XCOM2 - More like SyndiCOM

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capi duffman
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XCOM2 - More like SyndiCOM

Post by capi duffman » #92311

http://www.adventfuture.org/

As it turns out, commander was a condom, the xenos took over, and now XCOM goes like some good deathsquad cleaning house of taint.

This may be an interesting E3, I'm looking forward to this game. Also PC exclusive, because master race and mod tools.

http://www.ufopaedia.org/index.php?title=XCOM2

To note:

-Snakemen
-Sectoid Hybrids
-Race traitors as shitcurity
-Possibly the avenger as a base (please no, I'd rather have multiple bases with base defense)
-Melee weapons
-timed missions everywhere.
-timed campaign
Last edited by capi duffman on Sat Jan 09, 2016 12:31 am, edited 2 times in total.
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Re: XCOM2 - deathsquid's turn

Post by mosquitoman » #92317

it's just a cutscene, they didn't show anything relevant

and it's firaxis so you know it's gonna be shit
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Re: XCOM2 - deathsquid's turn

Post by Maccus » #92319

I think it's implied that killing off the Ethereals left/will leave a massive power vaccuum in the alien worlds, plus humanity suddenly gaining a psychic presence or something probably alerted any other more experienced psychic aliens to their presence which let them take over earth

I'm 80% pulling this from my butt like some sort of clown handkerchief trick but I could be right and that's what matters
Spoiler:
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Re: XCOM2 - deathsquid's turn

Post by Steelpoint » #92323

The only in game image, at least showing the UI, that I can find thus far.
Spoiler:
Image
Overall I like the idea being presented of putting XCOM on the backfoot as the invader, in a sense.

E: Also
mosquitoman wrote:it's just a cutscene, they didn't show anything relevant

and it's firaxis so you know it's gonna be shit
Apparently we're going to get a lot more info on the game some time later today.

Also XCOM EU/EW are very well made games, and Firaxis tends to make good games. The biggest complaint I have against them is that their games usually take until all the DLC is made and released until their games become great (see Civ 5)
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Re: XCOM2 - deathsquid's turn

Post by XSI » #92325

I'm both surprised and disappointed in the internet that the snake alien doesn't have R34 yet.
But then there's plenty of naga porn out there anyway

That said, looks like it will be an alright game with probably a lot of polish. And that's about it.
Did hear they were going to make it way easier to mod, so maybe there's some good mods in the future for it
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Re: XCOM2 - deathsquid's turn

Post by Bombadil » #92347

XSI wrote:I'm both surprised and disappointed in the internet that the snake alien doesn't have R34 yet.
But then there's plenty of naga porn out there anyway

That said, looks like it will be an alright game with probably a lot of polish. And that's about it.
Did hear they were going to make it way easier to mod, so maybe there's some good mods in the future for it
Maps are now procedural again...

Steamworkshop Support too. It will even support custom aliens apparently.
Maccus wrote:I think it's implied that killing off the Ethereals left/will leave a massive power vaccuum in the alien worlds, plus humanity suddenly gaining a psychic presence or something probably alerted any other more experienced psychic aliens to their presence which let them take over earth

I'm 80% pulling this from my butt like some sort of clown handkerchief trick but I could be right and that's what matters
The canon ending is that the Ethereals won. The earths governments signed a treat of unconditional surrender.
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Re: XCOM2 - deathsquid's turn

Post by Steelpoint » #92350

Right now we don't exactly know how the original game (XCOM EU) canonically ends. While its established that Earth surrendered to the Aliens we don't know if this is due to the XCOM project failing to stop the invasion, or if XCOM did manage to destroy the Temple Ship which only served to either...

A): Cause the remaining Aliens to abandon any pretence of 'testing' humanity and they simply go nuts and fully invade Earth.

B): This 'greater threat' the Etheral's talk about proceed to catch up and conquer Earth.
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Re: XCOM2 - deathsquid's turn

Post by Bombadil » #92353

Steelpoint wrote:Right now we don't exactly know how the original game (XCOM EU) canonically ends. While its established that Earth surrendered to the Aliens we don't know if this is due to the XCOM project failing to stop the invasion, or if XCOM did manage to destroy the Temple Ship which only served to either...

A): Cause the remaining Aliens to abandon any pretence of 'testing' humanity and they simply go nuts and fully invade Earth.

B): This 'greater threat' the Etheral's talk about proceed to catch up and conquer Earth.
Promotional screenshots show images of glorious four armed leaders.

Ethereals won brah

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Re: XCOM2 - deathsquid's turn

Post by Steelpoint » #92354

Except you'll see that I actually do agree with that assessment but I contest exactly how the Etherals won.
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Re: XCOM2 - deathsquid's turn

Post by Anonmare » #92357

Without more info, it's mere speculation one way or another whether how XCOM lost. I'm surprised to see people use what appear to be ballistic and melee weaponry in the trailer, though it might just be that plasma weapons are restricted to the military and aren't easy to get. Though to be honest, this doesn't look like usual Ethereal handiwork considering they used clone soldiers in the last game and I don't see why they would need to keep Humanity alive. Could be a different faction of Ethereals, maybe caused by what the volunteer did?
I do have a theory that we might have mixed race squads if hybrids or even outright defectors are a thing, might shake up dynamics a bit if you could have team members with different abilities and weaknesses.

At any rate, I hope it'll be good and introduce some new concepts to the game.
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Re: XCOM2 - deathsquid's turn

Post by Kot » #92358

I like this. I'm Polish, I love doing partisans work, especially when it comes to nazis. Alien Nazis are ok too.
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #92364

I just have a really bad feeling about this, despite or perhaps because of sexy scalies.
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Re: XCOM2 - deathsquid's turn

Post by cedarbridge » #92418

Kot wrote:I like this. I'm Polish, I love doing partisans work, especially when it comes to nazis. Alien Nazis are ok too.
But Poland. You are the nazis.
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Re: XCOM2 - deathsquid's turn

Post by Balut » #92420

So I might've not liked what they did with Chryssalids, but fuck, these Snakemen look baller as shit.
"Yeah, they're kick-ass robot pilots!" "But they sing and dance!" "They launch from a secret base..." "...that's right under the opera house!"
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Re: XCOM2 - deathsquid's turn

Post by XSI » #92722

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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #92761

XSI wrote:http://tgweaver.tumblr.com/post/1205460 ... od-already

Still not seeing any porn of it
As of nineteen hours ago, the first new snakeman pic has appeared on Paheal, under the X-COM tag. Four in total, now.
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Re: XCOM2 - deathsquid's turn

Post by Ricotez » #92772

thank you for keeping us up to date about alien pussy
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
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Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #92779

Actually, more reptits than alien pussy, but we're getting there. Slowly.
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Re: XCOM2 - deathsquid's turn

Post by XSI » #92787

Every time

Slower than usual, but it happens every time
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Re: XCOM2 - deathsquid's turn

Post by capi duffman » #92794

Xeno-loving scum. When she uses you to implant her eggs, I'll be sure to execute you first.
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Re: XCOM2 - deathsquid's turn

Post by tedward1337 » #92836

CBlJw58.png
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Re: XCOM2 - deathsquid's turn

Post by Steelpoint » #92845

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Re: XCOM2 - deathsquid's turn

Post by Loonikus » #92887

Gas all xenos. Gas all race traitors. Gas all xeno race traitors, even if that means they are betraying the xeno race. Scale suckers, suck on my S.H.I.V.
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #92905

That's lewd, and I'd actually do it.
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Re: XCOM2 - deathsquid's turn

Post by rexagon » #92911

Just in case some people didn't get the memo, this is what happens if you dick around in XCOM:EU/EW and lose. This is why no laser/plasma. Because you couldn't/didn't. TL;DR Red Alert continuity
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Re: XCOM2 - deathsquid's turn

Post by Steelpoint » #92937

Most likely scenarios I can think off as to why the Aliens won.

1:) The game simply assumes XCOM was unable to fare well in the first few months of the invasion and the Aliens steamrolled over Earth.

2:) XCOM conducted limited research into Laser weapons before they lost the war.

3:) XCOM won the war, but the volunteer on-board the Temple Ship was either sent back in time or had his memories sent back in time and was found by the invading Aliens in the early months of the invasion. Armed with the knowledge that Humanity is the 'species' they are looking for they drop the pretense of testing Earth and invade it out right.
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Re: XCOM2 - deathsquid's turn

Post by tedward1337 » #92945

PORN
WHEN
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #92972

Tedward, you are way, way, late. Read up a bit.
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Re: XCOM2 - deathsquid's turn

Post by Ricotez » #92996

Image
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
Spoiler:
#coderbus wrote:<MrPerson> How many coders does it take to make a lightbulb? Three, one to make it, one to pull the pull request, and one to fix the bugs
Kor wrote:The lifeweb playerbase is primarily old server 2 players so technically its our cancer that invaded them
peoplearestrange wrote:Scared of shadows whispers in their final breath, "/tg/station... goes on the tabl..."
DemonFiren wrote:Please, an Engineer's first response to a problem is "throw it into the singulo".
tedward1337 wrote:Donald Trump is literally what /pol/ would look like as a person
CrunchyCHEEZIT wrote:why does everything on this server have to be a federal fucking issue.
Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
ShadowDimentio wrote:I am the problem
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Re: XCOM2 - deathsquid's turn

Post by tedward1337 » #93063

:^)
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Re: XCOM2 - deathsquid's turn

Post by EndgamerAzari » #93065

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Shaps wrote:I never thought I'd see the day where someone tried claiming the moral high ground on drinking a bottle of cough syrup
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MAYBE IF YOU'D QUIT SHITTING ON THE PLATE WHEN YOU'RE TOO LAZY TO GET UP TO GO TO THE RESTROOM AND JUST PUT THEM IN THE FUCKING SINK WHEN YOU'RE DONE
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Re: XCOM2 - deathsquid's turn

Post by tedward1337 » #93067

EndgamerAzari wrote:Image
Where is this from
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Re: XCOM2 - deathsquid's turn

Post by EndgamerAzari » #93068

It was from the old Dwarf Fortress thread before the rollback. It made me laugh like an idiot so I screencapped it.
Spoiler:
Shaps wrote:I never thought I'd see the day where someone tried claiming the moral high ground on drinking a bottle of cough syrup
TechnoAlchemist wrote:dumb baby boo boo "i wish I enlisted then mom would be proud" ballistics.
Saegrimr wrote:
Wyzack wrote:Remove players 2016, they ruin everything they touch
IM TRYING
Saegrimr wrote:
yackemflam wrote:It's like dish washing, someone has to do it.
MAYBE IF YOU'D QUIT SHITTING ON THE PLATE WHEN YOU'RE TOO LAZY TO GET UP TO GO TO THE RESTROOM AND JUST PUT THEM IN THE FUCKING SINK WHEN YOU'RE DONE
FantasticFwoosh wrote:Zip ties are best applied on assistants and other nobodies because of the exact reason they are disposable (applies to both).
An0n3 wrote:Azari for headmin 2015
He's an admin you can trust because nobody remembers to involve him in their conspiracies.
Drynwyn wrote:hbrahlrlahrlharlahr FEATURE CREEP
ShadowDimentio wrote:Instructions too complex, spaced the clown
Akkryls wrote:I mean, we are rightfully pissed off, but let's be pissed off for the correct reasons.
Falamazeer wrote:I am sufficiently outraged for you
Maccus wrote:You look like the dad every teenage boy doesn't look forward to meeting at his girlfriend's house
nsos wrote:When I was a teen and did the inevitable trying to suck your own dick thing I managed to get the head in my mouth and I feel like the rest of my life is me being punished for that
miggles wrote:is that supposed to be a trick question or just a dumb one
cedarbridge wrote:My first idea is that everyone just stops being faggots to each other but that's not going to happen, obviously.
Not-Dorsidarf wrote:Most soap operas could be improved if every scene had a greyshirt in the background hooting "GIBE DE POOSIE BOSS" all the time
Not-Dorsidarf wrote:classic style is "shit on everyone from the greatest heights, so they cannot climb high enough to shit on you"
Super Aggro Crag wrote:you can't just use meme to mean "thing I don't like" you goatherd
Saegrimr wrote:"lel just go explore make YOUR OWN fun wow do you have NO IMAGINATION back in MY DAY we used to shove twigs in our urethras and PRETENDED WE WERE KNIGHTS"
An0n3 wrote:Fucking crystal ass wind chime lookin' bitch.
Saegrimr wrote:It should be common sense but this is /tg/.
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Re: XCOM2 - deathsquid's turn

Post by Scones » #93090

I thought initially that maybe the doom tracker bad ending was cannon, but I know the volunteer will show back up in this game so scratch that

Anyways, I'm excited.
plplplplp WOOOOooo hahahhaha
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Re: XCOM2 - deathsquid's turn

Post by tedward1337 » #93116

EndgamerAzari wrote:It was from the old Dwarf Fortress thread before the rollback. It made me laugh like an idiot so I screencapped it.
Ayy :D
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Re: XCOM2 - deathsquid's turn

Post by Dr. Aura » #93185

You know, I like to think that it's going to be more along the lines of XCOM won, but the Ethereals called their home buddies about the time they figured humans would be the ones to beat them, probably just after they captured the Gollop device and killed their first Ethereal. About this time, I usually get to it 3-4 months in. That is to say, 3-4 months past March, so June. From June, to the end of the year, we have the rest of the capacity of the same race that brought the Temple Ship into the Earth's atmosphere out of seemingly nowhere, coming to Earth, fully expecting their eternal search for the perfect fighter and psionic to be ripe for harvesting, right?

Wrong.

They meet an unaffected race, likely beginning to distribute the information and apply it to themselves as a race. So, we have the rest of the alien forces there to take over, how do they do it? The Ethereal Device. When the Volunteer first touched it, they ascended to a state of mind and being similar to that of the Ethereals: not only seeing flashes and glimpses into the alien world, but getting the ability to use the Rift for the last mission. By the end, they interact with the Temple Ethereal device, and they seem to have a flash of realization about what the ship would do to the Earth, then fly that fucker the way it came in to save everything. All of this, likely ported over to the group steaming full sail to come and get them under their command. However; a single being was able to equate to the power of the Uber, and is now tied to their conscience.

XCOM won; the rest of them showed up. Mind control, and control over the single most powerful psionic human, would likely be enough to garter capital and people to begin the ADVENT company and easily 'take over' anyone who'd oppose them. ADVENT and the aliens solidified their control, more so that the aliens were subverting everyone and pointing them towards this seemingly inconspicuous company, probably touting stolen gene mods to humans to boast the elimination of old age and sickness, entire towns with the utopian society. How many people flock to that? At what point do the aliens step out and claim final victory publicly? At that point, how many governments of the Council are in their pocket?

I don't want to say I have all the answers, but I don't want to let the only answer be one that is defaulted to because of slightly convoluted timelines or details we'll never know even when the games come out.

I need to get a better hobby.
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Re: XCOM2 - deathsquid's turn

Post by rexagon » #93554

http://www.ign.com/articles/2015/06/02/ ... -overlords

Jake Solomon:“When the aliens showed up, XCOM suffered massive casualties, and governments around the world crumbled in face of popular support to surrender. Then, the Earth was quickly overrun. And so, 20 years into the future, the world is a very different place. The aliens rule Earth from giant shining megacities where all the people of Earth are flocking; that’s where they’re promised an easy life, a secure life free of disease.“

So here, you don't beat the aliens, they steamroll you. On another note, The classes are now Ranger (Assault), Sharpshooter (Sniper), Grenadier (Heavy), Specialist (Support), and a fifth mystery class. Much hype. Very excite.
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DemonFiren
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #93569

So, we got the classes renamed into something that sounds mildly more military and makes somewhat less sense, and my guess is number five will revolve either around DEM ROBOTS or DEM PSIJICS.
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cedarbridge
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Re: XCOM2 - deathsquid's turn

Post by cedarbridge » #93628

DemonFiren wrote:So, we got the classes renamed into something that sounds mildly more military and makes somewhat less sense, and my guess is number five will revolve either around DEM ROBOTS or DEM PSIJICS.
Possibly a stealth class of some sort. This is 20 years ahead in the timeline, so that wouldn't be entirely out of the question. I'm kinda interested to see what they do with the partisan resistance theme they're working on.
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XSI
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Re: XCOM2 - deathsquid's turn

Post by XSI » #93731

If the mystery class is a suicide bomber I'm buying this
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DemonFiren
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Re: XCOM2 - deathsquid's turn

Post by DemonFiren » #93838

cedarbridge wrote:
DemonFiren wrote:So, we got the classes renamed into something that sounds mildly more military and makes somewhat less sense, and my guess is number five will revolve either around DEM ROBOTS or DEM PSIJICS.
Possibly a stealth class of some sort. This is 20 years ahead in the timeline, so that wouldn't be entirely out of the question. I'm kinda interested to see what they do with the partisan resistance theme they're working on.
I think stealth is gonna be given to either the sniper or assault.
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Takeguru
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Re: XCOM2 - deathsquid's turn

Post by Takeguru » #145407

Necroing the thread because youtubers and shit got their early access copies.

Almost every god damn normal mission is on a timer.

MELD was one thing, because it was basically optional, but requiring it is shit tier
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Zilenan91
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Re: XCOM2 - deathsquid's turn

Post by Zilenan91 » #145410

Ehh it's a different kind of game really. Xcom 1 heavily rewarded you for going slow and dealing with enemies that way, but Xcom 2 rewards you for rushing through and going fast so the change of pace with Meld in Enemy Within was very jarring.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
Malkevin

Re: XCOM2 - deathsquid's turn

Post by Malkevin » #145411

So what you saying is that its even more dumbed down and cut down for the instant gratification generation then xcom?
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Re: XCOM2 - deathsquid's turn

Post by Zilenan91 » #145412

Well no because your soldiers are, from what I've seen, made of paper, even more so than other Xcom titles. You probably won't have a bunch of super soldiers who never die in this game like Xcom 1, but 1 or 2 at max with hte rest rotating out on death.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Lumbermancer
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Re: XCOM2 - deathsquid's turn

Post by Lumbermancer » #145420

Takeguru wrote:Necroing the thread because youtubers and shit got their early access copies.

Almost every god damn normal mission is on a timer.

MELD was one thing, because it was basically optional, but requiring it is shit tier
If I wanted timers I'd go play superior Invisible Inc.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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capi duffman
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Re: XCOM2 - deathsquid's turn

Post by capi duffman » #145435

I have seen three different types of mission without timers.
One was about looting some cargo, another to take down a statue, and another to loot a macguffing, also, I know there is an assassination mission (but I couldn't see it in play, so I don't know if there is a timer)
There are two mission types with timer, one to acquire intel, and another to destroy an antenna or something.
Also, yesterday I saw Beaglerush get his ass kicked playing legend with a modified .ini
The pectoids pretty much wrecked him, and he had to restart over and over.
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Jazaen
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Re: XCOM2 - deathsquid's turn

Post by Jazaen » #145443

capi duffman wrote: One was about looting some cargo, another to take down a statue, and another to loot a macguffing, also, I know there is an assassination mission (but I couldn't see it in play, so I don't know if there is a timer)
There are two mission types with timer, one to acquire intel, and another to destroy an antenna or something.
So... We became the Syndicate?
I play:
SMAI-Reactivation (SybilAI)
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Shannah Rader (Sybil geneticist)
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Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
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XSI
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Re: XCOM2 - deathsquid's turn

Post by XSI » #145453

Why not just play Xenonauts?

It's closer to actually being X-com than any 'Xcom' game gets
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Re: XCOM2 - deathsquid's turn

Post by Zilenan91 » #145457

Graphics are kinda bad. The game also gets really samey really quickly so you get bored fast.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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