* Read some of the 'real' reviews and they make it sound very nice.
Great expansion so far. Despite it being a bit of a dick move to limit the new optimizations to the XPAC only, it nonetheless really does improve the game's performance tremendously.
They also took inspirations from a few mods and intergrate them nicely into the game. The new features itself adds extra depth to the game, especially the strategic layer.
The resistance factions have these covert operations, they are a great addition that makes better use of your reserve roster.
Basically it improves the game in every way possible. Technical, gameplay, and story are all better than ever.
So far the only negative I have is the fatigue system, with all the new features to occupy your troops availability, I don't really see the point of this arbitrary mechanic to deplete your mapower further.
What the fck is fatigue? I dont like having like 10 reserve soldiers just because my guys get injured (Despite being healed in battle) easily and cant fight for weeks...
* Read some of the 'real' reviews and they make it sound very nice.
Great expansion so far. Despite it being a bit of a dick move to limit the new optimizations to the XPAC only, it nonetheless really does improve the game's performance tremendously.
They also took inspirations from a few mods and intergrate them nicely into the game. The new features itself adds extra depth to the game, especially the strategic layer.
The resistance factions have these covert operations, they are a great addition that makes better use of your reserve roster.
Basically it improves the game in every way possible. Technical, gameplay, and story are all better than ever.
So far the only negative I have is the fatigue system, with all the new features to occupy your troops availability, I don't really see the point of this arbitrary mechanic to deplete your mapower further.
What the fck is fatigue? I dont like having like 10 reserve soldiers just because my guys get injured (Despite being healed in battle) easily and cant fight for weeks...
Basically as the fight goes on, your solders loses Willpower, making them more and more vulnerable to panic. Also after the battle, if their willpower is lower than 50~% than max, they're tired. You can still send them out to battle when they're tired, they just have lower willpower rolls. However if it goes even lower than "tired", they're shaken. Now essentially they are "injured", you can't send them out at all until they recovers.
So far, the only way to recover willpower is just time. Rotate your squad and it should be fine. Don't send them out when they're tired so they don't get shaken.
In essence, you'll need a roster larger than 6. Even if they somehow never get injured, they'll get tired, or in training, or out doing covert missions.
Thanks ... was there something like that in xcom2? It was a long time I remember something about willpower.
Anyway, sounds like an unnecessary mechanic tbh, making me use different soldiers than I want to, arent they supposed to be highly trained super soldiers.. I liked JA2, just have some sleep, bandage from time to time and good to go.
So far, the only way to recover willpower is just time. Rotate your squad and it should be fine. Don't send them out when they're tired so they don't get shaken.
In essence, you'll need a roster larger than 6. Even if they somehow never get injured, they'll get tired, or in training, or out doing covert missions.
oh cool thats how i play anyway so not much of a big deal
I did! The menu shows it's the expansion pack. I even get the intro for WOTC, but then somehow the mission starts off same as in vanilla. Blow up an advent statue
its like enmy within ... it integrates into main campaign ... i for example got for example got one of the Reaper guys in my squad in the first mission and go info on their HQ
Damn... the expansion made this even more difficult than it already was. I wonder if it's possible to have one of the Chosen show up in combination with the Alien Hunter Kings.
I did! The menu shows it's the expansion pack. I even get the intro for WOTC, but then somehow the mission starts off same as in vanilla. Blow up an advent statue
codex-xcom.2.war.of.the.chosen.fix
Fixes launcher not working issue.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
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Thanks ... was there something like that in xcom2? It was a long time I remember something about willpower.
Anyway, sounds like an unnecessary mechanic tbh, making me use different soldiers than I want to, arent they supposed to be highly trained super soldiers.. I liked JA2, just have some sleep, bandage from time to time and good to go.
It came from the Long War mod and i think it adds to the game. Before you had no need for more men, since you could just spam the same squad over and over again, this forces you to have a larger pool of men, not only for regular missions, but also covered ops (another mod thing, really cool)
m3th0d2008 wrote:
Damn... the expansion made this even more difficult than it already was. I wonder if it's possible to have one of the Chosen show up in combination with the Alien Hunter Kings.
The Alien Kings DLC is now integrated differently. I just found a facility where it says a powerful being is protecting it, so i guess they don't show up randomly anymore.
The Alien Kings DLC is now integrated differently. I just found a facility where it says a powerful being is protecting it, so i guess they don't show up randomly anymore.
Oh, I'm aware of that. Thing is, there is technically nothing that the prevents the game from having a Chosen show up on those Blacksite missions where one of the Royals is present. And that fucking scares the shit out of me. Even though they (rightfully so) hit the Alien Masters with the nerf-bat.
Meh, can't be bothered with this RNG fest anymore.
Typical X-COM Scenario:
90% chance to hit you say?
**Critical Miss**
*Shot misses the enemy by about 50 feet to the left, ricochets off a lamp post, through your squadmate's skull, into an elderly care home, striking the gas main and killing everyone inside*
*Squadmates run off screaming in hysteria*
Soldier that fired the shot: "Damnit, I missed".
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Meh, can't be bothered with this RNG fest anymore.
Typical X-COM Scenario:
90% chance to hit you say?
**Critical Miss**
*Shot misses the enemy by about 50 feet to the left, ricochets off a lamp post, through your squadmate's skull, into an elderly care home, striking the gas main and killing everyone inside*
*Squadmates run off screaming in hysteria*
Soldier that fired the shot: "Damnit, I missed".
comon guys, you honestly havent slipped the throw over you junk bin with a simple ball of paper? it's the same concept in real life.
The Alien Kings DLC is now integrated differently. I just found a facility where it says a powerful being is protecting it, so i guess they don't show up randomly anymore.
Oh, I'm aware of that. Thing is, there is technically nothing that the prevents the game from having a Chosen show up on those Blacksite missions where one of the Royals is present. And that fucking scares the shit out of me. Even though they (rightfully so) hit the Alien Masters with the nerf-bat.
I think one of the devs said they are mutually exclusive at least on the Facility missions. Dunno what happens if they escape though.
I just had the Hunter turn up on a map that had extra advent on it. I forgot about the map also having lost on it, so i blow up the car he's behind and a billion lost show up. I somehow managed to kill everything without losing anyone. Cannot imagine if an Alien Ruler showed up
wait until you get a Chosen appearing on a regular mission. The way they work, they will be guaranteed not to show up on the following mission, so do the facility after one of those. Although I assume it has to be in the same region - I don't know if you can get different Chosen on back-to-back missions if you are hoping all over the globe.
Wish they'd sort out this ridiculous RNG thing. It makes a lot of sense to have RNG affect long to medium distance shots. But not point blank range, from behind - that's not even slightly realistic.
And to make matters worse, you can destroy non-moving targets from any range, with any weapon. Like those network nodes, you can taken them out with anything as there IS no RNG.
Tile distance should be a much, much larger multiplier to a successful attack roll.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Since I can't let go, here finally a proper start Part 2 Contains the "Meet the Chosen, the Reapers and the Sentinels" mission with cinematics and everything
@Commander Difficulty ( I don't dare do this on legendary lol) + Ironman
Will make a proper Lets play thread in the appropriate Forum
Wish they'd sort out this ridiculous RNG thing. It makes a lot of sense to have RNG affect long to medium distance shots. But not point blank range, from behind - that's not even slightly realistic.
And to make matters worse, you can destroy non-moving targets from any range, with any weapon. Like those network nodes, you can taken them out with anything as there IS no RNG.
Tile distance should be a much, much larger multiplier to a successful attack roll.
I disagree. You have to play with the RNG in mind, always being prepared for when RNG screws you. Sometimes you just lose guys.
I do play with the RNG in mind, and I believe RNG is important to maintain some unpredictability. However, there must also be some logic employed in deciding successful rolls, and standing one tile behind an enemy with no cover and no other buffs should result in a 99% chance of success.
I believe 100% is also not a great way of deciding certain events. Of course, I don't know the behind-the-scenes rules, but in say, D&D, a lot of outcomes can be decided on a D16 or ever a D64. D100 rolls are usually used to decide various possibilities, like 1-20 is one, 21-50 another etc. In Xcom, I'm not entirely sure how a successful 'roll' is calculated - what does it actually mean, by a 65% chance of a hit? Do you have to still get a 100 roll to win that event, or what, it's not transparent enough (unless someone has a link to an explanation).
I can deal with chance and rules, if I accurately know what the odds actually mean.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
In Xcom, I'm not entirely sure how a successful 'roll' is calculated - what does it actually mean, by a 65% chance of a hit? Do you have to still get a 100 roll to win that event, or what, it's not transparent enough (unless someone has a link to an explanation).
In Xcom, I'm not entirely sure how a successful 'roll' is calculated - what does it actually mean, by a 65% chance of a hit? Do you have to still get a 100 roll to win that event, or what, it's not transparent enough (unless someone has a link to an explanation).
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