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Thread: XCOM 2 (PC/PS4/XB1)     submit to reddit submit to twitter

  1. #201
    Ridill
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    has anyone seen a mod yet that allows for non-tile free aiming of grenades? it bothers me to no end that grenade aiming is tile locked and so many times you're one pixel off of getting multiple enemies. oh and then other ordnance actually IS how it should be and not tile locked.

  2. #202
    King Bitcher of Bitchington
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    Quote Originally Posted by kisada View Post
    has anyone seen a mod yet that allows for non-tile free aiming of grenades? it bothers me to no end that grenade aiming is tile locked and so many times you're one pixel off of getting multiple enemies. oh and then other ordnance actually IS how it should be and not tile locked.
    there's one on the workshop.

    I'll haveta look again but I needa find a mod that makes it so I can still get corpses on evac missions. Cuz it seems like 80% of em are flippin evac missions. And I need some damn corpses

  3. #203

    Sweaty Dick Punching Enthusiast

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    4th time's the charm, just beat her on commander/ironman. the game really does become a cakewalk past the midway point. last mission is some bullshit tho

  4. #204
    the elephant whisperer
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    I beat Veteran, started a Classic playthrough with some mods. Thinking about trying the timer extension mod for my harder difficulty tries. I play a little too aggressively for the harder difficulties it seems. lol

    I still haven't had any real tech issues with the game. I am glad they are taking the issues that people are having seriously though. The devs for Firaxis are some of the best in the industry at interacting with the community and being open and honest.

  5. #205
    Ridill
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    last mission is serious bullshit lol. i had to pull a couple things out of my ass to win.

    working on my legendary run right now. it got pretty dicey, but war suits saved the day and psi ops have put it on ezmode. seriously, psi ops are most op thing in this game and i don't think it's even close. thinking i'll roll with 3 for the last mission and i should roll over it.

  6. #206
    Ridill
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    Quote Originally Posted by noblemountain View Post
    I beat Veteran, started a Classic playthrough with some mods. Thinking about trying the timer extension mod for my harder difficulty tries. I play a little too aggressively for the harder difficulties it seems. lol

    I still haven't had any real tech issues with the game. I am glad they are taking the issues that people are having seriously though. The devs for Firaxis are some of the best in the industry at interacting with the community and being open and honest.
    imo, don't. the game is pretty well-tuned for all levels and while the timers might seem like you need to rush, you have lots of time on commander. you just have to really economize your actions. on legendary is when you really start feeling the pressure and have to finish lots of missions on the final turn. at one point the game out-teched me and i couldn't even beat a few missions till i got some new stuff.

  7. #207
    Mr. Bananagrabber
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    The True Concealment mod(timer doesn't start until you're revealed) seems like a good compromise for giving yourself more time without really negating the point of the timer to begin with.

  8. #208
    Ridill
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    imo that's how the game should work. there are actually lots of stupid mechanics that should be different, but were overlooked.

  9. #209
    the elephant whisperer
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    Quote Originally Posted by Krandor View Post
    The True Concealment mod(timer doesn't start until you're revealed) seems like a good compromise for giving yourself more time without really negating the point of the timer to begin with.
    Yeah, just saw that one, I think this is a good compromise till I learn to be better.

  10. #210
    Mr. Bananagrabber
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    Just sat down to play but one of my mods (Custom Face Paint) got broken and have to wait for the developer to fix it

  11. #211
    Ridill
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    Beat legendary/ironman. Well, kinda, cause i'd alt f-4 when something insanely stupid happened, like misclicks, or when enemies were able aggro me through solid walls (happens all the time in the VIP rescue buildings), or some other garbage occurred that shouldn't have been happening.

    Anyway, took me many tries to find the right formula, but for anyone wanting to do it:

    - The most important priority is to keep your soldiers alive and healthy so you can rush 5-man and eventually 6-man squads. I kept running out of gas early-midgame as things got tougher and it wasn't till I started using the medical assistance scan bonus to get faster heals, that I could actually keep up. I thought intel was better so you could buy more soldiers/equipment/stuff, but it's just not a good strategy. The more your soldiers are on the field, the more exp they get, the faster you get to 5/6-man squads, and the more they protect each other on a mission. In fact my starting 4 ended up surviving for the whole save. Honestly if you don't have 4 soldiers who can go untouched for the first couple missions, restarting is probably better. On that note, after your GTS is done you need to rush AWC and stick an engineer in there.

    - Early game abuse dumb sectoids. They always prioritize resurrection and casting spells over shooting, so you can kill the advent then go after sectoids.

    - Timed missions are really tough and you should expect to have virtually every one come down to the wire. It's a necessity to learn how to play at max efficiency. This is the case for early/mid game until you gain a good level of progress on the aliens. For me i got REALLY lucky as i found talon rounds and a gas grenade (early game godsends) and i stuck the talon rounds on my rupture ranger that was basically able to one shot everything. I breezed through a lot of missions and then suddenly that all disappeared and i couldn't beat any timed missions for a while. That happened the moment andromedons appeared, btw. Also, expect reinforcements at the worst possible time, and a pack in the back every time.

    - On that note, supply missions and facility missions are really easy because there is no timer. As such, you absolutely should not lose a supply mission because if you do (esp the first one) you are SOL on building really important tech, namely mag weapons. Like, if i'd lost my first supply mission i probably would have restarted. Later on supply missions are kind of replaced by UFO missions, and those have a timer that start once you kill the first pack but they're pretty easy too. You don't have to hack the computer, you can just blow it up lol.

    - Retaliation missions aren't meant for winning early on. IMO don't even bother trying, just turtle and use them for exp and the moment things get a little dicey evac. Having even one soldier get wounded in your first one hurts badly, at least until you get AWC/med assistance. FWIW it's not impossible to beat them (I think i beat the first one i had and previous tries i was able to win as well) but you gotta get really lucky, i.e. the first two packs have to come to you in first few turns and you have to be able to kill the faceless in one turn.

    - Since retal is really tough to beat, country expansion is a waste of resources. If you capture a country and they get a retal mission and you lose, you lose the country. But if you lose the mission on your starting country you only lose monthly supply quota. So my strategy was to just sit on my home country pretty much forever, leveling my soldiers and doing missions and not expanding until as late as possible (when i knew i could beat any given retal mission).

    - I went into the doomsday timer several times. One time I even had 7 days left. But it was never a huge deal and I didn't bother trying to rush a facility lead or whatever until I really needed to. Again, if you capture a country then lose the retal mission there, you lose money and intel you spent on it.

    - If you're not rushing facility missions or any other avatar things, you definitely don't need to do the tech for the objectives till later. Don't waste your time since you need to be researching mag weapons and plated armor fairly early on.

    - Toward the end, psi ops are super crazy good. Technically you can research and build them pretty early on but they don't get to god level until they have the majority of their abilities. They need a lot of time to get strong. So if you rush that direction there's a good chance you have some very underleveled psi ops who aren't helping you much.

    basically: keep your soldiers healthy, get your weapons asap, ignore avatar progress and country capture until you really need to.

  12. #212
    Ridill
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    also, learn breathing exercises for when vipers and archons dodge your hits.

  13. #213
    Mr. Bananagrabber
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    Really nice QOL mod that got released - Flank Preview http://steamcommunity.com/sharedfile.../?id=629910798

    Changes the Line of Sight Icon over enemies heads to Yellow if you're going to flank them. Normally it's obvious if you'll be able to flank but since X-Com is evil not always. The author also made it compatible with Numeric Health Display.

  14. #214
    Ridill
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    oh i love that. this game has needed this forever

  15. #215
    Ridill
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    Seems long war guys are going to be making some mods pretty soon for Xcom 2, look forward to that! :D

  16. #216
    Ridill
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    yay

    even though i was just finally getting over seeing tiles when i closed my eyes

  17. #217
    Mr. Bananagrabber
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    Uh, those mods were available on release. They have yet to state when/if they'll be releasing additional mods.

  18. #218
    Ridill
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    what? i thought long war hadn't been released yet

  19. #219
    Mr. Bananagrabber
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    The SMG, Leader, and Muton Centurion mods were all by the Long War guys.

  20. #220
    Ridill
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    yeah but i'm talking about the complete long war overhaul like with xcom 1. that's been released or just those select few mods?

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