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X-COM XCOM 2 + War of the Chosen Expansion Thread

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
It is not often enough that is happens to everyone but I guess it is often enough that these sites sell insurance for 3$ per purchase.
Tbh if a key doesn't work for some reason they just send you another one for free. Has happened to some people I know.
I've never heard of anyone having a problem in the end.
They probably just buy the keys from Russia or sth and resell them. Don't know how legal they are but that is not my problem.
 

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,687
Location
X-COM Base
Is there pod activation shit in this one? Don't think I'll bother if there is.

Once they detect you on patrol they get a free move to get in cover otherwise the whole thing will be a massacre of overwatch, which you can still do with some preparation, but without that free move the aliens will be dead before they would be able to shoot back. They couldve added overwatch on patrol position without the free move, so once detected they just shoot at you, but that would leave them open.

So its a little better this time, since you can see them from miles away and their path, and approach they way you want, its somewhat better than the previous game.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Regarding pods: think of nuXCOM as a highly-abstracted boardgame as opposed to X-COM's grognardy tactical simulation -- trying to pound some square pegs into it ("let's have freeform battles like JA2!") isn't going to work well. That said, maybe it'll be possible to do some magical things with the modding SDK...
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,692
Location
On the internet, writing shit posts.
Is there pod activation shit in this one? Don't think I'll bother if there is.

. They couldve added overwatch on patrol position without the free move, so once detected they just shoot at you, but that would leave them open.

Actually they do.
Elite MECs go on overwatch upon activation, and if you break concealed with an exposed soldier, the patrol will immediately open fire upon him.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,326
Regarding pods: think of nuXCOM as a highly-abstracted boardgame as opposed to X-COM's grognardy tactical simulation -- trying to pound some square pegs into it ("let's have freeform battles like JA2!") isn't going to work well. That said, maybe it'll be possible to do some magical things with the modding SDK...
It is possible to make it like old Xcom if they add more starting troops (instead of just 4) and make it so losing experienced troops is less painful
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,048
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
You shouldn't be able to complete a terror mission with 6 rookies, but you also shouldn't be fucked if you lose your top soldier to a 1% crit either.

I've always wanted to play an x-com game with a bigger scale, moving around entire fireteams instead of individuals, and clearing out entire city blocks one building at a time.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,756
Location
California
Then again, I have been evading public transport fares for 2 years now, and I ride the bus every day. (Seriously, 3$ for a ride? Fuck off.)
48545557.jpg
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Base building is dumbed down but geoscape layer is deeper than EU\EW, so it's a more than fair trade off
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
God damn guys I've got a problem. I will name it pre-release lock down. I can't get myself to play anything else (body parts excluded) because my mind is set to XCOM 2.
3 more days fuuuuuuuck:negative:
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,228
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Base building confirmed to be even more dumbed down than in XCOM 1.

Apart from that, pretty neat actually.



Damn... performance problems. Not even his monster rig can play it with AA and such. I'm scared.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,087
Base building confirmed to be even more dumbed down than in XCOM 1.

Apart from that, pretty neat actually.


You can't be worse than none. Base management actually improved because each engineer is unique individuality instead of just a number. And there is a lot more to do in base.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Let's be real, the XCOM base management wasn't all that deep to begin with. Placing a couple of buildings for adjacency bonuses in an order that was pretty much fixed every game? Oh, there were some minor decisions I grant you. A foundry or cybernetics lab first? Rush technology to win quickly with 6 laboratories (works well for me on harder difficulties)? But still, it was so basic that I am not going to miss it. If it's not going to have the depth of X-COM (note the dash) they might as well scrap it and focus their efforts somewhere more fruitful.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
Base building confirmed to be even more dumbed down than in XCOM 1.

Apart from that, pretty neat actually.



I disagree, but XCOM 1 had a lot of "non choices" in base building. If you like a plethora of choices that aren't really choices I guess it was more complicated, but to my view XCOM 2 has more genuine complexity and replayability in the base.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,087
BTW Beagle was killed.

His channel ceased to exist because he streamed...
 

Leechmonger

Arbiter
Joined
Jan 30, 2016
Messages
756
Location
Valley of Defilement
Base management in nuXcom was a one-time puzzle which became tedious busywork after the first playthrough. The new implementation sounds interesting, but for all we know they just fucked it up again.

Probably a good idea to hold off on playing until all the issues get sorted out and let the crackwhores dedicated fans deal with all that instead.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,087
I actually somehow don't understand why they went for pod system to begin with.

Lets look at example.

Terrorists want to retrieve an object and advent wants to kill them. What would they do?
A simple idea of activating all pods and concentrating them into one group on overwatch would be countered by a fact that terrorists have a flying dropship, can simply drop bomb on that large group and land ELSEWHERE when there would be still live troops around. In fact, scouting for best place to insert should be assumed. Now of course, another idea would be placing all advents soldiers near the guarded object. Which would be well solved by bombing them all in one place, XCOM operatives finishing survivors, taking object, and flying away.

Now the reasonable way for advent would be keep units near object, and another units that are patrolling around. Which of course means terrorist would have one patroling unit as target, and only then they would need to worry about reinforcements. So if there would be three patrols and unit that protect the stuff, and terrorist would be able to kill one squad quickly because moment of surprise. They would need to deal only with two squads of reinforcements, when they would be able to get to them reasonably fast. Using the central squad would make the stuff completely unguarded, and when XCOM units would move away and be pursued, and someone simply grabbed the stuff, advent would be laughing stock.

There would be less units on the map when I'd program it, but it would feel more realistically.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
You're thinking in terms of world logic, not game logic. Firaxis thinks of gameplay first every time. They don't care about anything else--the pod system is almost certainly the way it is to control the number of enemies you face at any given time. They've talked about this before, incidentally. They've done prototypes with time units, with way more XCOM soldiers on missions, with more enemies, what we got with EU and XCOM 2 is the last thing they tried after everything else didn't satisfy them.
 

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