XCOM 2
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Surray




Posts: 5409
Location: Europe
PostPosted: Tue, 29th Aug 2017 16:21    Post subject:
PickupArtist wrote:
any cheap keys out there? greenman and kinguin seem to have no discounts


http://www.allkeyshop.com/blog/buy-xcom-2-war-of-the-chosen-cd-key-compare-prices/


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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shadak




Posts: 1097
Location: Prague
PostPosted: Tue, 29th Aug 2017 16:22    Post subject:
dannofdawn wrote:
mtj wrote:
So... any tldr reviews?

How's the beginning of the game? Same as xc2?

* 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...
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dannofdawn




Posts: 2227

PostPosted: Tue, 29th Aug 2017 17:03    Post subject:
shadak wrote:
dannofdawn wrote:
mtj wrote:
So... any tldr reviews?

How's the beginning of the game? Same as xc2?

* 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.
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shadak




Posts: 1097
Location: Prague
PostPosted: Tue, 29th Aug 2017 17:26    Post subject:
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.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 29th Aug 2017 17:36    Post subject:
dannofdawn wrote:
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


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Pizda2




Posts: 3028

PostPosted: Tue, 29th Aug 2017 18:03    Post subject:
The codex version starts me out in the original xcom campaign. Is there anyway to start right from the expansions content?


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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 29th Aug 2017 18:15    Post subject:
Pizda2 wrote:
The codex version starts me out in the original xcom campaign. Is there anyway to start right from the expansions content?

just pick it in the launcher
 Spoiler:
 


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Pizda2




Posts: 3028

PostPosted: Tue, 29th Aug 2017 18:27    Post subject:
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 Confused


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PickupArtist




Posts: 9928

PostPosted: Tue, 29th Aug 2017 18:44    Post subject:
its a new campaign bro, why would it start differently
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 29th Aug 2017 19:07    Post subject:
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


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Sometimes i just want to see NFOHUMP burn \o/
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Tue, 29th Aug 2017 20:06    Post subject:
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.


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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Tue, 29th Aug 2017 20:41    Post subject:
Pizda2 wrote:
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 Confused


codex-xcom.2.war.of.the.chosen.fix

Fixes launcher not working issue.


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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Tue, 29th Aug 2017 21:08    Post subject:
nm don't feel like streaming this game right now Smile
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MannyK




Posts: 1405
Location: Brazil
PostPosted: Tue, 29th Aug 2017 23:21    Post subject:
I am getting an error using the codex installer
error on isdone.dll

somebody knows what it is?
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xxax
Banned



Posts: 2610

PostPosted: Wed, 30th Aug 2017 01:35    Post subject:
shadak wrote:
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.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Wed, 30th Aug 2017 02:38    Post subject:
xxax wrote:
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. Very Happy


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) •
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Wed, 30th Aug 2017 09:39    Post subject:



Meh, can't be bothered with this RNG fest anymore. Played through once before, can't see myself going through it all over again. Too frustrating lol.
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Immunity




Posts: 5628

PostPosted: Wed, 30th Aug 2017 11:54    Post subject:
Sin317 wrote:

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".


Very Happy


I can never be free, because the shackles I wear can't be touched or be seen.
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Guyver




Posts: 2221
Location: Bunga-Bun... err Italy.
PostPosted: Wed, 30th Aug 2017 12:15    Post subject:
Immunity wrote:
Sin317 wrote:

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".


Very Happy


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. Laughing


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xxax
Banned



Posts: 2610

PostPosted: Wed, 30th Aug 2017 15:58    Post subject:
m3th0d2008 wrote:
xxax wrote:
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. Very Happy


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 Crying or Very sad
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DCB




Posts: 5410

PostPosted: Wed, 30th Aug 2017 16:28    Post subject:
If you want a guarantee,
(mechanics spoiler)
 Spoiler:
 
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Ankh




Posts: 23350
Location: Trelleborg
PostPosted: Wed, 30th Aug 2017 17:18    Post subject:
Imo they should give us coop campaign.


shitloads of new stuff in my pc. Cant keep track of it all.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Wed, 30th Aug 2017 19:22    Post subject:
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.


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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 30th Aug 2017 19:27    Post subject:
Ankh wrote:
Imo they should give us coop campaign.

https://steamcommunity.com/sharedfiles/filedetails/?id=792693587
Might take a while befoe they mod it to WotC


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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Wed, 30th Aug 2017 20:29    Post subject:
Since I can't let go, here finally a proper start Smile Part 2 Contains the "Meet the Chosen, the Reapers and the Sentinels" mission with cinematics and everything Smile

@Commander Difficulty ( I don't dare do this on legendary lol) + Ironman

Will make a proper Lets play thread in the appropriate Forum Smile

But here are part 1 and 2:


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xxax
Banned



Posts: 2610

PostPosted: Wed, 30th Aug 2017 20:38    Post subject:
Kaltern wrote:
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.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Wed, 30th Aug 2017 21:54    Post subject:
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

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xxax
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Posts: 2610

PostPosted: Wed, 30th Aug 2017 22:34    Post subject:
Yeah... that was a long ass game.



Don't send your B/C team on a mission marked very difficult Very Happy
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DCB




Posts: 5410

PostPosted: Thu, 31st Aug 2017 05:29    Post subject:
Kaltern wrote:
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).

If you are talking specifically about chance to hit probabilities when firing, you probably want to have a read of this - https://www.reddit.com/r/XCOM2/comments/45u81x/yes_xcom_2s_rng_cheats_in_your_favor_heres_how/
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xxax
Banned



Posts: 2610

PostPosted: Thu, 31st Aug 2017 10:19    Post subject:
DCB wrote:
Kaltern wrote:
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).

If you are talking specifically about chance to hit probabilities when firing, you probably want to have a read of this - https://www.reddit.com/r/XCOM2/comments/45u81x/yes_xcom_2s_rng_cheats_in_your_favor_heres_how/


If i remember correctly there's no hidden hidden boosts on Legendary.
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