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XCOM 2 - Welcome back (PC) Commanders • Page 35
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figgis 7,675 posts
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neems 3,497 posts
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I'm using it. It may have been there earlier in fairness, I reinstalled for War of the Chosen.
Mola_Ram wrote:Hell of a lot of stuff and its a tough game, like spinning plates. I've played Enemy Unknown on PS3 which has helped me a bit.
Ok, so this is probably a common question, but... what the hell is going on in this game? I'm on Rookie, and am fine (well, basically) with the individual battles, but I have no idea what is going on with the resistance comms, the upgrades, the research, the buildings, and all the other stuff which the game apparently seems to think I already know about. What is the benefit of focusing on one thing over the other, or on building my network over, say, flying down to get a supply drop?
There's just so much... stuff, and I don't know what to do or what anything means. The tutorial hasn't really helped either. Build a proving ground? Ok... why?
I'd really like to play this (and get the expansion eventually), because I love TB strategy, but so far it's feeling very dense. Is there like a quick start guide that anyone could recommend?
I'm always playing catchup, get the Avatar counter down then it goes straight back up again while I wait for soldiers to heal. I dont really understand it or Dark Events.
Scan for supplies and I'm interrupted by retaliation missions..
And how do i build a radio relay on a continent?
It's the interruptions that get me. The choices are between Investigate (go there right this second, spending precious hours flying), or Ignore (which sounds like I never want to do it, as opposed to "hey, I'll go just as soon as I'm done with this other thing you wanted me to do!")
Also, I've hit Ignore a couple of times and it says something like THIS MISSION IS TIME CRITICAL, IGNORING IS NOT RECOMMENDED. There's just ever so much stuff going on!
I think what I'm currently doing is:
Excavate > so I can build power > so I can then build a relay (+probably more excavation) > to make contact with a country > do the mission there to counter the avatar thing.
Thats if all my squad arent dead or something by then. Just finished the first blacksite mission. Seem to be getting through the objectives fairly quickly though.
I think the issue is you kinda want to do things right, first time (I'm the same). Not sure it's possible in this game, it's designed for replay, and for you to likely fail in some capacity on your first run through. It's kind of like a trial run. It goes against my grain but it seems to almost be a design choice or just too many systems thrown at you poorly at once, first time through. You learn what to prioritise and when for subsequent playthroughs.
Mr_Sleep 21,313 posts
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@ChiefGB yep. This feels pretty accurate. I managed to scrape through on my normal playthrough and then did ironman on hard and managed to overcome it. Mostly due to psi being amazing.
ecu 80,121 posts
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Unless you're really experienced at this kind of game I strongly suggest playing on easy and watching some beginners tips on youtube. A guy called TapCat has put out tons of videos on this game, he certainly helped me improve a lot.
Right, I think I understand how Intel and resistance contacts work now. You spend Intel to make contacts and reveal more of the map, which gives you more opportunities for missions and other events. I think the game might have made that a little clearer, but hey ho.
Still a bit unclear as to what the radio relays do. Are they facilities that you build in your base? Do they... decrease the Intel costs of contacting people? Something like that?
And Dark Events. Do they trigger all at once if you don't stop them? Or one at a time?
Anyway, I think I'm doing OK. I'll be destroying my first facility soon, which is good because that clock is making me nervous. :/
whatfruitlivesagain 528 posts
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@Mola_Ram Comm stations you build in the avenger allow you to make more contacts. Building more increases your maximum number of contacts.
Radio relays you build on the strategic map boost the amount of supplies you receive from that region. They also lower the amount of Intel required to make contact with adjacent regions.
If I remember correctly all dark events trigger into action when the avatar project countdown advances. You can stop certain events from happening by taking missions on the strategic map.
@ChiefGB I do not have the time to replay a 30 hour game!
2old4disshit wrote:You should try it with the Long War 2 mod... that turns it into a 100 hour game.
@ChiefGB I do not have the time to replay a 30 hour game!
I've got a bit of a dilemma now thanks to that. Playing WotC would mean playing it without the Long War 2 mod (and it doesn't seem like the mod will be updated for WotC any time soon). On the one hand - that's fine. I'm really not ready to sink another 100+ hours into this. But on the other hand, there are some LW2 features - such as larger squads and the larger range of classes with improved skill-trees - that it would be hard to replay the game without.
2old4disshit wrote:Me neither hence the going against the grain comment plus the fact I'm still slowly working my way through playthrough 1 (had since console launch)
@ChiefGB I do not have the time to replay a 30 hour game!
Almost done (I think) with the first playthrough. Yes, it was in Rookie, but I needed to learn the things before raising the difficulty.
Though it's still been bloody difficult at times. The Archon King almost wiped my whole team when I first met him!
Stuck having to do a 'Difficult' mission now, with a few Shaken squad members. From 1st attempt I've learnt that squads should NOT split up. 2nd attempt and ambush botched with a failed hack on a mech (78% chance grr) and the aliens have some sort of super red armour.
Red armour? Like a big red forcefield on them? If it's that, you can take it down by killing the Shieldbearer that made the shield.
Also, this might just be me (and I'm only on Rookie so far, so maybe I'm just doing it wrong), but I don't ambush much. It's really hard to predict where the patrols are going to go, so you basically have to trigger it on your turn. And then if you can't kill everyone, you've used up most of your guys and the aliens get a whole turn to shoot at everyone.
I do it by putting all my squad except one in overwatch then attacking with the remaining soldier, when the aliens split the overwatchers fire.
So this is pissing me off hard. Just on the very first level, where the game recommends you use overwatch while still concealed to draw enemies into an ambush. So I position my guys, all in overwatch, and the aliens are walking right in the middle of them AND NO ONE'S FUCKING SHOOTING THEM.
The aliens have to notice my guys and kill one them to break everyone's concealment and have them eventually shoot back. What a pointless game mechanic.
All right, I've figured out how to make it work, no thanks to the game.
@ubergine The trick I've found is to always make sure that one of my squad members is a bit more visible to approaching aliens than the others. Perhaps he's only in partial cover, or the angling of his cover isn't perfect. Regardless, the aliens sight him and trigger everybody's overwatch shots.
It's not a fantastic mechanic. I really liked XCom and XCom 2, but the "ambush/encounter" mechanic really needs removing for any future instalments. It was added as a means of preventing certain tactics that were overpowered back in the old DOS game, but has turned out to be a case of the cure being worse than the disease.
When you get a massive battle in Long War 2, where your huge squad triggers an ambush on 20 or so enemies and kills most of them before they even get a turn, it's fun to watch. But it's pretty broken from a gameplay point of view.
What I found to do just then was put three into overwatch and then have one guy break cover and shoot. The aliens then get that free move when you first break cover, and my soldiers take their overwatch shots then. They shot each other though. FFS.
@ubergine The problem with that is that it then rolls straight into the alien turn. If you can get the aliens to sight one of your guys on their own turn, then they will do their "dash for cover" and trigger the reaction shots, but the aliens use up their own turn in doing this, meaning that you then get another turn to follow up.
My problem is that there's no indication of when enemies will be "activated" when you're approaching and not officially in concealment. I could run up against a high-cover wall, and they'd see me right through it if I was in range and get their free turn. I guess you could explain it by saying that they're all more alert now and are using scanners or something, but really you would think they'd want to use them all the time.
When there's a time-based loot objective, do you have to move someone to it or will finishing the level also get you whatever it was?
Eg, I killed a thing, timer appeared on it, I killed the last enemy and level finished. Game doesn't explicitly say if I got whatever it was though.
I started this on Hard but might have to go to Normal given the first level took me about an hour and a half to finish with one casualty...
@Mola_Ram If concealment is broken, then aliens can always see you once "activated". Aliens are always activated once they enter the line of sight of a member of your squad who is not in concealment and they will never de-activate until killed.
There is a skill which allows a soldier to re-enter concealment under certain circumstances (or at least, there is in Long War 2 - can't remember if it is in the main game). But other than that, once your squad has left concealment, any aliens you can see can also see you - and they will continue to be able to see you even if you run away from them or otherwise break line of sight.
It's not a very good system and if there is an XCom 3 (and dear god I hope it is Terror From The Deep), they need to completely overhaul it. Combined with a massively overpowered cover mechanic, it drives an ultra-cautious playstyle. They tried to counter this for XCom 2 through the turn-limit mechanic, but that just ended up annoying people.
GarlVinland 2,162 posts
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Any idea if the patch that came with the DLC reduced the number of timed missions? That was the one thing that put me off the original release, plus the performance and load times, but apparently that was fixed.
@ubergine If this is your first time playing an XCom game, don't drop to medium. Drop to easy. Seriously. Don't do the EG forum masochist thing for this game. The harder difficulties - including "normal" - are designed for veteran players doing multiple playthroughs. The bottom difficulty is plenty challenging for players who are still learning the mechanics.
Using a higher difficulty will just result in your hating the game and abandoning it. Return to the higher difficulties after your first successful playthrough, once you know how to optimise both the tactical and strategic games.
It depends on the mission. On ones that require you to manually evac your soldiers, stuff that gets left behind, gets left behind. But you should get it in the case you described.
Also, speaking from experience (my own recent experience)... start on Rookie, then increase the difficulty if it's getting too easy. There's no way you want to learn everything on a higher difficulty. There's just too much stuff to learn.
Edited by Mola_Ram at 09:59:30 05-09-2017
Much as I hate it sometimes... my Specialist just instakilled a Sectopod \o/
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