X-Com 2 - Announced

I agree the performance isn't great, but a few setting changes makes the game perfectly playable. The annoying pauses in the tactical game can be pretty much removed easily with a few mods & most gripes are easily adjustable. Due to it being a turn based game anyway the issues are not that severe as it doesn't impact on the actual gameplay.

It's nowhere near as bad as people are making out tbh.
 
No, it's certainly not unplayable, and mostly fixable with either tweaks or mods. But this is the internet damn it, and I'm going to complain :D
 
No, it's certainly not unplayable, and mostly fixable with either tweaks or mods. But this is the internet damn it, and I'm going to complain :D
:D

Good point, I'm just glad they opened the game up so much for modding, I've been testing the unreal editor & the toolkit & it's the best on release modding kit I've ever seen.

Pretty impressive, also a great way to get games fixed quicker than the devs can!.
 
I think I'm getting close to the end too... just stalling while I undertake my master plan...

A full team of fully-levelled Psi-soldiers... all British, with white-hair and wearing skull bandanas and monocles... Given how ludicriously OP the 2 upgraded Psi-ops I already have seem I think it will be funny...

I just did the Forge mission... Turn 1 mind-controlled a shieldbearer and an andromedon... Turn 2 hacked a sectopod. The 3 of them stomped straight through the walls of the Forge, shield's up and just wrecked everything almost before the rest of my guys were in position
 
How do you get multiple weapon slots?
Says I need advance amour, so assumed it meant war/wraith, but it's not that, and got a few experimental amours but none that open up that slot.

I'm also near the end, just wanting to get 2 more characters up to colonel and unlock the extra grenade slot.
 
How do you get multiple weapon slots?
Says I need advance amour, so assumed it meant war/wraith, but it's not that, and got a few experimental amours but none that open up that slot.

I'm also near the end, just wanting to get 2 more characters up to colonel and unlock the extra grenade slot.

When you say "weapon slots" do you mean the locked inventory slot in the armor, or do you mean the attachment slots on the weapons themselves?

If it's the armor doesn't it just mean the regular armor? i.e. the "plated" and then "powered" armor? I think the EXO/WAR/Spider/Wraith suits all sacrifice the additional item slot in favour of extra mobility/HP

If you mean the weapon attachment slots you unlock the 3rd slot via a continent bonus
 
The locked inventory slot, seen people have it unlocked on youtube with war amour. And if I click the slot it just says unlocked with advanced amour.
 
I was wondering that too. I've got War, Exo me Wraith armour but this 'advanced armour' is something I notice getting mentioned. What exactly is 'advanced' armour?
 
I dont know, unless it's an experimental one I haven't got to yet. Like a webbing vest you can attach an extra item to.
But rolled with experimental a few times got the hp heal one and the immune to fire/acid one etc.
 
advanced armour is the mid tier armour, predator & the standard power armour - the others class as heavy & light.

You can only get 2 slots for the WAR suits using mods I'm fairly certain.
 
Even with normal power amour(assuming you mean exo?) it doesn't open up second slot.

Edit - right its predator and warden amour suit that gives it.
 
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I finished the game a couple of days ago. Unfortunately my opinion of the game has steadily decreased as I play. I enjoyed it but there a some massive flaws that put me off ever wanting to play it again, even ignoring the technical issues and more minor but still irritating bugs that mar the experience.

I think my main problem is with the pod system. I actually didn't mind this too much in the original (the repetitive maps were my biggest gripe there) but the concealment mechanics and time limits really exacerbate the problem in the second one.

What annoys me is that even when you can get advance knowledge of a pod through scanning or a concealed ranger if the rest of your party is exposed there is no way to sneak up on them, they are alerted as soon as they enter YOUR line of sight. And even more annoyingly there is no damn way to determine exactly where that will be. The only save scumming I did in the game was when a unit would inadvertently alert a scouted pod because I had no way of knowing this before-hand.

This reduces play to the tiresome crawl along the map that was the only way to win in Classic mode in X-COM 1. I can do it but I don't want to, it's too boring.

Combined with the games general clunkiness this puts me off ever playing again, which is a shame because other aspects (the random maps for instance) are really good.
 
What annoys me is that even when you can get advance knowledge of a pod through scanning or a concealed ranger if the rest of your party is exposed there is no way to sneak up on them, they are alerted as soon as they enter YOUR line of sight. And even more annoyingly there is no damn way to determine exactly where that will be. The only save scumming I did in the game was when a unit would inadvertently alert a scouted pod because I had no way of knowing this before-hand.

Definitely agree with this... I feel like they (or a mod) could make some balance tweaks to this to try and make it slightly better. Even if they use the random rolls to control it:

Enemy pod hasn't been "popped" - but you know where they are thanks to a concealed unit. You can move closer without activating the pod, but as you start to get closer the pod has a chance to notice your troops (perhaps even have a visual indication similar to the movement range showing e.g. "10% chance of being spotted", "20% chance" etc.) maybe this stat could be effected by their agility too (dodge)

The other annoying one is Mind control - you MC a unit and then all of a sudden all the other units around it get activated. I feel like it would be better if the MC'd unit started out "concealed" and remained that way until either it strayed too far from a certain area (it's normal patrol route) or opened fire on a team-mate
 
I expect the add on will add a lot. EU expanded the game nicely.

Timely limit and concealment seem a bit pointless at,. Pod thing is silly.
They should have some proper AI tactics. Once you've been spotted, enemy all over the map should either come towards you, or defend the target/choke point.

Weapon research also seems a bit thin on the ground.

Also map annoys me a little, there's only just enough to rush you, but can do most things. Should give you lots of missions/scans so many you can only fulfil a few of them. Then decide what's more important.

Like a lot if games there's hints of several possible tactics, but due to botched mechanics all tends to fall to one way.

However some of the mods will be great, bring on a fall long war mod.
 
I don't have a problem with the timers really, some of my best moments have come from being right on the timer limit & not knowing if I would make it or not sooo stressful yet still fun IMO!
My biggest gripe is having 'eliminate all enemy units' being a secondary objective & missions failing because you don't complete it i.e. main objective is destroy transmitter which you complete but if you decide not to kill all enemy units and evac you get the failed mission status, I think in that case you should get the complete mission status but miss out on a bonus of Intel or supplies or perhaps even last unit always drops an item so you would still be inclined to do both objectives.
 
I finished the game a couple of days ago. Unfortunately my opinion of the game has steadily decreased as I play. I enjoyed it but there a some massive flaws that put me off ever wanting to play it again, even ignoring the technical issues and more minor but still irritating bugs that mar the experience.

I think my main problem is with the pod system. I actually didn't mind this too much in the original (the repetitive maps were my biggest gripe there) but the concealment mechanics and time limits really exacerbate the problem in the second one.

What annoys me is that even when you can get advance knowledge of a pod through scanning or a concealed ranger if the rest of your party is exposed there is no way to sneak up on them, they are alerted as soon as they enter YOUR line of sight. And even more annoyingly there is no damn way to determine exactly where that will be. The only save scumming I did in the game was when a unit would inadvertently alert a scouted pod because I had no way of knowing this before-hand.

This reduces play to the tiresome crawl along the map that was the only way to win in Classic mode in X-COM 1. I can do it but I don't want to, it's too boring.

Combined with the games general clunkiness this puts me off ever playing again, which is a shame because other aspects (the random maps for instance) are really good.

It's a minor "faf" but it's completely possible to see when they'll spot you (it isn't sposed to be "step one cm past this line and your spotted" this way DOES basically do that though). Mouse somewhere you want to move, see the target icon appear/disappear on the aliens health bar? (Can be hard to spot at a distance). THATS when they can see you (and you, them). If your spot doesnt flash up any target icons on aliens and the route in (check the obvious squares on the way to your chosen spot the same way) are also clear of the target icon they won't spot you on the way in :) The games genuinely not hard though, I don't quite understand the "ohmygerditstoohard" type posts.
 
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