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X-COM XCOM 2 + War of the Chosen Expansion Thread

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
I love the patch notes
- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won't occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.
Because battles with 24 visible aliens, with 3 grenadiers, 3 heavy rocketeers and 6 vipers among them, were not exciting enough. That perfectly describes their understanding of reality.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,053
I love the patch notes
- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won't occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.
Because battles with 24 visible aliens, with 3 grenadiers, 3 heavy rocketeers and 6 vipers among them, were not exciting enough. That perfectly describes their understanding of reality.
If you let number of enemies reach those numbers that is your own fault.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
Joined
Mar 23, 2013
Messages
5,233
I played vanilla.

This LW 1 and 2 sounds like...

XCOM - Fuck You! You're Dead!

Zep--
 
Joined
Aug 21, 2010
Messages
272
Never thought I'd see the day the Codex cried because a game with adjustable difficulty levels was too hard.

LW2 is amazing. If you don't like some of the things like reinforcement numbers you're an .ini edit away from perfecting your experience.
 
Joined
Feb 11, 2007
Messages
2,951
LW1 is good and is pretty much mandatory for me if I would ever play the game again. But LW2 feels like a step forward (randomised maps, finally!), two steps back. Way too many rough edges and fuck-you things that happen without even a chance of countering them (especially on the strategic level), while some things that I liked from the previous game/mod are missing or implemented only half-assed.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,053
After I got totally demolished in a Supply Raid mission by aliens way beyond my tech level - I only got basic Laser weapons and no armor and they had Muton Centurions and Heavy MECs - I learned that in 1.3 skipping Supply Raids is how you play now. In their attempt to stop everyone farming Supply Raids in 1.2 and below they went the other way now and made them almost impossible to do.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
After I got totally demolished in a Supply Raid mission by aliens way beyond my tech level - I only got basic Laser weapons and no armor and they had Muton Centurions and Heavy MECs - I learned that in 1.3 skipping Supply Raids is how you play now. In their attempt to stop everyone farming Supply Raids in 1.2 and below they went the other way now and made them almost impossible to do.
100% infil? and less than 6 advent str in the region?
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Something's up
jtay6q.jpg
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,169
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
The real war? I'm getting inception vibes. Are we finally outside the dream? Is the top spinning?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,053
The real war? I'm getting inception vibes. Are we finally outside the dream? Is the top spinning?
Xcom 2 ends by you finding out Elders were preparing to fight someone. I guess now we get to fight that someone. I don't have a clue how it is going to work.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
The real war? I'm getting inception vibes. Are we finally outside the dream? Is the top spinning?
Xcom 2 ends by you finding out Elders were preparing to fight someone. I guess now we get to fight that someone. I don't have a clue how it is going to work.

I doubt they make an expansion as a stand alone post vanilla, generally they do mid content with the same campaign
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,357
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
What is your problem with timers? They are what make the game tense, and prevent you to wait 4 turns to reload every weapons, or move 1 dude at a time.

I'd rather have the pods removed instead.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,956
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What is your problem with timers? They are what make the game tense, and prevent you to wait 4 turns to reload every weapons, or move 1 dude at a time.

I'd rather have the pods removed instead.
The timers aren't always bad.
But each mission has them, which is just annoying to play.

Let some missions have them (where it makes sense), and have some without.
And, yeah, definitely remove that pod nonsense.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
What is your problem with timers? They are what make the game tense, and prevent you to wait 4 turns to reload every weapons, or move 1 dude at a time.

I'd rather have the pods removed instead.
The timers aren't always bad.
But each mission has them, which is just annoying to play.

Let some missions have them (where it makes sense), and have some without.
And, yeah, definitely remove that pod nonsense.

I don't get timers complains in a turn based game, it's not like u have 1 min to end the turn, u can have a 10 turn timer and 4 days of free thinking before it expires lol
 

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