XCOM 2
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ixigia
[Moderator] Consigliere



Posts: 64941
Location: Italy
PostPosted: Sat, 21st Nov 2015 02:44    Post subject:
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 21st Nov 2015 03:01    Post subject:
Very nice, that they have all the biomes included.
That definately should help with the variety, instead of mostly grim looking ruins.


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Seafort




Posts: 439

PostPosted: Sun, 22nd Nov 2015 00:38    Post subject:
ixigia wrote:
A glimpse of some of the new maps/environments: https://xcom.com/news/en-the-environments-of-xcom-2-wilderness (me likey^^)


Wow so much detail in the environments now the consoles aren't holding the developers back any more.

Can't wait for XCOM 2. Gonna be an amazing game Smile
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AmpegV4




Posts: 6248

PostPosted: Sun, 22nd Nov 2015 01:09    Post subject:
@Seafort Very Happy Yep one of the few AAA games i'm looking forward to, there ware definitely improvements that could have been made to the first, hoping they have worked in some positive changes.

I didn't play the expansion but, potentially expanding the 2AP system would be nice. I see their logic though when i play original Xcom. Your soldiers kind of progress to from shit making 1 relevant move per turn to badass where they are making 3-4 moves per turn.

That and encounters (May have been fixed in expansion). The aliens always moving first i think i found that more jarring than the new AP system.
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DCB




Posts: 5410

PostPosted: Sun, 22nd Nov 2015 05:52    Post subject:
That beat up 4WD sure does get around.
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VGAdeadcafe




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Location: ★ ಠ_ಠ ★
PostPosted: Sun, 22nd Nov 2015 06:05    Post subject:
DCB wrote:
That beat up 4WD sure does get around.

It's in almost all the pics. Maybe it's the Skyranger replacement? I mean, XCOM have fallen into hard times, they conduct guerilla warfare now. It's all they could afford without countries to support them?
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kumkss




Posts: 4826
Location: Chile
PostPosted: Tue, 1st Dec 2015 16:34    Post subject:
Looking forward for this game Smile the previous xcom + the expansion is one of the few games i've played more than 2 times.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 10th Dec 2015 14:01    Post subject:


+ Season Pass Announcment
Quote:
XCOM 2, which is arriving only on PC, will be sold in standard and deluxe versions. The standard version is listed for $59.99 on Steam. The deluxe edition ups that price to $74.99, but includes three post-launch content drops.

If you decide to get the Reinforcement Pack later, it’ll cost you $19.99. This makes the deluxe edition a $5 savings if you take the chance the content will be good.

2K is also sharing what’s included. In spring 2016, you’ll get Anarchy’s Children. This features additional customizations for your soldiers.

Summer 2016
brings the first gameplay changes with the Alien Hunters DLC. You’ll need to track down “Ruler” aliens, but you’ll also get new soldier customizations and weapons to do so.

Finally, Shen’s Last Gift is slated for release in summer 2016, also. This adds a completely new soldier class, additional upgradeable weapons and armor, more customization features, and a new mission and map.

Those that pre-order either the standard or deluxe editions will get the Resistance Warrior Pack. This includes customization options and a “Survivor of the Old War” recruit that will show up in your barracks.

XCOM 2 is due out on February 5 for PC.
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DCB




Posts: 5410

PostPosted: Thu, 10th Dec 2015 15:17    Post subject:
Why would anyone buy customisation DLC? They are releasing a toolset for it, there will be customisation mods out the ass.
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djaoni




Posts: 8061

PostPosted: Thu, 10th Dec 2015 15:30    Post subject:
Why aren't they removing the constant confirm nonsense? At least make that retarded shit optional. There's no reason whatsoever for it to be in the game.

Oh well, I'll just skip this crap too if they don't make it optional.
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B1kudo




Posts: 760

PostPosted: Thu, 10th Dec 2015 15:43    Post subject:
Is the tool-set coming on release? It sure looks like they are chopping the game in parts Sad
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dsergei




Posts: 4042
Location: Moscow, Russia
PostPosted: Thu, 10th Dec 2015 16:09    Post subject:
Beagle's hands-on







I don't like the whole guerrilla spin on XCOM and those classes are kinda dumb. Enemy design is also a bit off. Everything is even more cartoony than in the previous iteration.


Last edited by dsergei on Thu, 10th Dec 2015 17:34; edited 1 time in total
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DCB




Posts: 5410

PostPosted: Thu, 10th Dec 2015 17:23    Post subject:
B1kudo wrote:
Is the tool-set coming on release?

I think that's the plan, especially now it has been delayed until Feb.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 10th Dec 2015 17:32    Post subject:
dsergei wrote:
Beagle's hands-on


The only hands-on that matters to me Very Happy


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DCB




Posts: 5410

PostPosted: Fri, 11th Dec 2015 13:27    Post subject:
Interesting that Beagle's first playthrough of the data download mission looked like pretty much exactly the same map as the Eurogamer guy got, yet when he changed the difficulty he got a different map. I wonder if that is some sort of bug, seeing as maps are supposed to be randomly generated each time, or maybe they specifically set that up to be static for the event (he did indicate he had to ask permission to change the difficulty level).
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vagonite




Posts: 132

PostPosted: Fri, 11th Dec 2015 14:45    Post subject:
DCB wrote:
Interesting that Beagle's first playthrough of the data download mission looked like pretty much exactly the same map as the Eurogamer guy got, yet when he changed the difficulty he got a different map. I wonder if that is some sort of bug, seeing as maps are supposed to be randomly generated each time, or maybe they specifically set that up to be static for the event (he did indicate he had to ask permission to change the difficulty level).


They all start with the same save according to another youtube player, so same map.
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DCB




Posts: 5410

PostPosted: Fri, 11th Dec 2015 15:28    Post subject:
They must be assembled based on a pregenerated random seed that's unique per save then, because in both cases they started in the base before even selecting the mission. I would have thought maps would be randomised on selection (so that loading a save before selecting should give you a different map every time).
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VGAdeadcafe




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PostPosted: Fri, 11th Dec 2015 19:45    Post subject:
Why would they allow such epic save scumming?
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Prandur




Posts: 2685

PostPosted: Fri, 11th Dec 2015 20:18    Post subject:
I don't care if it's pre-generated at game start or before mission; iron-man all the way! Smile
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ixigia
[Moderator] Consigliere



Posts: 64941
Location: Italy
PostPosted: Fri, 11th Dec 2015 23:58    Post subject:
2K pumping up their nonsense Seasonal pears, and the usual pre-durr to get a stale cookie, a classic. Razz Laughing

The game definitely looks good though. If they nail the procedural algorithm (with enough variety/satisfying level design), the game really could potentially be infinite *invokes the modding scene*
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randir14




Posts: 4950

PostPosted: Sat, 12th Dec 2015 02:43    Post subject:
System requirements from the Steam page

Quote:
MINIMUM:

OS: Windows 7, 64-bit
Processor: Intel Core 2 Duo E4700 2.6 GHz or AMD Phenom 9950 Quad Core 2.6 GHz
Memory: 4 GB RAM
Graphics: 1GB ATI Radeon HD 5770, 1GB NVIDIA GeForce GTX 460 or better
DirectX: Version 11
Storage: 45 GB available space
Sound Card: DirectX compatible sound card
Additional Notes: Initial installation requires one-time Internet connection for Steam authentication

RECOMMENDED:

OS: Windows 7, 64-bit
Processor: 3GHz Quad Core
Memory: 8 GB RAM
Graphics: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
Storage: 45 GB available space
Sound Card: DirectX compatible sound card
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Sat, 12th Dec 2015 05:17    Post subject:
ixigia wrote:
2K pumping up their nonsense Seasonal pears, and the usual pre-durr to get a stale cookie, a classic. Razz Laughing

The game definitely looks good though. If they nail the procedural algorithm (with enough variety/satisfying level design), the game really could potentially be infinite *invokes the modding scene*


First time I'll ever pick up a season pass right away though. Without batting an eye.


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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DCB




Posts: 5410

PostPosted: Sat, 12th Dec 2015 05:34    Post subject:
ixigia wrote:
If they nail the procedural algorithm (with enough variety/satisfying level design)

I'd temper your expectations a bit on that front. From what I have heard, it seems like a a lot of the story missions at least maintain a fairly fixed layout, with just some randomised "blocks" of content being swapped around. I'd guess that completely random maps are mostly for side-mission stuff, equivalents of terror missions and so forth. Even then, I would be unsurprised if you start seeing repeating elements very quickly (take the 4WD example from earlier in the thread). Mods can probably help that at least, by adding additional assets to the pool.
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Sat, 12th Dec 2015 19:26    Post subject:
quintilius varus give me back my legions!! er.. my aerial dogfights.. with pilots and plane customization's, damn you! Sad


Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.

EyePatchLives wrote:
Press X to tame beasts. YOU ARE DA BEASTMASTER!!!
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farne




Posts: 3726

PostPosted: Sat, 12th Dec 2015 19:35    Post subject:
m3th0d2008 wrote:
ixigia wrote:
2K pumping up their nonsense Seasonal pears, and the usual pre-durr to get a stale cookie, a classic. Razz Laughing

The game definitely looks good though. If they nail the procedural algorithm (with enough variety/satisfying level design), the game really could potentially be infinite *invokes the modding scene*


First time I'll ever pick up a season pass right away though. Without batting an eye.


Good goy.
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scaramonga




Posts: 9800

PostPosted: Sun, 13th Dec 2015 03:39    Post subject:
m3th0d2008 wrote:


First time I'll ever pick up a season pass right away though. Without batting an eye.



First time I'll ever pick up another release, if 3DM is late. Without batting an eye.
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Neon
VIP Member



Posts: 18889
Location: Poland
PostPosted: Sun, 13th Dec 2015 17:49    Post subject:
Developers of XCOM 2 announce release of a massive dev kit complete with script source code, models, their Unreal Editor and over 50 gigs of assets to help the modding scene. Available for free to anyone who purchases the game.



At 23:08
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Sun, 13th Dec 2015 18:39    Post subject:
So Much Win


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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zibztrollingme




Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
PostPosted: Sun, 13th Dec 2015 18:47    Post subject:
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Interinactive
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PostPosted: Sun, 13th Dec 2015 23:40    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:17; edited 1 time in total
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