XCOM General - /xcg/

GUNS Edition

Previous Mission: News:
1) Long War Studios just released the Long War Alien Pack:
>steamcommunity.com/sharedfiles/filedetails/?id=577474474

2) Evolution Expansion for XCOM: The Board Game:
>fantasyflightgames.com/en/news/2016/8/5/its-us-or-them/

3) Long War Studios have released their Laser Weapons Pack and Perk Pack:
>steamcommunity.com/sharedfiles/filedetails/?id=712967878
>steamcommunity.com/sharedfiles/filedetails/?id=719109968

4) Julian Gollop is working on his new game Phoenix Point. It's a turn-based tactical game with strategy elements, destructible terrain, geoscape and character progression much akin to XCOM. Lobstermen are confirmed.
>twitter.com/Phoenix_Point
>phoenixpoint.info/
>pcgamer.com/julian-gollop-announces-new-game-phoenix-point/

The /xcg/ Mandatory Read:
>pastebin.com/k9pT8zx4

Piratez mod for OpenXCom:
>openxcom.org/forum/index.php/topic,3626.0.html


Assorted improvements (Skip intros, alleviate stuttering, multi monitor support, and resolutions past 1080p):
>steamcommunity.com/sharedfiles/filedetails/?id=616682629

XCOM2 modlist, outdated, but still good for the basics:
>pastebin.com/pTMatP5Z

MEGA Mod Library - contains all 180 mods from the modlist:
>mega.nz/#F!HlgWjCqR!STJ0c0kW8Fs6jKynqKyerw

/xcg/'s Long War Library (New LW players read this shit or you will be ignored):
>pastebin.com/YmaXBKpN

Image Library of /xcg/:
>imgur.com/a/S1qfx

All GUNS Matter:
>youtube.com/watch?v=RWzLXUMI0bI
>youtube.com/watch?v=l4uSmZoCdxw
>youtube.com/watch?v=oElMOaepYSQ

Ayyyy

2nd for EXALT

3rd, 4th or 5th for FUCK ALIENS

S N E K
(Original edition)

Pistols are Useful.

REMOVE SPACE-REFUGEES

Almost everything about this pleases me. The color scheme is the only bit that throws me off a little.

>The color scheme
But it's beautiful, user. Bright colors also make some sense on mechs too, since you want them to attract enemy fire

Thank you Captain Sweden.

>Sweden
>Punishing space refugees
Looks like their opinions changed a lot in 20 years.

Speaking of mecs
My first and only refuses to repair when I assign it for repairs, ultimately leaving it at 1 health until further notice
Is that because all my engineers are busy or is it a bug?

Git gud.

Sounds like a bug.
Take it on a mission and try healing it yourself.

Thank you i'll try that
Don't know why I didnt think of that before

But user, /v/ is full of filthy casuals that need to git gud.
If anyone needs to join them, it's you.

I don't remember repair actually keeping the SPARK unit repaired after combat. I am on vanilla without any filthy cheat mods though. Only regular, healthy cheat mods for my UI.

I don't have any mods that'd affect Sparks either, but medkits still let me bypass the repair timers. It's weird.
Even if that's something fucky with my game only, taking the Spark out might help with user's problem.

>medkits
>SPARK
Well, okay. I don't actually ever bring medkits, I was referring to its repair ability. Never tried a medkit, as can be told by my previous comment. Weird stuff if that translates to an actual heal.

Or maybe my SPARK was the buggy one, and the ability repair should have kept them repaired too. FIX YOUR GAME, JAKE!

Oh yeah, I actually forgot Repair is an ability you can get. Whoops.

>FIX YOUR GAME, JAKE!
Like that's ever gonna happen.

>Alien has 25% to hit me
>Hits me everytime
>I've got 80% to hit
>Miss most of the time

Ayy

That'll learn you to run through alien overwatches. Don't you know they secretly have a +60% chance to hit instead of a -30% chance?

>end-game, where you can afford some 80% misses
>hit every time
>even 70%
Meme magic.

Was anyone else seriously disappointed by the Cryssalid Warriors and Queen in the LW alien pack? Regular 'lids aren't all that dangerous any more so I hoped the LW ones would bring some of that old fear back, but they haven't even come close to hitting one of my soldiers before. The Queen should have been a custom Alien Ruler or something.

>The Queen should have been a custom Alien Ruler
Try A Better ADVENT, senpai.

>The Queen should have been a custom Alien Ruler

>ruler reactions
>can spawn lids as a special move
>people killed by the Queen's venom spawn fully grown lids or soldiers instead of babies
>doesn't escape via portal but via burrowing
>instead of running away she may simply ambush you later on in the mission
>has a custom mission dedicated to her
>it's Newfoundland Mk II

FUND IT NOW

Neufundland is overrated.
Zhang's wild graveyard shift was worse.

fuck ayyliens

How
I did that with a single sniper as my only soldier on ironman impossible and it was still easy

>infinite thin mints coming at you from literally all directions
>they have full cover, you don't
>they have infinite aim, you don't
Yes, user, how?

Oh you're playing long war

Well yeah. Honestly, I don't even remember how the vanilla graveyard shift went.

There's a set amount of Thin Men, and like 2 mutons. I think you end up getting 12 thin men grand total?

In vanilla there are no enemies on the map at first and they fall down if Zhang gets closer to the evac point.
They don't attack you right away, just go into overwatch, giving you a chance to take them out easily.
Honestly what he says is still ridiculous, although I doubt I would have problem with a solo Heavy on Classic.

Only 1 muton which is replaced by a chryssalid on easy/normal.

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>shitposting on /xgc/ is a good job mayte

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Delicious Codex thighs

she has none tho
she might as well be anorexic

>haven't played since release decide ironman impossible
>loads of bugs have decimated my morale but I've pulled through
>decide to do the cheese strat of avatar progress free weeks again
>tfw second time it's 7days instead of another 20
Shit, I got 6 and a half days to skulljack an officer; the next facility is 6-8days to contact and 280intel. Is there officers in the Alien rulers DLC mission?

Is it just me or does anyone enjoy the first few months of XCOM 2 the most? I just like the whole rag-tag team aesthetic from the first few months. Everyone dressing like rebels and fighting advent 'cops'.

Yep. XCOM is always at its most fun in the first half of the game, where you never have enough resources and the aliens seem to perpetually have the upper hand. But once you get past that, odds are you're pretty much guranteed to go on to win. The sense of risk and danger vanishes.

No. Only vipers.
You might want to wait a couple months before doing that mission, by the way.

This applies to every game of this type, actually, it applies to most games. Once you get so strong or powerful that the enemies stop being challenging things start getting dull and boring.

We need more ayy mods that show up after the vanilla ayys and are significantly stronger. We also need more rulers, and/or we need a mod that stops the rulers from running away, the fact that you can hit them a couple of times and then they just leave makes it incredibly easy to cheese them.

I just want a mod that steadily increases the number of aliens per squad. Doesn't change the AI, doesn't add new aliens, just increases pod sizes in the mid and endgame.

>if you don't make the enemies get stronger then the game will be piss easy
>if you make them match up your equipment perfectly then there is no sense of progression
Oh the struggle while balancing videogames.

You just need more tiers. The sense of progression is there until plasma, and then the ayys stop improving because there is no T4 and if they kept getting better they would be unstoppable.

post your funniest and/or most rage-inducing moments

>raid advent supply train mission
>last enemy is an pectoid
>he psi-panicks my assault
>my assault ran to my highest ranked solider, a shinobi
>throws a grenade and explodes them both, luckily both survived
>next turn
>ALRIGHT MOTHER FUCKER YOU DONE GOOF.exe
>goes for the cinematic one hit finish using my shinobi because it's only fitting
>right as my shinobi started to move
>he triggered the panicked assault's close combat specialist
>said close combat specialist shotgun connects and killed my highest ranked solider

FUCK YOU JAKE NICE GAME RETARD

I'm T2/T2 but I'm at a loss on what to do right now.
I just did a guerilla op 3 days ago so I can't count on that; I gotta risk the 6-8days contacting zimbabwe. Does alien rulers not remove an avatar progress point?

Something similar happened to me.

>Retaliation mission
>Getting towards the end, only one squad left. Sectoid and two Troopers.
>Most of the high cover is destroyed or on fire, so the squad is forced to bunch up around what's left
>Sectoid Mind Controls the Ranger
>Who has that skill which allows him to take a free Overwatch shot at any nearby enemy who moves or fires
>This cunt kills two of my own soldiers and cripples a third before the Sectoid finally goes down

I was kind of mad about that, but it serves me right for bunching up so tightly.

>we need a mod that stops the rulers from running away
I don't see how is that a good idea. On one hand, you'll be hard, proper fucked if you bump into a Ruler on a VIP mission. On the other, you'll effortlessly remove them from the campaign as soon as you encounter them on any other mission.

>this is now anorexic
I want thick memers to leave.

You're right, we also need a mod that makes the Ruler's respawn even if they're killed.

Could work as a Dark Event or something. Adding more Rulers (ABA kinda does that) would be great too.

>Enough rulers will now spawn to guarantee the player loses their campaign
>This will separate the great commanders from the immortal commanders
I'm feeling real good about this balance change

how about

>dark event: replaces every single common alien with its ruler variant

good luck have fun, commander

>A pod of Archon Kings
>They all react together in each ruler reaction phase

>Alien rulers now react too alien rulers

...

You're giving JL a big erection right now

Also, historical armor mod when. I want to dress up my guys as Sengoku Jidai ashigaru

Even though it's been at least a year, I still remember the shit from LW like yesterday

>shoot down a destroyer and raid it
>hunting around the map, avoiding the UFO
>no contact at all, sound cues are silent and are coming from the UFO
>eventually get to the other side of the UFO, still no contact
>spot a meld can near an entrance of the UFO
>decide to cautiously move up to it, end up within a blue move of it with still no contact
>end turn
>floater + heavy floater pod flies in front the right and activates
>another floater + heavy floater pod comes in from my left and activates
>mechtoid with seekers + drones spots me from inside the UFO and activates out of LOS
>muton pod barrels in through the UFO as well and activates
>somehow decide I can take this and move my biotank up slightly
>activate the outsider pod

Hopefully never.

>never
wew my dreams are out

That movie is too long

I play total war and it's too short for me

Same but I can only take so much build up

To each their own

I like EB 2

So uhh
Is anyone even using the mod achievements?

They're on my "mods i want to use on my next campaign" list.

Im a shogan 2 nigga

Yea, they're pretty decent. ABA has them implemented, and it's basically an XCOM version of the pokedex except you gotta kill em all.

>mc advent captain
>have some fun, run him into overwatches, have him shoot his own dudes
>good times
>mc ends
>he's allowed to move
Is this correct?

If it works the same way as mind control on your dudes then yea, I would assume so.

Jake thinks so, so it must be. Always kill whatever you're controlling or hacking after 3 turns.

Eh, ABA is exactly why I'm asking. Oh well.

LIVE FREE IN THE NC

Good to know. Luckily it wasn't too bad when he snapped out of it, just took a miss on my grenadier.

xth for XCOM2 canon ending to XCOM1 campaigns post defeat.

Yea, you can just kill him on the last turn assuming things are under-control.

RIP campaign. Long Dong?

>tfw you mind control a muton and you have him run into a group of enemies so he can allahuackbar himself with his grenade

>tfw it only deals 2 dmg

Yeah, wasn't too bad as it was only the third month, but still.
I'll be honestmanning my next attempt, I don't trust myself to remember to backup my saves often enough and being an XCOM player I don't believe in tempting fate immediately after being sucker punched.

Definitely not what I would have liked for the first map.

Try getting the highway map that has only cars for cover while your rookies all have either 2 APs or AP + Vest

Meh, just got a bit unlucky with two overwatch shots that hit for max damage. Not really a big deal in the first month though, so good enough.

>half of them are tactical
>gravely wounded - 22 days
MAGNIFICENT

I've got Commander's choice on.

>Cheating
Good riddance.

But user, I'm playing Long War, I was cheating from the start. Get your facts straight.

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wew lad these cheevos sure are something

That's certainly original.

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did they add the ability to turn recruits into mechs yet just like in enemy unknown (or any other cool classes)

No, mecs are robots in Xcom2.

We are all about pure humanity in Xcom2, none of that "we have to be like the ayys to beat them" shit.

So we're going to sacrifice fun shit like gene modding for muh ethnic cleansing?

Ethnic cleansing is fun for everyone involved.

We're willing to sacrifice everything to remove those filthy Advent scum.

A weapon to surpass metal gear!

Metal Gear Ghost

Metal Gear... Ghost!?

Yes, created to defeat the ADVENT Genome Soldiers once and for all.