X-Com 2 - Announced

That's why you "make doors" with explosives (it actually teaches it in the gatecrasher mission).

No this building had 2 floors and a roof.

The ground floor was fine to access, but the stairs went up and didn't let you go on to the next floor (where there was a door) so by the time I realised this level was bugged I didn't have enough time to go the convoluted route up the roof in the skylight, hack the doors, and get out again to the extraction point

The shaped charges would not have helped.
 
brother-in-law ended up a sniper and could flatten 7 aliens a turn with a little wind behind him

I'm guessing that you modded the plasma lance with a high end expanded mag to get a 7 shot kill zone.

Using Grimey's loot mod has made my first playthrough a little too easy since I get a rifle through it that deletes gatekeepers in one shot and makes sectopods think that they should be elsewhere after losing 20+ health in one shot (although it is penalised by having bolt caster levels of ammunition load).

No this building had 2 floors and a roof.

The ground floor was fine to access, but the stairs went up and didn't let you go on to the next floor (where there was a door) so by the time I realised this level was bugged I didn't have enough time to go the convoluted route up the roof in the skylight, hack the doors, and get out again to the extraction point

The shaped charges would not have helped.

Was it just a wall that blocked access to the second floor from the stairs?

Explosives might have still helped if they didn't do any damage to the floor, but doing a two pronged approach (one going through the building and one going up onto the roof) might have made things a bit easier if there wasn't any way to break down the wall blocking the stairs without making access impossible and the second team would have probably been able to make it out with a bit of explosive work (however, I haven't tested if getting down from a hole in a first floor wall is possible even though I had a mission in regular mode where I had to get a prisoner out of a cell that was on the first floor of a building).


My first playthrough is nearly at an end as I've already cleared the network tower mission without using any of my main team, so all I have to get done is the final mission with my main team at full readiness plus I'm going to be mad enough to record the whole thing to upload it to youtube next week (along with the other two videos I spent over an hour working on and rendering in resolve to get final files to upload as well).
 
Does anyone else find LW2's "infiltration" system utterly baffling after playing vanilla XCOM2?

Why can't the dropship insert teams right into the mission areas any more?
 
I hate the infiltration system tbh, if they wanted to stop you sending your A-squad on every mission a LW1 style fatigue system would have done fine.

Exactly! I could understand if the drop ship LZ was a few miles/1-2 hours from the mission location and having a larger squad increased your chances of detection, but taking 5+ days to infiltrate is ridiculous!
 
'Interesting' announcement… guess Julian Gollop will have to add another faction so he has 4 in his X-COM successor Phoenix Point :)
 
I tend not to pre-order these days but this is "shut up and take my money" exception.

Never really got into Long War for this one (as a few posts up there are mechanics I hate and no modular options to turn them off) so anything that adds to the vanilla campaign is golden.
 
Hmm, it's an add on to the existing campaign. I suppose it worked well with Enemy Within, but still...hmm. I'm not sold on the idea of enemy bosses that grow in power over time either, sound a bit too close to the awful Alien Hunters DLC that made a mockery of the turn based combat.

We shall see. Still buying it of course :)
 
Hmm, it's an add on to the existing campaign. I suppose it worked well with Enemy Within, but still...hmm. I'm not sold on the idea of enemy bosses that grow in power over time either, sound a bit too close to the awful Alien Hunters DLC that made a mockery of the turn based combat.

We shall see. Still buying it of course :)

Enemy Within was an awesome addition to the first game, but I've just read an in depth look at the new expansion and tbh it looks like it might be complicating things a bit too much. A lot of it sounds good, but not sure it is all needed.
 
Adored the first Xcom game, going back further into history than that, I adored UFO:Enemy Unknown, Laser Squad and Rebelstar Raiders. I bought Xcom 2 at release, played it for a week or so and simply could not get on with it. Just didnt rate it at all. I shortly uninstalled it and never came back. With news of the expansion I decided to reinstall and give it another try.

Still hate it.

I just cannot bear the logic of the game, I am stood 1 tile away from an alien, either side of a knee high wall, I go to shoot him and I have a 34% chance to hit? I mean, hell, I have never held a gun in my life but I am pretty sure I would have a better than 1 in 3 chance of hitting someone 4 foot away. Yet the aliens almost always manage to hit me from like 9 tiles away. Its the nature of these games to have a degree of RNG about them but with this it simply feels way over the top and that RNG dictates more than anything else whether or not I get through a mission intact. The 2nd mission I go on is to retrieve some data from a network, its totally IMPERATIVE to get this data I am told. So, I land, I fight my way in, grab the data but take heavy casualties during the mission. I call for an evac, pull out , safe in the knowledge that I have the data. But thats a fail..and not just a fail..but the end of the game entirely, because I didnt kill every alien?? Where the hell is the logic in that? I was told before hand that the data was critical, I got that ! It would be like the British trying to get the Enigma machine in WW2 and then just giving up the war and surrendering because although they captured the Enigma machine they didnt kill every German on the way in and out. Utter bunkum. Its now been uninstalled for a 2nd time and this time around it will not get reinstalled, too many other games out and on the way out that my time would be better served spent on.
 
I still really want to play this but timed missions and limited turns really spoil the way I want to play the game!!
 
I still really want to play this but timed missions and limited turns really spoil the way I want to play the game!!
I hope they will take feedback on board and make it better with the expansion, as I don't think there are many people who actually like those timed missions:/ terrible idea to limit your strategy options by cutting time or turns.
 
The timed missions forced you to change your tactics and try new things, and could be really tense. But they went completely overboard - almost every mission had a timer shoved in, even when it didn't really make sense. In trying to stop people overwatch turtling, they forced another arbitrary gameplay style on them instead.

I just mod the bejeesus out of it before I start :)
 
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