the ground but took no damage.
I have to say so far that while i like Psi Ops, Dominations and the like are consistently missing... well OK that's like everything in the game until you glom on attachments and PCS upgrades. Is there any PCS that improves Psi Ops ability accuracy?
- coopasonic
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Re: X-Com 2 confirmed...trailer
This is just a guess but +Will might help psi-ops.blackjack wrote:Is there any PCS that improves Psi Ops ability accuracy?
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- Turtle
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Re: X-Com 2 confirmed...trailer
Nope, Psi Ops now use the PSI stat, increased only in the PSI Lab. Just stop letting them take fire on missions and they'll rank up quickly.
Will does at least help prevent them from panicking or being mind controlled themselves.
Will does at least help prevent them from panicking or being mind controlled themselves.
- blackjack
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Re: X-Com 2 confirmed...trailer
About that finale, which I was unable to complete at the wee hours this morning...
And this is a serious spoiler so don't read unless you finished the campaign.
And this is a serious spoiler so don't read unless you finished the campaign.
Spoiler:
- coopasonic
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Re: X-Com 2 confirmed...trailer
This was my first campaign on Veteran difficulty:
37 missions
20 flawless missions
447 aliens killed
0 soldiers lost (Untouchables achievement - at this point my most rare achievement ever at 0.75%)
49 promotions
7 colonels
I just finished the campaign on Commander(not Ironman):coopasonic wrote:18 soldiers saw action
39 missions
11 flawless missions
481 aliens killed
1 soldier lost
69 promotions
8 colonels
Humanity has been saved. You are all welcome.
37 missions
20 flawless missions
447 aliens killed
0 soldiers lost (Untouchables achievement - at this point my most rare achievement ever at 0.75%)
49 promotions
7 colonels
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- blackjack
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Re: X-Com 2 confirmed...trailer
Done. My winning squad (cropped the mission name out):
Does this "obtaining world stats" screen always take forever? It's still animated, so I don't think it's locked up per se. It's been like 10 minutes now.
I found it fitting that my Corporal Hicks Sniper made the final kill.
I maybe cried a little as the closing cutscenes played. Or maybe I had something in my eye. Just such an amazing and also grueling game, and just so attached to my squaddies.
Random thoughts:
-I really should've brought mindshields on the late game stuff, but figured I'd need some heavy artillery first.
-EMP bomb is freaking awesome, and I should've developed and built it much, much sooner.
-Actually all the upgraded special "grenade bombs" (smoke, incendiary, EMP etc.) are great, I should've gotten 'em all sooner.
-I never was quite able to build the Plasma sniper gun (Lancer). It's expensive, and was busy on other things. I think everything else I used I was able to get to Plasma models.
-Specialist's Restoration was such a squad lifesaver (not just healing everyone but removing conditions including unconsciousness).
Does this "obtaining world stats" screen always take forever? It's still animated, so I don't think it's locked up per se. It's been like 10 minutes now.
I found it fitting that my Corporal Hicks Sniper made the final kill.
I maybe cried a little as the closing cutscenes played. Or maybe I had something in my eye. Just such an amazing and also grueling game, and just so attached to my squaddies.
Random thoughts:
-I really should've brought mindshields on the late game stuff, but figured I'd need some heavy artillery first.
-EMP bomb is freaking awesome, and I should've developed and built it much, much sooner.
-Actually all the upgraded special "grenade bombs" (smoke, incendiary, EMP etc.) are great, I should've gotten 'em all sooner.
-I never was quite able to build the Plasma sniper gun (Lancer). It's expensive, and was busy on other things. I think everything else I used I was able to get to Plasma models.
-Specialist's Restoration was such a squad lifesaver (not just healing everyone but removing conditions including unconsciousness).
Last edited by blackjack on Sun Feb 21, 2016 1:05 pm, edited 2 times in total.
- Newcastle
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Re: X-Com 2 confirmed...trailer
re: finaleblackjack wrote:About that finale, which I was unable to complete at the wee hours this morning...
And this is a serious spoiler so don't read unless you finished the campaign.Spoiler:
Spoiler:
I just finished yesterday for the first time. I really liked it a lot. The one down part is i was underwhelmed with the type of armor and options they had. Seemed limited compared to the last go around. At least in utility slots (spider & wraith only are standard). Thats my big beef right now. I played with timers off on rookie just to get my feet wet. Started up a new one with veteran and a timer tweaks. Will see how it goes. Overall very fun game and very worthy sequel.
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- Lassr
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Re: X-Com 2 confirmed...trailer
That was a long last mission and it is much better than the originals end mission. Started it at 11:30 last night and finished about 1:00. I really like this game.
Spoiler:
The only reason people get lost in thought is because it's unfamiliar territory.
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- AWS260
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Re: X-Com 2 confirmed...trailer
Victory, at long last!
The final mission was a lot of fun, especially at the very end, when I went from "I'm screwed" to "OK, I can do this" to "holy crap, I'm actually doing this."
The final stats screen says that I had 14 solider deaths, although that feels high. In any case, most of them were rookie/squaddie cannon fodder. Only two truly memorable deaths: my best long-range sniper had to leave cover in order to save a junior squadmate and paid the price; and my favorite ranger willingly charged into certain death in order to destroy an alien relay. That last one hurt, because it was such a deliberate choice -- either sacrifice her to complete the mission, or retreat and accept failure.
The final mission was a lot of fun, especially at the very end, when I went from "I'm screwed" to "OK, I can do this" to "holy crap, I'm actually doing this."
The final stats screen says that I had 14 solider deaths, although that feels high. In any case, most of them were rookie/squaddie cannon fodder. Only two truly memorable deaths: my best long-range sniper had to leave cover in order to save a junior squadmate and paid the price; and my favorite ranger willingly charged into certain death in order to destroy an alien relay. That last one hurt, because it was such a deliberate choice -- either sacrifice her to complete the mission, or retreat and accept failure.
- Paingod
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Re: X-Com 2 confirmed...trailer
I went in with 'conventional' weapons for the achievement - meaning basic arms, kevlar, and flashbangs without weapon mods - and only survived because I had mind controlled 4 hostiles. The AoE I collected in my three Archons and Gatekeeper were essential, and these mind controlled allies did more damage in the last fight than my "A Team" squad did.AWS260 wrote:The final mission was a lot of fun, especially at the very end, when I went from "I'm screwed" to "OK, I can do this" to "holy crap, I'm actually doing this."
I did a Hail Mary in the last turn using my only useful character and backed him up with two Psi Ops whose sole purpose was to Inspire him and give him enough actions to move halfway across the map and still shoot at the end. That last shot was the win, and I don't think I could have survived another turn.
My 3 deaths were certainly high. I can verify one death, but the other two never happened. I think the game glitched a couple times and assumed dead Dominated allies counted against my death toll. I want to say it was probably ADVENT soldiers that I had mind controlled, as I recalled one of them leaving behind a 'corpse' that I had the option to interact with, but nothing happened when I did.
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- Jag
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Re: X-Com 2 confirmed...trailer
Just started playing and have a question about injuries. Does healing players to full before mission end have an effect on their recovery time?
I had a solider with one health bar left. Got him healed up to max but he was listed as critically wounded with 22 days recovery (which I know you can speed up with station upgrades). So it appears that battle healing the wound has no effect on recovery?
I had a solider with one health bar left. Got him healed up to max but he was listed as critically wounded with 22 days recovery (which I know you can speed up with station upgrades). So it appears that battle healing the wound has no effect on recovery?
- coopasonic
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Re: X-Com 2 confirmed...trailer
That's just battlefield medicine. It's temporary. The recovery time should be based on the lowest health the soldier had during the mission. Sometimes it doesn't seem to match up, but it's hard to be sure unless you are taking notes.Jag wrote:Just started playing and have a question about injuries. Does healing players to full before mission end have an effect on their recovery time?
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Re: X-Com 2 confirmed...trailer
So is reloading after a valuable solider takes a bad hit a cheesy move?coopasonic wrote:That's just battlefield medicine. It's temporary. The recovery time should be based on the lowest health the soldier had during the mission. Sometimes it doesn't seem to match up, but it's hard to be sure unless you are taking notes.Jag wrote:Just started playing and have a question about injuries. Does healing players to full before mission end have an effect on their recovery time?
- coopasonic
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Re: X-Com 2 confirmed...trailer
Absolutely cheesy and a good idea if you want to win at any level higher than Veteran.
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Re: X-Com 2 confirmed...trailer
My Commander run involved a lot of having to accept that I was going to be roughed up - but I drew the line at permitting deaths. I frequently came back with 2-3 Gravely wounded soldiers and at least one Wounded soldier. It was very rare to come back with any Lightly Wounded soldiers - even people that were clipped for 3-4 damage sometimes came back Gravely Wounded. It made the AWC healing bonus essential and was cause to keep an Engineer in there.coopasonic wrote:Absolutely cheesy and a good idea if you want to win at any level higher than Veteran.
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2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- coopasonic
- Posts: 20993
- Joined: Fri Mar 04, 2005 11:43 pm
- Location: Dallas-ish
Re: X-Com 2 confirmed...trailer
Yeah. I went further in the cheese, reloading before the injuries ever happened, basically rolling back moves to manage my encounters. In Enemy Unknown I would play Ironman tot prevent myself from doing this. Now that I know the game better, I will probably do that here as well (on Veteran for the first try). That will wait a while though. 69 hours in a couple weeks is enough for a while.
-Coop
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- blackjack
- Posts: 225
- Joined: Wed Jul 09, 2008 5:52 pm
Re: X-Com 2 confirmed...trailer
On veteran, here's what worked for me late Sunday morning once I recovered from my Saturday marathon through 5 a.m (on the mission finale)....
While I totally saw the value of Mind Control and some of the powerful Psi Op attacks late, I could also see just putting everyone but maybe Sharpshooters in heavy armor and just going to town on the advanced heavy weapons. I think with those and some Grenadiers' armor shredding abilities, there's little in the game that can withstand that.
That's on Veteran mode of course, don't know how my thinking would fair on the tougher settings.
Of course an army of Psi Ops or any army of Skulljack-wielding Hacker Specialists, a half dozen rangers, a half dozen sharpshooters, etc. might be able to Go to Town just as well. The beauty of the game I guess. A playhouse of possibilities. I do feel after 70 some hours I need some rest and recovery from XCOM2.
Save scumming, or not, I definitely felt some sort of guttural "vanquishing of determined foe" as the final cutscenes played. I was pumping my fists and otherwise acting like a complete fool at my PC. I haven't felt that way in years gaming-wise.
Spoiler:
That's on Veteran mode of course, don't know how my thinking would fair on the tougher settings.
Of course an army of Psi Ops or any army of Skulljack-wielding Hacker Specialists, a half dozen rangers, a half dozen sharpshooters, etc. might be able to Go to Town just as well. The beauty of the game I guess. A playhouse of possibilities. I do feel after 70 some hours I need some rest and recovery from XCOM2.
Save scumming, or not, I definitely felt some sort of guttural "vanquishing of determined foe" as the final cutscenes played. I was pumping my fists and otherwise acting like a complete fool at my PC. I haven't felt that way in years gaming-wise.
- hepcat
- Posts: 51526
- Joined: Wed Oct 13, 2004 3:02 pm
- Location: Chicago, IL Home of the triple homicide!
Re: X-Com 2 confirmed...trailer
Sigh...so I screwed around and didn't concentrate on expanding my contacts, and now there's a blacksite mission I need to get to...and I can't. I need to make contact with Chile first, then I can get to it. The Avatar project is two pips from finishing. I think after 33 hours, I'm going to have to just suck it up and restart. Methinks I'm screwed.
He won. Period.
- AWS260
- Posts: 12689
- Joined: Wed Feb 08, 2006 12:51 pm
- Location: Brooklyn
Re: X-Com 2 confirmed...trailer
You're probably not screwed. The game doesn't end immediately when the Avatar bar fills.hepcat wrote:Sigh...so I screwed around and didn't concentrate on expanding my contacts, and now there's a blacksite mission I need to get to...and I can't. I need to make contact with Chile first, then I can get to it. The Avatar project is two pips from finishing. I think after 33 hours, I'm going to have to just suck it up and restart. Methinks I'm screwed.
- Paingod
- Posts: 13135
- Joined: Wed Aug 25, 2010 8:58 am
Re: X-Com 2 confirmed...trailer
Indeed - you might have a month to realign and finish successfully. I had two pips left and had to get through two contacts to get to a base, and managed to score two intel missions that let me push to the base and go on to victory.AWS260 wrote:You're probably not screwed. The game doesn't end immediately when the Avatar bar fills.hepcat wrote:Sigh...so I screwed around and didn't concentrate on expanding my contacts, and now there's a blacksite mission I need to get to...and I can't. I need to make contact with Chile first, then I can get to it. The Avatar project is two pips from finishing. I think after 33 hours, I'm going to have to just suck it up and restart. Methinks I'm screwed.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Lassr
- Posts: 16873
- Joined: Wed Oct 13, 2004 10:51 am
- Location: Rocket City (AL)
- Contact:
Re: X-Com 2 confirmed...trailer
true, I was also in panic mode when the countdown timer started for an alien victory, I rushed to build a radio tower near where I needed to make contact thus lowering the intel cost so I could afford to make contact. Managed that with about 10 days left on the timer and then attacked the advent site in that newly contacted country. Knocked two pips off the timer and cruised to victory not long afterwards.Paingod wrote:Indeed - you might have a month to realign and finish successfully. I had two pips left and had to get through two contacts to get to a base, and managed to score two intel missions that let me push to the base and go on to victory.AWS260 wrote:You're probably not screwed. The game doesn't end immediately when the Avatar bar fills.hepcat wrote:Sigh...so I screwed around and didn't concentrate on expanding my contacts, and now there's a blacksite mission I need to get to...and I can't. I need to make contact with Chile first, then I can get to it. The Avatar project is two pips from finishing. I think after 33 hours, I'm going to have to just suck it up and restart. Methinks I'm screwed.
The only reason people get lost in thought is because it's unfamiliar territory.
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- Paingod
- Posts: 13135
- Joined: Wed Aug 25, 2010 8:58 am
Re: X-Com 2 confirmed...trailer
I like the extra difficulty the Steam Achievements can throw in the mix.
My current Commander/Normal run is designed to try and hit the 4-man team, no deaths, and - if possible - beat the game by July 1st. Given that you start in March, that's a tall order. I'm not sure what that takes... probably a very specific course and a pile of luck...
My current Commander/Normal run is designed to try and hit the 4-man team, no deaths, and - if possible - beat the game by July 1st. Given that you start in March, that's a tall order. I'm not sure what that takes... probably a very specific course and a pile of luck...
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- hepcat
- Posts: 51526
- Joined: Wed Oct 13, 2004 3:02 pm
- Location: Chicago, IL Home of the triple homicide!
Re: X-Com 2 confirmed...trailer
Okay, I got a bit of a reprieve last night. I reloaded from a bit earlier and it put the enemy base in an area nearer to me. Also, I built up some radio towers (something I...well...forgot about ) and was able to get into the region with 1 pip left on the avatar project. Now if I can just stay a few steps ahead, I should be fine.Paingod wrote:Indeed - you might have a month to realign and finish successfully. I had two pips left and had to get through two contacts to get to a base, and managed to score two intel missions that let me push to the base and go on to victory.AWS260 wrote:You're probably not screwed. The game doesn't end immediately when the Avatar bar fills.hepcat wrote:Sigh...so I screwed around and didn't concentrate on expanding my contacts, and now there's a blacksite mission I need to get to...and I can't. I need to make contact with Chile first, then I can get to it. The Avatar project is two pips from finishing. I think after 33 hours, I'm going to have to just suck it up and restart. Methinks I'm screwed.
He won. Period.
- Paingod
- Posts: 13135
- Joined: Wed Aug 25, 2010 8:58 am
Re: X-Com 2 confirmed...trailer
It takes two Comms rooms to cover the whole world, one upgraded and the other not. It takes a few days to grab each new zone if you have the intel, and a few days to build radio towers to minimize your Intel costs. The further you get from a radio tower, the higher the intel costs get.
I ended up building radio towers on every continent, sometimes two of them to collect the region bonuses. Basically, every third zone became a radio tower zone.
I ended up building radio towers on every continent, sometimes two of them to collect the region bonuses. Basically, every third zone became a radio tower zone.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.