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  #201  
Old 03-02-2016, 12:24 AM
Mosier is offline
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I did a perfect retaliation mission. All 13/13 civilians survived. Who wants to touch me?

It was more luck than good play, but there was some good play too. That's super hard to pull off. I wish there was an achievement for it so I could see how rare it is. There's only an achievement for losing 3 or less.
I bet mine was luckier!

I triggered a muton pack. One of the pack ran up to a civilian and used overwatch. The civilian ran (due to the muton's proximity) and took reaction fire from the muton. Nine damage!

Then, I watched the civilian transform into a faceless, with 9 damage suffered. I don't know what kind of whacky programming oversight made the enemy shoot another enemy in overwatch mode, but it saved my perfect 13/13 civilian mission!
  #202  
Old 03-02-2016, 12:30 AM
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I think the balance for this is it takes a long time to train them up, and they aren't super effective until you can research and build the alien psi amp thingy.
I disagree with that last part. Stasis by itself is easily better than anything in the first few tiers of normal soldier abilities, as you can cast it without ending your turn. This is extremely handy for dealing with accidental patrol triggers.

Think of it this way...would you rather have a psychic who trained for 30 days (and therefore has a couple of psi skills), or literally any other class with 30 days of combat experience (and therefore has their first 4 or 5 ranks)? For me, it's no question. The Psi Operator wins, hands down.
  #203  
Old 03-03-2016, 12:05 PM
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Has anyone else noticed that proximity mines are seriously amazing? They do massive damage, have a very wide range, and don't break concealment. A grenadier can use two of them per mission, and with Salvo, can kick off an ambush with two explosions plus overwatch for everyone else. Just awesome.
  #204  
Old 03-03-2016, 12:50 PM
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I didn't know they don't break stealth. Yeah, they're almost overpowered as mimic beacons then.
  #205  
Old 03-03-2016, 04:19 PM
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I didn't know they don't break stealth. Yeah, they're almost overpowered as mimic beacons then.
They don't break when throwing them, but they break concealment when they blow up. Which is pretty funny that my grenadier yelling out "Here comes the boom" doesn't reveal anyone.

Also, there's a glitch right now that when you use one in concealment, when it blows up it only hits the pod leader. If it wasn't for that glitch I would use them all the time. My preferred loadout on my grenadier is two acid grenades and one proximity mine.
  #206  
Old 03-03-2016, 05:13 PM
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Yeah, I love the proximity mines. And they do synergize very nicely with the mimic mines.
  #207  
Old 03-03-2016, 09:25 PM
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Finish my ironman commander run. It wasn't nearly as difficult as I thought. Veteran to commander isn't a huge jump.

I had a mod that would let me run squads of 7-8, but I didn't end up using it because I was doing just fine and I didn't want to make it too easy.

I did use two mods that made it easier though. One was one that let me carry a grenade in utility slots (so double grenades if you wanted) and one gave troops a chance to bleed out instead of die when they took lethal damage. Will - 60 as a percentage. So I had probably 4 guys survive that would otherwise be dead.

The bleed out mechanic in this game is tricky. I like there to be a bleed out mechanic - it's fun to have to go rescue your guys who are under fire on a limited time table, and an in-between state between wounded and dead as far as recovery. But attaching the revive function to drones makes it too easy - you can revive from pretty much anywhere, you don't have the danger of running under fire to go save your teammate.

A mod that made it so that you could heal via gremlin, but had to stabalize a bleeding out soldier by being right next to them would be a good compromise here.

I made that run with only one mimic beacon most of the time - I only ever had 3 because I had an unusually low number of retaliation missions and no faceless dark events, so I just never had the faceless corpses. And two of the mimic beacons were lost when guys died. So I ran the whole thing on the one mimic beacon and didn't have too much trouble.
  #208  
Old 03-04-2016, 01:41 PM
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Is there a specific list of changes in different difficulty levels? I've googled around and the descriptions only mention a few things, it's definitely not comprehensive.
  #209  
Old 03-04-2016, 01:52 PM
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NM

Last edited by oft wears hats; 03-04-2016 at 01:53 PM.
  #210  
Old 03-04-2016, 07:53 PM
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Commander to Legend difficulty:

All strategic cost of basically everything is doubled. Research, wound heal, scanning, Avenger facilities, Avatar countdown, psi-op training, soldier XP to level, basically everything across the board except for alien improvement rate, which is also slower but not by as much. So stuff is more expensive and takes longer to build, a campaign will have more total missions, and you'll be at a tech disadvantage for more of those missions.

Enemies have slightly improved stats. Everything has crit, so can (and will) crit through cover. Most have a little more aim, and specific enemies have a little more HP or armor, and it's usually a big deal in somewhat subtle ways. Codex, fr.ex, goes from 12 to 13 HP, which means they're no longer a guaranteed one-shot by Volatile Mix EMP bombs or Plasma Lance Deadeye.

Enemy quantity is upped. Missions tend to gain one extra pod across the board, and some pods can have four enemies instead of capping out at 3.


It's not as big of a jump as EW Classic to Impossible was. The strategic changes come out feeling more grindy than difficult, as only like ten (out of 50-60) missions are really affected by the different tech rate. All it really means is that you prioritize stagger your weapons tier upgrades over a month or two instead of getting everything at once.
  #211  
Old 03-07-2016, 01:41 PM
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I'm starting to really enjoy gunslingers. They're not great early on, but once you upgrade the pistol and get better ammo they're great.

My standard line up is now:
Ranger - Scout
Grenadier - Demolitions Expert
Psi Op
Specialist - Hacker
Sharpshooter - Sniper
Sharpshooter - Gunslinger

I don't bother with healers anymore, except on missions with Chrysallids. I've had to force evac a few soldiers because of their poison.
  #212  
Old 03-10-2016, 02:11 PM
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Big patch out today:
https://xcom.com/news/en-xcom-2-patch-now-live

Lots of updates, but the biggest gameplay changes are this:

Mimic beacon rebalance: Price increased to 75
Mimic beacons can no longer take cover, and are guaranteed to be hit by enemy shots

Wet Work is no longer retroactive

Graze is no longer a chance for 100% shots. Targets being shot by a concealed attacker cannot dodge

I think that's a pretty good rebalance for the mimic beacon. In the late game it's only going to be able to soak up a hit or two.
  #213  
Old 03-10-2016, 06:00 PM
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That's a pretty mild change list. I guess they've mostly been working on optimization.

The graze, specifically, sounds like they made an exception to 100% hit. But there's nothing special about a 100% shot over a 99% shot - they need to redo the way graze and hit interrelate if they're going to make that change. They should also change it so that excess hit doesn't eat into crit, but there are mods for that.

They apparently didn't fix the fact that smoke grenades don't work, at least as far as I've read. I haven't actually used them since a mimic beacon does the job better.

Last edited by SenorBeef; 03-10-2016 at 06:01 PM.
  #214  
Old 03-15-2016, 04:38 PM
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Started the legendary ironman and it's tougher than expected. May do bronzeman first instead of ironman. Actually managed to wipe 4 times on the opening mission because my rookies couldn't hit anything, and the extra pod with the sectoid was triggering every time with the 3 advent pod with the officer. Next 3 missions went off well, but then I failed the terror mission and ran out of troops.

It was interesting to see that the terror mission (on my first territory) failing didn't lose me the region - the mission still stayed available if I wanted to tackle it again. But everyone was injured and I couldn't afford recruits, so I just ended the playthrough.

What caused the retaliation mission to stay available? Was it because it was my first region? Usually failing a retaliation mission loses you that sector, right?
  #215  
Old 03-16-2016, 01:35 AM
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You can never lose your HQ's territory.
  #216  
Old 03-17-2016, 06:11 AM
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I'm finding legendary to be impractical. Some missions are managable, but others simply aren't. I have a VIP rescue mission where, because of how many enemies it threw at me and the piss poor accuracy of my early troops combined with the slightly tougher enemies, I wasn't able to even fight to the VIP before the timer ran out, let alone extract him. It wasn't even a matter of strategy - I couldn't have moved any faster without getting my guys killed. The only other possibility might've been to simply run to the objective and run to the escape zone and hope not everyone died, but the door to the vehicle the VIP was in was red - presumably because I had to finish out the combat before opening the door, and I couldn't even do that.

Obviously losing your whole squad in this manner is unsustainable, especially since I had to recruit new guys just to tackle that mission because all my other guys are injured with 30-40 day injuries.
  #217  
Old 03-29-2016, 12:50 AM
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VIP missions are the worst, by far, and the evil thing is that the rewards are so huge, they're still tempting anyway. Just going to the mission is a huge risk, to the point where you should absolutely skip them if you don't have a strong team available. Soldiers are more valuable than the rewards; even rookies are expensive on Legend.

Even once there, priority #1 is securing a path to the evac, and the VIP is a distant second. As long as you're between the enemies and the evac, you can always just sprint like mad to escape; only the stun lancer, codex and chrysalid can threaten you at a full sprint.

The vans and prison cell doors are locked, you have to spend an action to hack them first. If you don't have a specialist, anyone can do it from an adjacent tile, or you can carefully blow open the walls, but the hack comes from the special reward pool, so you really want a specialist to tap it for the increased odds at good stuff and a shot at the permanent +20 hack.
  #218  
Old 03-29-2016, 02:33 AM
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I'm finding legendary to be impractical. Some missions are managable, but others simply aren't. I have a VIP rescue mission where, because of how many enemies it threw at me and the piss poor accuracy of my early troops combined with the slightly tougher enemies, I wasn't able to even fight to the VIP before the timer ran out, let alone extract him. It wasn't even a matter of strategy - I couldn't have moved any faster without getting my guys killed. The only other possibility might've been to simply run to the objective and run to the escape zone and hope not everyone died, but the door to the vehicle the VIP was in was red - presumably because I had to finish out the combat before opening the door, and I couldn't even do that.

Obviously losing your whole squad in this manner is unsustainable, especially since I had to recruit new guys just to tackle that mission because all my other guys are injured with 30-40 day injuries.
Of course it is about strategy. Here's Beagle nailing an early VIP legendary mission

https://www.youtube.com/watch?v=yIYB54I9OIo

The strategy is simply different from the strategy that you're used to at lower difficulty levels. I haven't played XCOM 2, but I played the fuck out of XCOM at impossible/ironman. It seems completely, well, impossible when you start, but you just have to realise that different tactics are needed to succeed, and once you start getting the hang of what they are, the game becomes not impossible, though it remains very tough.

Last edited by bldysabba; 03-29-2016 at 02:34 AM.
  #219  
Old 08-27-2017, 07:20 AM
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Just 2 days until War of the Chosen drops. This looks so good.
  #220  
Old 08-27-2017, 07:37 AM
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My birthday is coming up so I pre-ordered is my gift to me.

I'm looking forward to playing it! It looks great.
  #221  
Old 08-27-2017, 07:55 AM
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The amount of content in this "DLC" definitely amounts to an Xcom 2.5 level of expansion.

Pre-ordered it as well.

Note: there has been a significant number of performance improvements made to the expansion (in addition to the content), which apparently will NOT be added to the base game. I think that was a bad decision to make in terms of PR, but I'm guessing if it hadn't been made it's possible War of the Chose would have a few less features, so I'm ok with the compromise.

Last edited by Kinthalis; 08-27-2017 at 07:56 AM.
  #222  
Old 08-27-2017, 11:37 AM
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Yeah, the reviews suggest it's a huge expansion in line with what expansions used to be in the good old days, not just DLC. I'm tempted. But I've been thinking about doing a vanilla long war replay so I may do that and wait till the expansion is 50% off. Tempting.
  #223  
Old 08-28-2017, 09:35 AM
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From watching let's plays by the lucky few who got it early, it adds roughly as much content as EW did for X-Com 1 : a whole new set of enemies/missions (including some scripted ones), 3 new XCOM classes, redone maps, reworked strategic layer with more things to do/choose/focus on...

They also toned down the alien rulers from a previous dlc, who were stupidly annoying/dangerous. Now they'll act more like Avatars, only getting free activations when attacked rather than on EVERY LAST player action.
  #224  
Old 08-29-2017, 08:43 AM
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It seems I made a mistake by not keeping Steam on overnight. The game is now updating. Only about 3 hours and 45 minutes to download.
  #225  
Old 08-29-2017, 10:51 AM
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It seems I made a mistake by not keeping Steam on overnight. The game is now updating. Only about 3 hours and 45 minutes to download.
My internet is horrible where I live now. I still need another 12 hours!!
  #226  
Old 08-29-2017, 12:01 PM
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I've watched some preview video of the DLC and it looks great with some welcome changes.

Anyone here gotten to play it yet? Opinions? I realize it is an expansive DLC but $40 is pretty close to the cost of a completely new game. Seems pricey.
  #227  
Old 08-29-2017, 01:32 PM
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I realize it is an expansive DLC but $40 is pretty close to the cost of a completely new game. Seems pricey.
It pretty much is a new game.
  #228  
Old 08-29-2017, 03:54 PM
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We've gotten to used to the idea of DLC in modern times being just a little add-in that's overpriced even at $10-15.

In the long long ago, games had proper expansions, things that significantly changed and added to the gameplay enough that it made them almost a different game or at least a very expanded version of the same game. And they'd sell for $30-40 and be worth it. It seems like this is a callback to that tradition.
  #229  
Old 08-29-2017, 04:04 PM
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Sigh. Still 7 hours to go.

I miss fiber op internet so much. I'd be blasting aliens by now!
  #230  
Old 08-29-2017, 08:07 PM
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Here I was thinking nothing on the horizon looked good enough for the Steam Christmas sale.
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  #231  
Old 08-30-2017, 11:00 AM
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I haven't had much time to play, but I completed the first faction mission, which was fantastic. Loved the various objectives, and liked the "Lost" mechanic. Reapers are the shit.

The performance of the game is infinitely better from the base one too. Solid 60 FPS for me at all times and the load times! They are near instantaneous for me on an SSD. Good job on that front!
  #232  
Old 08-30-2017, 11:42 AM
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The performance of the game is infinitely better from the base one too. Solid 60 FPS for me at all times and the load times! They are near instantaneous for me on an SSD. Good job on that front!
I played about two hours of the new expansion DLC, and while the mission load/unload times are indeed much better, I still experience some choppiness in the SkyRanger cut scenes.
  #233  
Old 08-30-2017, 11:44 AM
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I'm not positive but I think trying to run the evac all mod caused a crash.
  #234  
Old 08-30-2017, 12:25 PM
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Game has been crashing quite a lot more for me, even without mods. I think there's a mem leak somewhere.

Reapers are, indeed, the shit. I only wish they (the devs) would have acknowledged what is clearly a STALKER reference with a little quote or somesuch. Maybe give them all Russian accents, or have Dragunova introduce herself with a "I said come in, don't stand there !"
  #235  
Old 08-31-2017, 07:50 AM
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I'm still waiting on the DLC, as it's about twelve extra days on PS4. (My computer simply cannot handle the game. I tried on Steam when it first came out.) I think they managed to fix most of the issues (although the loading times were still trending towards annoyingly long) of the base game on PS4, so hopefully this won't be too bad.

On the plus side, once it finally becomes available I can probably have it downloaded in a couple of hours tops.
  #236  
Old 03-31-2020, 07:20 PM
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I didn't feel like creating a new thread, so I thought I'd resurrect this one.

I recently bought XCOM 2 + XCOM War of the Chosen for the Xbox One. I managed to stagger my way through War of the Chosen on Veteran with a few false starts, some save scumming, and a bit of Googling.

My question is: Is it worth playing a vanilla XCOM 2 campaign? I started one (as one of my false starts) and I understand that Shen's Gift and Alien Hunters have full plotlines that are skipped in WotC (even though the weapons, enemies etc. are available).

Last edited by hogarth; 03-31-2020 at 07:21 PM.
  #237  
Old 04-01-2020, 05:41 PM
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You can enable the full storylines for Shen's Last Gift and Alien Hunters in a WotC campaign. It's one of the campaign setup options.
  #238  
Old 04-01-2020, 10:01 PM
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You can enable the full storylines for Shen's Last Gift and Alien Hunters in a WotC campaign. It's one of the campaign setup options.
I tried doing it, but it didn't seem to allow me to tick off the boxes. I'm not sure if there's a trick I was missing, though.

EDIT: A quick Google shows that there's another box I needed to untick first.

My question still remains: is it worth playing the vanilla version now that I have done War of the Chosen?

Last edited by hogarth; 04-01-2020 at 10:03 PM.
  #239  
Old 04-01-2020, 10:03 PM
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I'd say it's worth playing the original game before the expansion pack, but not after. The experiences are different enough to enjoy both, but the expansion adds a bunch of stuff that would feel like they're missing in the original game and it wouldn't be as fun to play after you've become accustomed to them.
  #240  
Old 04-02-2020, 08:16 AM
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Thanks for the suggestion. Would you say War of the Chosen is easier (because of Reaper scouts, faction orders, covert ops, etc.) or harder (Chosen attacks, the Lost, fatigue, etc.)?
  #241  
Old 04-02-2020, 09:29 AM
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I don't remember the expansion being easier or harder, just more complicated. Fatigue means you have to have a wider bench of soldiers, but that's fine.
  #242  
Old 04-02-2020, 12:31 PM
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They announced that XCOM2 is coming to Switch. I'm pretty psyched for 2 reasons: first, xcom is a great game for playing on the go, so this will be awesome for flights or road trips. Second: I will finally get my wife to play XCOM! She actually loved Mario Vs Rabbids but she's not a PC gamer and XCOM2 with a controller didn't work that well on PC. Hopefully if the UI gets smoothed out for console play, that will be what she's missing to actually enjoy XCOM.
  #243  
Old 04-02-2020, 01:34 PM
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Thanks for the suggestion. Would you say War of the Chosen is easier (because of Reaper scouts, faction orders, covert ops, etc.) or harder (Chosen attacks, the Lost, fatigue, etc.)?
Do you mean on a tactical or strategic level? I think they're about the same difficulty on a tactical level, with more variety in WOTC. On the strategic level, the ability to locate facilities and undertake resistance ring missions makes it easier to keep the Avatar project from going out of control, which always felt like a cheap lose condition to me. The fact that you have to manage tiredness means that you have more difficult roster management, which is an interesting problem to me.
  #244  
Old 04-02-2020, 05:23 PM
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If you haven't tried it download & play the Long War2 mod.

I liked XCom 2 but Long War 2 turned a good game into my favorite game of all time. Gameplay is not just longer but also much more varied. I ended up focusing on running two teams: an assault team of 6-8 soldiers and a stealth team of 3-4. The assault team was fun but the stealth team was another level. I'd sneak the 4 past the enemy unseen then setup 3 to defend the extraction point while one crazy bastard does a smash & grab and books it back. Some of my favorite gaming moments of all time were spent getting those guys back safely while 30-40 enemies closed in.
  #245  
Old 04-03-2020, 01:28 PM
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If you haven't tried it download & play the Long War2 mod.
I'm not sure if the Xbox version can be modded. Personally I thought the campaign was long enough as it was, although maybe that's because I had a number of false starts on top of it.
  #246  
Old 05-18-2020, 10:58 AM
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I finished playing a campaign (Commander difficulty) with the separate Alien Hunters storyline. It was definitely much less stressful fighting the Rulers once my soldiers had all their bells and whistles available.
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