XCOM2 - More like SyndiCOM

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ThanatosRa
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Re: XCOM2 - More like SyndiCOM

Post by ThanatosRa » #246471

Bottom post of the previous page:

Quanti wrote:
You can no longer rely on grenades to destroy cover
shit

Still looks awesome though, time for yet another xcom 2 playthrough
actually, one of the first abilities you can get for Grenadiers gives that back.
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Re: XCOM2 - More like SyndiCOM

Post by IcePacks » #246479

Anonmare wrote:Man I hate the stun drones. The stun guys from the vanilla game were bad but at least they didn't show up for a bit, the drones show up on mission 1.

They really need low dodge and no armour, they're meant to be shitty, expendable drones for scaring civvies - not incapping half the squad while the other half panic and freak out because the new guy died.

Grenades being not as good vs cover also irks me, it was my go-to method of dealing with entrenched enemies. At least flashbangs are still good, they can at least fuck up Sectoids re-animating and MCing people.
you do get armor-piercing rounds relatively early on but unless you have stealth-savvy on your second mission it's going to wind up being one of the hardest ones in your playthrough just by virtue of how annoying these little fuckers are
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Re: XCOM2 - More like SyndiCOM

Post by Takeguru » #246583

I havent had issues with them

I just focus them down first because they're in the open
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Re: XCOM2 - More like SyndiCOM

Post by IcePacks » #246598

the issue with that is when there's about twenty of them on your second mission and they stun one guy (leading to two soldiers missing while everyone else gets picked off by troopers), standard xcom bullshit difficulty stuff

also rng fuckery can make it difficult to deal with even one since the highest chance you'll have with an inexperienced quad is about <70% and they disorient if they do manage to tag you with their hilariously inaccurate ranged attack

basically they're a hilarious bullshit cheesebot early on but can be managed with better gear (like all things in xcom 2)
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Re: XCOM2 - More like SyndiCOM

Post by Davidchan » #246615

Grenades are your friends.
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Re: XCOM2 - More like SyndiCOM

Post by Quanti » #246636

ThanatosRa wrote:
Quanti wrote:
You can no longer rely on grenades to destroy cover
shit

Still looks awesome though, time for yet another xcom 2 playthrough
actually, one of the first abilities you can get for Grenadiers gives that back.
That's what I get for trusting an IGN quote. Scorched earth is back and in effect.
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Re: XCOM2 - More like SyndiCOM

Post by capi duffman » #246647

Ap rounds are a must if you intend to survive impregnable missions.
Also, tackling missions with less than 100% ups the challenge, in one about taking intel I ended up fighting 44 aliens with a couple of lance corporals at most. Trying impregnable jailbreaks is a terrible idea.

Personally I'm not having much issue with the xenos for now, but that may be because I focus them absolutely, I don't allow the drones to act, and I always flashbang sectoids and vipers in turn 2 and 1 of seeing them.
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Re: XCOM2 - More like SyndiCOM

Post by DemonFiren » #246721

I gotta say this is pretty fun.

After modding the shit out of it.
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Re: XCOM2 - More like SyndiCOM

Post by Ikarrus » #247558

LW2 is pretty fun. This is the first time playing with any sort of modified XCOM so I'm enjoying the massive expansion of choices that are available.

Played a few missions already, and so far I haven't lost any soldiers. But I can't help but feel like I have no idea what the fuck I'm doing and running into a newbie trap.

What do you guys typically use for squad size and resistance jobs? I've been going with as much soldiers as I can while still being over 100%, and I've usually been going 50/40/10 for I/S/R

I've also mever had an issue with the stun drones, but that's just mostly due to Specialist hacking.
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Re: XCOM2 - More like SyndiCOM

Post by capi duffman » #247573

In classes, so far Shinobi, Technician, assault are much more useful than the other classes, while Sharpshooter got nerfed once again. Personally I send six man teams, mixing high rank officers with rookies in the simpler missions, when I tackle impregnable I send more technicians than the other classes to blow up the squads before they can see me.
Sending less operatives means more exp for succeeding the mission, so you can focus on getting master sergeants faster or sharing equally.

Avoid any infiltration with less than a day or so, unless you're ready to savescum the hell out of it, you're going to fight 30-50 enemies if the enemy readiness is impregnable.
at first you won't be able to acquire bodies since you're in enemy territory and need to bail fast after attacking, certain missions, especially after freeing regions, will mention in the rewards giving you the bodies, so pay attention to that if you're short in supplies.
You don't get warned about Dark events, you need to pay the intel, and then some of the missions will counter the discovered dark event.
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Re: XCOM2 - More like SyndiCOM

Post by Ikarrus » #247635

My Shinobi definitely feels OP. Being able to do 8 damage right off the bat is a huge advantage, and all their abilities just make them harder to kill. Giving them a boost to infiltration just makes them all the more attractive, too.

Also, I'm a madman and running Iron man mode.
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Re: XCOM2 - More like SyndiCOM

Post by capi duffman » #247687

Ikarrus wrote:My Shinobi definitely feels OP. Being able to do 8 damage right off the bat is a huge advantage, and all their abilities just make them harder to kill. Giving them a boost to infiltration just makes them all the more attractive, too.

Also, I'm a madman and running Iron man mode.
any mission with less than 3 days of preparation is a trap like those "scout" UFOs in LW1 or the early supply UFO, I've seen enough streamers ruining their campaigns due to it, and then whining about RNG or balance, and not of them being stupid.
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Re: XCOM2 - More like SyndiCOM

Post by Ikarrus » #247848

I think I'm going to wait until 1.1 before I play any further. The changelist so far is staggeringly huge, with the biggest one for me going to be
- Faceless now steal supplies as a percent instead of absolute value.
http://www.pavonisinteractive.com/phpBB ... 15&t=23646

Having half of my workforce gather supplies yet still not receiving ANY for the first 3 months made me pretty sad.
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Re: XCOM2 - More like SyndiCOM

Post by killerx09 » #247869

I just assigned my top soldiers as Haven Advisors. Killed about 8 traitorous alien bastards in 2 months so far.
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Re: XCOM2 - More like SyndiCOM

Post by Haevacht » #247870

You can spend intel to make the under 3 day infil missions workable if you need to. Boost infiltration button.
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Re: XCOM2 - More like SyndiCOM

Post by ThanatosRa » #248067

I am unhappy with the loss of squad upgrade weapons. But at least you can remove mods.

Coming up with names for squads is fun. I feel like I should Color all my rookies grey and make a tide squad
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Re: XCOM2 - More like SyndiCOM

Post by MMMiracles » #331851

War of the edgelords came out, huge xpac with that of the likes of what EW did for EU. More importantly, comes with a fairly substantial performance boost that cuts down on loading screens/stuttering pretty significantly for a lot of people.

is good, will probably get around to finishing a campaign for once.

also 7 month necro woop
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Re: XCOM2 - More like SyndiCOM

Post by GarlicBread » #331869

Note there is a shogun 2 customization pack that gives your doods ashigaru armor and the shogun 2 announcers voice pack

Iz gud
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Re: XCOM2 - More like SyndiCOM

Post by IcePacks » #332376

long war 2 was shit WAR OF THE CHOSEN IS OUTSTANDING anything else
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Re: XCOM2 - More like SyndiCOM

Post by Durkel » #332388

New expansion worth it or wait for a sale/decent torrent.
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Re: XCOM2 - More like SyndiCOM

Post by DemonFiren » #332390

Durkel wrote:New expansion worth it or wait for a sale/decent torrent.
it costs almost as much as a new game and apparently is bundled with fixes that you won't get otherwise (?)
wait for sale, be a bad goy
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Re: XCOM2 - More like SyndiCOM

Post by TheWiznard » #332401

never played xcom2 but I have it on steam is it decent to play w/o mods or would it be better to use some mods that fix add shit
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Re: XCOM2 - More like SyndiCOM

Post by killerx09 » #332409

>20 HP sectoids
>200 HP Berserker Queens

Beta strike was a mistake.
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Re: XCOM2 - More like SyndiCOM

Post by MMMiracles » #332439

TheWiznard wrote:never played xcom2 but I have it on steam is it decent to play w/o mods or would it be better to use some mods that fix add shit
get UI mods like 'Gotcha!' and 'Perfect Information', then you'll be good.
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Re: XCOM2 - More like SyndiCOM

Post by ThanatosRa » #332730

Waiting for mod upgrades but the performance fixes are great. Glad its a full xpac.
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Re: XCOM2 - More like SyndiCOM

Post by Ikarrus » #334942

WOTC expansion is so much fun

It provides ways to mitigate the most frustrating parts of the game for me, such as mission timers (No longer counts down while in concealment if you're friends with Reapers), concealment phase (Reaper-scouts), retaliation missions (Civilians are grouped up and protected by armed resistance if you have a tower in the attacked region), and irreversible avatar project timer (Covert ops to reduce progress and find facilities).

The new hero classes are super fun to play, the Chosen make a good challenge, and there's a wide variety of everything now.

It looks like they fixed all the perf/AA/line of sight bugs because I haven't ran into any some 30 missions in

I am happy.
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Re: XCOM2 - More like SyndiCOM

Post by Jacough » #335061

I kind of expected WotC to be kind of more of the same but nah. It's like a complete overhaul for the game's mechanics. I'm really enjoying it so far. Just finished fucking up the chosen assassin on a mission that was crawling with the Lost. It was a pretty damn intense fight. Ended up finishing the ugly bitch off by blowing her out of cover with a grenade and then having a reaper put a bullet right in her brain
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Re: XCOM2 - More like SyndiCOM

Post by ThanatosRa » #335378

I just realized that the balloons that pick up supply crates for XCOM in that new crate theft mission are a nod to the MGSV depiction of the Fulton Recovery System(Which I also hadn't realized was a real thing, just quite a bit different and not as cool looking as it is depicted ingame.)
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Re: XCOM2 - More like SyndiCOM

Post by Ikarrus » #335579

I like the new propaganda poster feature they added. Some of the randomly generated ones after you finish a mission can be pretty cool.

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