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Posted: Mon, 22nd Feb 2016 10:51 Post subject: |
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prudislav wrote: | @Bob Barnsen: Why not to link full RPS article and not just VG247 summary of it
https://www.rockpapershotgun.com/2016/02/19/xcom-2-framerate/
Quote: | [list]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 , 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.
While he did not name an exact cause for the performance issues, he did reveal that “maybe it was our optimism about our new deferred renderer and MSAA – a lot of little things like that.”[/list:u]
[list] “Maybe this is damning on me, but I’m sitting here talking to you now on the laptop I use to play it on,” explained Solomon, “and I didn’t see these issues. We didn’t catch this stuff in compatibility testing. We’re fully, fully accountable for the product in people’s hands, so we certainly take responsibility for it.”To people who are suffering them, if they’re frustrated, I’m as frustrated and more. We will continue to update the game, and we do have some workarounds – heck, you guys even posted some workarounds – but we definitely have fixes coming soon.”
“I can’t say dates, but I would say that we’re working very furiously. We already have a lot of those issues in our sights.”[/list:u]
[list]Solomon agreed that “some, particularly the Sectoid reanimate animation, take too damn long, I totally agree. And in fact we’re going to change that. I am personally looking into that stuff right now, any gameplay pauses. Camera pauses after kills and stuff like that, I am evaluating all those things to make sure that’s not egregious.
“And that stuff’s on me. I do a lot of the camera rules in terms of it moving and staying and pausing and so on. Taking into account the flyovers and making sure the player has all the context they need for their actions. If things can be sped up they certainly will.”[/list:u]
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Because i read about it on a german website, and just quickly searched for a english source. 
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Posted: Mon, 22nd Feb 2016 11:12 Post subject: |
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I greatly enjoyed this while it lasted. Probably around 25-30 hours.
Performance wasn't great and it was full of glitches.
Way too easy after you break the power curve on Veteran, though.
That said, I instantly deleted it from Steam and will probably not play it again until an expansion comes out.
I just don't think it's a very replayable game, as the heart of the experience - to me - is in the research/aliens/toys. Once I've seen it all, I don't really feel like seeing it again.
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Posted: Mon, 22nd Feb 2016 12:58 Post subject: |
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Just finished it on 2nd hardest difficulty, ironman. Great game, highly recommend it.
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Posted: Mon, 22nd Feb 2016 22:43 Post subject: |
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It is, but difficulty seriously dips with later aliens, and higher tiers of technology. Sectopod, Andromedon and that eye thing couldn't even touch me with all the holograms, statis fields, gremlin abilities, and the heavy weaponry that I had available. They are all completely one dimensional, so one statis, or hologram will kill them for whole round. Codex, on other had, still gave me nightmares whenever she appeared.
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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Tue, 23rd Feb 2016 00:34 Post subject: |
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Just finished it too, on veteran. Great game, even with a little too much randomness in the hit/miss department.
Sometimes had the occasional slowdown in specific areas as noted, but appart from that, run well enough on max settings for the entire campaign. And the last mission wasn't that hard after all..
Now gimme an expansion 
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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Posted: Tue, 23rd Feb 2016 09:55 Post subject: |
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fawe4 wrote: | It is, but difficulty seriously dips with later aliens, and higher tiers of technology. Sectopod, Andromedon and that eye thing couldn't even touch me with all the holograms, statis fields, gremlin abilities, and the heavy weaponry that I had available. They are all completely one dimensional, so one statis, or hologram will kill them for whole round. Codex, on other had, still gave me nightmares whenever she appeared. |
The best way to deal with codex imo is to use a smoke grenade first - prevents cloning. Otherwise somewhat agree with what you said, however losing a veteran soldier or two lategame can really hurt, so it's a bit of a lower-risk / greater harm kind of thing. For me, the worst aliens were the acid guys (andromedons) - lost half of my squad the first time one appeared due to a double-pull.
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Posted: Tue, 23rd Feb 2016 10:53 Post subject: |
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fawe4 wrote: | It is, but difficulty seriously dips with later aliens, and higher tiers of technology. Sectopod, Andromedon and that eye thing couldn't even touch me with all the holograms, statis fields, gremlin abilities, and the heavy weaponry that I had available. They are all completely one dimensional, so one statis, or hologram will kill them for whole round. Codex, on other had, still gave me nightmares whenever she appeared. |
Did you play on IronMan?
Yes it does dip, but damn one wrong move and you can lose a ton of shit. Especially the Andromedon with its stupid acid bomb or whatever.
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Posted: Tue, 23rd Feb 2016 12:07 Post subject: |
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The last fight was a joke with Psi Storm and Chain Shot.
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Posted: Tue, 23rd Feb 2016 18:20 Post subject: |
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xxax wrote: | fawe4 wrote: | It is, but difficulty seriously dips with later aliens, and higher tiers of technology. Sectopod, Andromedon and that eye thing couldn't even touch me with all the holograms, statis fields, gremlin abilities, and the heavy weaponry that I had available. They are all completely one dimensional, so one statis, or hologram will kill them for whole round. Codex, on other had, still gave me nightmares whenever she appeared. |
Did you play on IronMan?
Yes it does dip, but damn one wrong move and you can lose a ton of shit. Especially the Andromedon with its stupid acid bomb or whatever. |
On second hardest with pseudo ironman. I got scared of bug reports, and I tried not to reload, but had to in the beginning since I had occasional total wipeout. Campaign was really enjoyable and hard at beginning. Aliens came extremely close to avatar completion on one point, and saving myself from that hole was great experience. Later I completely stopped encountering losses in missions. It came to a point that my soldiers nearly stopped promoting since I had too many colonels. I think the cause was that I got too reliant on holograms. I always had at least three of them in squad, and they are completely overpowering. A single hologram will keep busy whole group of enemies for a turn, and specialists like Andromedon and Gatekeeper will just attack it, forgetting to use their abilities. That way I could just rush them, ignore cover altogether, and go for very high percent shots. Occasionally using statis (broken ability, description even says it's only used on allies) on more important enemies, gremlin hacks, and haywire protocol, some uses of heavy weaponry from WAR suits, and that was it. Even triggering up to three major groups would be survivable.
The skills are also a bit poorly balanced. Pistol side for sniper is a lot better. Shotgun and mobility of the ranger will always give you more damage and accuracy over blade and hiding. And Specialists tear 3 gremlins offensive powers seriously outweigh his healing ones.
Few patches, and balance fixes, and it could become a brilliant game.
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Posted: Wed, 24th Feb 2016 02:18 Post subject: |
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fawe4 wrote: | [statis (broken ability, description even says it's only used on allies) |
Actually I think it is the description that is "broken". I'm pretty sure use on allies requires the upgraded version (which you unlock after getting certain other abilities, that same as for the upgraded version of Void Rift). The default version only targets enemies, but when you get the upgraded version to also allow use on allies the description changes.
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Posted: Wed, 24th Feb 2016 08:05 Post subject: |
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Holograms seem very good, seems I made a mistake by not using them.
But other than that, my experience seems different than yours; I guess that's a good thing, since it implies that there's many viable ways of playing. For snipers, I always went full sniper-rifle and only took the lightning hands pistol skill - seemed to suit my playstyle better. For rangers I never used shotguns but instead used standard rifles (better accuracy at range, great to combine with double-shot). For specialists I later respecced and took the healing abilities; late-game I felt that healing was more important than having one more damage ability (heavy weapons were already a very strong one-use damage ability).
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Posted: Wed, 24th Feb 2016 08:06 Post subject: |
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The Mimic beacon is supremely powerful for a while, but it's slightly overrated. Once you get to the final stages of the game, the aliens will kill it in one shot and that's one grenade slot used.
Not bad at all, but not as broken as it is when you first get it.
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Posted: Wed, 24th Feb 2016 11:08 Post subject: |
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Casus wrote: | The Mimic beacon is supremely powerful for a while, but it's slightly overrated. Once you get to the final stages of the game, the aliens will kill it in one shot and that's one grenade slot used.
Not bad at all, but not as broken as it is when you first get it. |
It gets the throwers HP, cover bonuses, and apparently high dodge chance. On critical hit, it's still usually two hits for each battle, and that's supposing that you throw only one. And even when it is destroyed on first hit, that hit will take the turn of the most dangerious AI since they start the turn first, and that's never wasted.
Six holograms, and you are untouchable on nightmare.
You guys may be right about snipers. There are two very different builds available. Sniper focused is really long range specialist, while pistol one needs grapple for mobility to get as much out of his faceoff as possible, and even then his pistols are useless against heavier armour. They fit different attack philosophies. The way I played, long rangers stayed behind lines as I charged for high percent shots, and often spend all their moves on getting back into position rarely even shooting, so I respeced them for pistols. I'd use rangers, and heavy weaponry to weaken enemies, and then grapple in sniper with massed shots to finish them off. They could do some crazy damage in one turn, and then they could still stay without a kill for a battle.
Can't agree with Specialist assessment, thought. Combat, haywire and capacitor discharge are a must for him. They can gain various permanent hacking bonuses through hack attempts, so haywire becomes near 100% against mechanicals, and combat protocol gives long ranged, 6 armour ignoring, guaranteed damage, and that's against normal enemies. Three specialists can kill anything in two turns by themselves.
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Posted: Wed, 24th Feb 2016 11:54 Post subject: |
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fawe4 wrote: | pistols are useless against heavier armour |
A sniper's pistol shares ammo type with the rifle. Give him AP rounds and the pistol will bypass 5 points of armour. It's pretty much a necessity for regular snipers as well, given that they will often be engaging enemies before you have a chance to use shredder on them.
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Posted: Wed, 24th Feb 2016 14:25 Post subject: |
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Yes, arguably the best ammo type, alongside Talon rounds for Rangers. Unfortunately the overreliance on RNG makes ammo and grenade production a complete crapshoot. Presumably the fact that Bluescreen rounds and EMP grenades are exempt from this and can be built directly is a tacit admission of the failure of this system.
After I finished my first playthrough I found a mod that makes any researched experimental ammo or grenade type subsequently available for direct purchase, which makes a hell of a lot more sense. I can maybe come at the idea of the initial experimentation, but how the fuck do you magically forget what to do each time? Needless RNG is probably my biggest issue with the game.
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Posted: Thu, 25th Feb 2016 00:00 Post subject: |
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Yeah, that's just silly. They probably went with 'each game different campaign', but once I got two tracer rounds in a row, I said screw to ammo research.
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Cyb3r
Posts: 615
Location: USA
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Posted: Thu, 25th Feb 2016 05:52 Post subject: |
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yep dcb i use that mod aswell even with the radar bonus it's just a total rng crapshoot fest getting 6 dragonrounds after each other = facepalm
some things really need a rebalance also given that the fact is that the first (early game) half off the game can be total rng then after a certain time it just becomes a snoozefest even on harder difficulties
Also the total mess off the new wounds system is a joke, and given that even on a oc'ed 5960x with 8forced cores and 16forced threads in the ini's the game still stutters well ok........ /facepalm besides all that i still enjoy the game but it really needs fixes pretty bad
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
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Posted: Thu, 25th Feb 2016 06:16 Post subject: |
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Cyb3r wrote: | Also the total mess off the new wounds system is a joke |
I think someone was talking about making a mod that reverts to the EU/EW style armour system. That would make armour part of your health and any damage in that section wouldn't result in any wounds being suffered. That might help take some of the sting out of the wounded mechanic.
But along with that you also need something that tones down the RNG. At the moment it's almost completely random what amount of time a soldier is put out for, regardless of how much damage they take. That's another example of just completely unnecessary levels of RNG. Wound severity (and thus number of days in recovery) should scale linearly with amount of damage taken, with maybe only a small amount of RNG to slightly vary the number of days a given unit is out. But it should always be within a fixed range. A soldier taking 1 pip of health damage should never be out for 30 days. Similarly, a soldier losing half their health should always be out for some minimum amount of time, like 15 days or something. I think there may already be a mod that tweaks the wound times, but I don't think there is anything that does it quite how I have proposed.
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kumkss
Posts: 4835
Location: Chile
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Posted: Tue, 1st Mar 2016 15:34 Post subject: |
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Finally completed the game after 30+ hours of play.
Played on Veteran (Commander?) difficulty and here I my troughs:
1. Game was very hard in the early stage, where I've been obliterated many times.
2. The Avatar countdown clock was rushing till may. Some of the best fun I've got in the game was by completing the destroy facilities mission and the black sites, with a 4 team squad and shit armor and shit weapons. I've ended two of them with only one team member that got panicked a lot.
3. Only two Berserkers showed in the game... wtf? I've love Berserkers.
4. I've missed a more powerful variant of the Muton.
5. I've missed more enemy types.
6. In juni I've got the decent weapons and armor and things started to balance.
7. After a while, nearly all of my 13 squad members achieved Colonel rank and started to rush the aliens, which reminded the same types.
8. The countdown clock mission were the hardest ones.
9. The Andromedon deal the most damage to my team.
And for the final mission:
Spoiler: | That was hard indeed. Took me nearly 4 hours and a lot of save/load.
My build was: 1 sharpshooter, 2 grenadiers, 2 support guys (a medic and a hacker) and one ranger. All Colonels and with the following build, that I recommend:
2 EMP grenades (they are a must)
3 Mimic Beacons (they are a must)
1 Grenadier with a Blaster Launcher) (I've only used that one).
The sharpshooter with kill zone perk
The hacker i've used it twice. And the medic used it till depleted.
Try to bring as much aiming bonus items as possible.
To catch the Avatars a combination of sharpshooter, grenadier and ranger and lot of save/load. While the other team members remain on the "entrance" of the last chamber in overwatch mod.
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I was completely destroyed for the final Avatar, and catch it with my ranger and voila.
So, overall as it is with xcom, its an outstanding game that I will replay after a major patch and maybe I'll wait for an expansion.
Missed some features and enemies. Overall I feel that it was an improvement from the first one.
Story could be better and wider and I honestly expected some more elaborated plot.
And for the ending:
Spoiler: | That ending...  Worst ending eva... |
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Posted: Tue, 1st Mar 2016 15:40 Post subject: |
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kumkss wrote: | Only two Berserkers showed in the game... wtf? I've love Berserkers. |
They only show up on Retaliation missions for some reason. You see them more often in a Legend run, as it takes a lot longer. I'm doing a Legend run now and I think I have gone more than a year in in-game time.
I'm not sure if anything is available yet, but no doubt there will be a mod eventually that makes Berserkers turn up in other mission types.
kumkss wrote: | I've missed a more powerful variant of the Muton. |
You can use the Muton Centurion mod from Long War Studios that was available at launch. Adds a new tougher Muton throughout the game, basically a replacement for the Muton Elites from EU/EW.
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Cyb3r
Posts: 615
Location: USA
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Posted: Thu, 3rd Mar 2016 14:11 Post subject: |
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dcb there's a mod that reverts the dmg system for wounds back to how it used to be (ie alot of dmg taken = heavy injury) but i do miss the eu system where armor actually counted now armor only counts for war armor i think it's called (just woke up and haven't played xcom2 in a week +)
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
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vaifan1986
Posts: 4640
Location: Birthplace of the necktie.
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Posted: Fri, 4th Mar 2016 21:39 Post subject: |
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I found a key for about 35$ at cdkeys. Anyone knows a cheaper place?
Micek:
i7 4790K @ 4.6GHz- Gigabyte Z97X-Gaming 3 - 980 WF3 \o/ - 16GB Corsair - WD 4TB - Mountain of SSDs - Dell UltraSharp U2414H 24''
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Posted: Sat, 5th Mar 2016 07:58 Post subject: |
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$37 is the best I can see if for over the last month, so I doubt you'll find it much cheaper than $35 currently.
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Cyb3r
Posts: 615
Location: USA
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Posted: Sat, 5th Mar 2016 21:42 Post subject: |
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it was cheaper on steam india for a while if i seem to recall right
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
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vaifan1986
Posts: 4640
Location: Birthplace of the necktie.
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Posted: Sun, 6th Mar 2016 11:55 Post subject: |
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Anyone know why workshop mods I've subscribed to don't show up in the game launcher?
There's only the workshop link, play and quit button.
I should note that the game has been installed in a different partition than where Steam is installed
Micek:
i7 4790K @ 4.6GHz- Gigabyte Z97X-Gaming 3 - 980 WF3 \o/ - 16GB Corsair - WD 4TB - Mountain of SSDs - Dell UltraSharp U2414H 24''
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Posted: Sun, 6th Mar 2016 16:53 Post subject: |
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Partition shouldn't matter. Does steam even download those mods you subscribe? Perhaps rather obvious, but I would verify cache on steam. If everything fails, XCOM 2 Nexus is always a good option.
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JBeckman
VIP Member
Posts: 34994
Location: Sweden
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Posted: Thu, 10th Mar 2016 18:07 Post subject: |
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https://xcom.com/news/en-xcom-2-patch-now-live
Quote: |
Performance
Added Zip Mode gameplay option. While Zip Mode is enabled animation (like step outs & gremlin movements) speeds are significantly increased. Normal movement animations are moderately increased.
Fixed an issue where shadow rendering during glam cam shot transitions was slowing down performance
Support for nVidia SLI and AMD Crossfire
Removed MSAA options from default presets and adjusted autodetect to target 40FPS instead of 30FPS
Reworked Light Clipping Manager
Particle Vertex Buffer Reallocation
Optimization to shadows in the Avenger
Enable triple buffering to fix VSync performance
Shadowed light fade out within Avenger; Disabled Post & Pre Mission cinematic lights not being used
Disabled shadow casting from character lights w/in Avenger
Reduced High Shadow Resolution - Reduce shadow resolution when set to HIGH to 1536, instead of 2048
Reduces the impact count of the Avatar Rifle
Removed a hitch that occurs when the camera enables/disables building visualizer
Deferred profile saves to next tick. This prevents multiple calls within the same frame from creating multiple requests to save the profile
After changing graphics settings, based on the selected preset, extra crew will be capped
Character head mesh optimized
Gameplay
Added a new recommended Steam Controller configuration with support for additional actions
Fixed an issue where VIP units would take damage when their origin location was damaged
Mimic beacon rebalance: Price increased to 75 (100 on legend, 3 corpses on legend). Mimic beacons can no longer take cover, and are guaranteed to be hit by enemy shots.
Fixed an issue where Promotion Earned text appeared before action is seen on screen
Fixed an issue that was preventing civilians from pathing to ladder tiles.
Fixed an issue where Character Pool choices like Class, Attitude, and props did not save
Fixed an issue where weapons did not keep names and customizations upon tier bump
Fixed an issue causing some scan timers to go into negative time
Engineering items that are full squad upgrades are now designated in the UI
Wet Work is no longer retroactive
Fixed an issue where strategy project timers reset if players started building a radio relay immediately after making contact with a region
Fixed an issue with POIs not spawning when first visiting the Geoscape if Beginner VO is turned off
Minimized action camera obstructions
Minimized camera look-at hopping during AI abilities
Fixed an issue where Psi abilities did not trigger death cams
Kill Zone now respects concealment status
Fixed an issue where the Ever Vigilant AWC perk did not work for Sharpshooters
Buildings don't cut down when tabbing through units
Fixed an exploit that skips the AI turn by spamming the END/BACKSPACE button while the Player's last action is being visualized
Rapid Fire and Chain Shot visualization optimized to get the second shot to fire faster
Fixed an issue where shot GHUD wings would close following a number of actions
Fixed an issue where crit chance would be negatively affected by shots with a success chance greater than 100
Graze is no longer a chance for 100% shots. Targets being shot by a concealed attacker cannot dodge.
Optimized Return Fire hits causing long delays
Optimized AI reveals causing long hangs
Optimized Wait actions causing long timeouts
Optimized falling unit visualization to timeout faster
Updated the Geoscape save description to use the localized HQ time, instead of previously used GMT game time
Fixed an issue with an invalid spawn point on a specific Retaliation mission plot
Destroyed cover does not take reduce % to-hit on enemies
Systems
Players will now be able to press “Load Anyways” when loading a save when the mods used are not present
New option to only use Character Pool creations until the pool is exhausted
Bulletproofing bad saves from causing main menu crashes
Fixed an issue causing hitches in strategy
CookerSync and FxdBuildTool changes to get CrashDumpPerssion tool to distribute – opt to send in crash dumps to Firaxis.
Destroy soldier pawns created during after action walkup sequence
Fix for out of bounds world data access in destructibleActor
Fixed an issue where players gets stuck in an infinite turn loop
Fixed an issue where armor customizations did not save
Graphics
Unit Highlighting Flash when targeting units
Writing
Removed “Stasis Lance” from subtitles
Multiplayer
MULTIPLAYER: Fixes slow communications with internet players resulting in delays between actions, turns, and end-of-game screen.
Added camera rotation to MP
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And DLC.
http://steamcommunity.com/games/268500/announcements/detail/843669090299138591
Quote: |
"Anarchy’s Children features over 100 new exotic customization options for your soldiers, including new hair styles, face paints, armor, lower face props, decals, helmets, masks and more. Your soldiers will strike fear into ADVENT and its alien overlords with menacing tactical styles that run the gamut from post-apocalyptic to the downright deranged.
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Last edited by JBeckman on Thu, 10th Mar 2016 18:08; edited 2 times in total
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