XCOM General - /xcg/

Squadwide edition

Previous Mission: News:
1) Long War Studios has 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 STILL working on his new game Phoenix Point. It's a turn-based tactical game with strategy elements, destructible terrain, geoscape and character progression. He was recently interviewed by Eurogamer about it.
>twitter.com/Phoenix_Point
>phoenixpoint.info/
>eurogamer.net/articles/2016-06-29-watch-we-ask-the-creator-of-xcom-about-his-next-game-phoenix-point

The /xcg/ Mandatory Read:
>pastebin.com/k9pT8zx4 (embed)

/xcg/ XCOM 2 character pool
>docs.google.com/document/d/12XvY-C-RoQZUexxauBXcCsw1jElq-g8TaCNpLgG2atM/edit


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

XCOM2 modlist, UPDATED!
>pastebin.com/pTMatP5Z (embed)

MEGA Mod Repository, contains most of the mods in the modlist:
>mega.nz/#F!HlgWjCqR!STJ0c0kW8Fs6jKynqKyerw

Modlist Steam Collection - Contains 99% of the mods in the modlist:
>steamcommunity.com/sharedfiles/filedetails/?id=756115171

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

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


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

Other urls found in this thread:

twitter.com/XCOM/status/777971342607912960
twitter.com/XCOM/status/777999057092358144
twitter.com/AnonBabble

First for fuck aliens

2nd for the only good snek being a dead snek

>squadwipe while I was too busy enjoying Div:OS 2
I'm so sorry, /xcg/.

>it finally happened

It's over

You know what I miss about Long War?

The quality control and bugfixes. Right now if I install the xcom2 mods that basically give you an overhaul it guarantees some compatibility issue or bug eventually that won't be fixed or balance issues etc.

Also do we really have to wait for the expansion for official second wave options?

>(embed) (embed)
Shamefur.

Long War is still really buggy though.

>it guarantees some compatibility issue or bug eventually that won't be fixed or balance issues etc
Get better mods.

>second wave
I'm honestly not sure if they're coming back, what with all the mods.

>The quality control and bugfixes

Do you guys ever buy the soldiers from HQ or Black Market?

On the meme difficulty, yes. Otherwise there's really not much point.

If not then how many soldiers do you have in circulation? I feel like I never have enough backup for if a few people get iced in my ironman playthroughs

Has Patsy Operator-chan been done yet?

If i have the cash and i'm losing soldiers left and right yes.

Around 12. Like I said, aside from memegend, I usually don't have too many casualties.
I still get soldiers from PoIs though. Just in case.

I see, I think I'll just need to do a better job this time around with exp distribution so I don't get in huge trouble if I lose my higher rankeds

At least for me personally, exp distribution ends up happening kind of naturally just because of wound timers.

With all the difficulty and AI mods I got, I absolutely have to. Twelve soldiers is the absolute minimum I can play with, not counting sparks, psykers, etc. Even with awc this still doesn't ensure I'll have a full squad of something that isn't rookies every time I need it.

The key is surviving the first 4 missions, while bringing at least 2 rookies into each one. After that, train them in the gts and never bring a single one into combat.

Just have a full squad of rangers all the time

Best class.

Damn straight

Dammit.

Well, at leas the OP is not airgame

First for balance.

i hate this gay shit

Does... tunneling give them a free move action?

So I'm still trying to work out ideas for the psi hybrid classes as a means of bringing back classic psi training of experienced soldiers, their secondary would need to integrate the psi amp and thus use psionics in tandem their their normal abilities, ideally each class would have a psionics primary as well

Too OP compared to other classes, esp the specialist, and you can cheese most missions with straight rangers unless the timer gods hate you.
This is what I personally like about the perk pack, it makes all classes equally viable, depending on your mission type.

An idea for psionics weapons for all classes, use the mercenary plasma as the primary plasma option, then modify the xcom beam weapons to fire purple, and designate them as psionics weapons

mfw

>last thread dropped off page 10
>OP mistyped 'squadwipe'
>(embed) in OP
>only 16 posters today

Pack it up pals, it's over. The dream is dead.

Not trying to hate on you, OP, thanks for resurrecting the thread.

that's a very spicy meme, user!
haha :)

You know what I don't understand. If the elders needed our DNA, why didn't they just take blood samples from gene clinic customers? There is no need to liquid people just to get their DNA, you can get cheek cells with a fucking cotton swab, you could just grab fucking stool samples! I don't understand why they felt it the most logical route to go full Dekow on us

ty ty :D

Because they can.

They needed a lot of "psionically" imbued bio material and most humans haven't actually unlocked their psionic potential. Think of it more like smelting tons and tons of common rocks to get a specific ore out of them.

That's retarded

Honestly the idea of a psionics gene never made sense to me, your tapping into an unknown force that theoretically any advanced enough mind can utilize, genes should have nothing to do with spiritual awakening

>spiritual awakening
Who said anything about spiritual awakening. The X1 dialogue pretty clearly establishes that some have the gift and others don't and it's not tied directly to intelligence. For some reason humans had the gift and were compatible for the ethereal conscious to use as a vessel (after lots of refining).

I don't get it.

twitter.com/XCOM/status/777971342607912960
twitter.com/XCOM/status/777999057092358144

What do you guys think of these screenshots? I'm pretty bad judge, but they look pretty good. I hope the next patch is another good performance oriented one.

I don't either

>consoles
WHO FUCKING CARES

True

I've got a mod weapon idea and I've heard Veeky Forums gets things done, so here's a quick rundown of what I'd like to do or see done:

Krazykoala v0.1
mobile proximity mine and area denial

How it works:
Krazykoala control device needs to be equipped to a utility or heavy weapon slot.
Using the device (single action) spawns the koala in a free tile adjacent to the user. The device has 2 charges by default.

What it does:
The koala is a character that has two actions, possibly only 1 or 0 actions on the turn it is deployed. Its primary attack is self-destruct, and it also has close combat specialist, which can trigger the self-destruct. Its third skill is ogrewatch. It works like this: the first time an enemy moves within 8 squares of the koala, it will move a random 2-6 tiles towards it and explode. There is also a small random chance for the koala on ogrewatch to move and detonate randomly, which increases if it has taken damage.
The koala is primed for self-destruct as soon as it is deployed. It has 4 hp, +20 def, and the same movement speed as a regular soldier. Any damage that would destroy the koala immediately detonates it, except if the source of the damaged was an emp bomb or blue/red screen rounds.

Justification for this pos:
With ABA and better pods plus advent will occasionally set up a defensive line and try to drag you into a prolonged firefight until sectoids and flanking units can take your team apart. Using a koala you can either clear enemy overwatch and cover or protect your flanks from surprise sex.

Assets needed to make this happen:
Koala model and rig (can use a scaled down rig from an existing model to keep it simple)
Second model for when the koala is carried and displayed on the trooper
(can be worn on the back for bonus points)
Control device model and loadout pic (can be a kitbashed medkit or whatever)
Textures can simply be taken from a weapon or armor piece
Ability icons (needs to grin)
Optional - grimy's mod integration

Remember the ninjas on previous thread?
Shit just got NUCLEAR
>ranger ranks up to corporal
>hunter instinct upgrade is a go
>ranger given the shadowstrike or whatsitcalled
>"hidden ability: deadeye"
>webm related is now possible
I feel like I'm playing with powers I'm not meant to play with yet.

Looks like what you'd expect.
What are the "target details" though?

Good question, I'm not really sure. I'm looking at the image that says "hide target details" and one that says "show target details" and I can't see a difference.

Is xcom your favorite game?

x-com/xcom is my favorite series.

I enjoyed x-com when I was a kid but now I prefer XCOM EW/Long War and XCOM2.

It better be fucking F1.

I thought of this too, but I don't want to get my hopes up.

F1?

In XCOM1, you could press F1 when you target an enemy to check their attributes and abilities.

For NO GOOD REASON, this isn't in X2.

That'd be my first guess.

>F1 screen is now exclusive to consoles

>spoiler
REEEEEEEEEEEEEEEEEEEEEEEEEEEEE

So I was playing EW last night, just started
three days ago.

I was on that mission where the Chryssalid took over Finland or something.

Anyway I was about to get into the bridge of the
ship but it glitched out and my guy moved to the front of the ship instead.

They killed everyone.

>I was on that mission where the Chryssalid took over Finland or something.
HAHAHA

>They killed everyone.
Sorry for your loss, that sucks.

They got my Mech Major, dude. I think its over for me.

The mission is really rough for newcomers. When you know it's coming it's a lot easier.

I still have all my countries in the council and I have some lieutenants still alive. I think if I can ride this out but I am seriously behind.

>I still have all my countries in the council
That's good, you have some wiggle room to get back on your feet.

I miss the news feed from EU, it was a nice tiny window into the results of my actions, an ADVENT and resistance news channels could have been fun to have, hearing how resistance havens are bmaking thanks it your efforts and then getting a laugh out of advent propaganda damage control

My problem is that North America is really pissed right now even with full satellite coverage.

I think I can do this, but without Major William "Data" Jones. My mech with 53 confirmed kills and 15 missions under his belt. I feel the world just isn't as bright as it used to be.

F

Yeah, a bit of a problem with X2 is that you don't have a viewpoint into the cities. They should have had the Spokesman's newsfeeds on 24/7 on the Avenger. Tygan is too INTRIGUING to give us a nuanced view of the setting. You're basically a bunch of hobos on a spaceship vandalizing shiny things.

What's the order of importance in EW?
1.satelites
2.air game
3.upgrades/troops?

Because I didnt have my air game that capable and ayys shot down USA satellite and I lost em from the council ...learning the hard way

Sounds like that Avatar movie. They supposedly cut scenes showing Earth because it made the audiences stop sympathizing with the blue cat aliens.

1. Sats
2. Troops

You can safely ignore air for the first few months of the game

The design work there was a waste of Barlow's talents

A sort of super high risk terror mission in the cities would've been great for fleshing the cities out. Advent doing their "preemptive arrest" thing and just abducting people who checked out as matching avatar profiles or whatever. Essentially cordoned off a section of the city and your job is to go in and rescue them while they try the whole rifle butt and carry method to get them out of there.

Throw in a cut-scene afterwards with the speaker going on about the horrific xcom attacks with some obviously edited footage on a screen behind him.

Hell just anything to avoid more of the same fucking hobo vandalism would've been sweet.

Hell even just bringing back EUs little news ticker somewhere could help, and that tiny UI edit is something we might be able to do

Jones best moment was when the squad was pinned down and the aliens where inside this building.

Jones used those rocket boots to jump onto the roof and use his flamethrower all over the inside of the building through a whole he found.

I miss him. Touting that grenade launcher and flame thrower into battle. Sending Advents running.

Fucking stood his ground against those Chryssalids, flamer spewing and grenades being lobbed all over the fucking deck.

If I had the resources I'd retire the suit. My only hope is that the next soldier knows the shoes he's gonna have to fill.

In fact it wasn't even the first time he fought the Chryssalids. There was a similar situation on a downed UFO where only he and a support made it out alive.

That's why I wanted to win back Finland. It was going to be Jones's redemption mission. I guess such pottery has no place in XCOM.

>pottery

Haven't played since they released the first cosmetics DLC and thinking about re-installing. Is the new stuff integrated well? What all's new?

also any good workshop addons I should look into? Quality of life stuff, good skins/voice packs, bug fixes if there are still some, etc.?

...

The dlc weapons give some interesting and useful abilities, that is if having a wookie bowcaster and a can of dry ice doesn't tingle you the wrong way.
Sparks are useful if you get the mods metal over flesh and ammo slot. Without those key upgrades they are sub par.

There is a lot of stuff that warrants mention. Can't say much about skins or voice, but these are the 69 mods I ended up with after a lot of testing.

Thanks user, those all look like solid mods. I'll be sure to check them out.

I like these threads, everyone seems really nice.

...

fuck you
just kidding

dying

>Drive out all ADVENT posters
>/xgc/ starts to die
Looks like you XCUM boys are abusing that Commander Vest a little bit too much here.

Who cares about ADVENT posters when we got snek posters.

...

Looks significantly downgraded to me.

It's good for what it is. Console versions will always look shitter but it's still a lot closer. It's even got quick hotkeys like the overwatch/reload we have.

Being a low graphics fag it would be hard for me to tell. But yeah, when I think of some of the screenshots posted here that makes sense.

I like how they made it so you can bind certain actions to specific buttons. At least I'm assuming you can rebind them, but even if not I guess reload and overwatch are the main two to put on those anyways.

Don't know if that was in the XCom 1 console version or not, didn't play or look at it, just my observations on that shot.

As long as the downgrade isn't the sole reason why the console version reportedly runs smoothly, no skin off my back.

Also, EXALT.

>that lighting

...

Suggestion for playabe ayy modders, faceless soldiers who spend most of their time playing the role of a basic weapon user, un humanoid form they can do all the basics. Rifle, pistol knives etc. But like the abomination from dares dungeon they can turn into a melee health tank, that said turning back costs a full turn and because they lack the advent network chips you can't use them to infiltrate among their troops

...

stop posting from your phone, you are incomprehensible

I could understand that dude just wants a enemy that can change between 2 combat stances essentially

Sorry but yeah, taking inspiration from darkest dungeon's abomination class, I thought the dual stance form could be good gameplay as both an enemy and a playable class for the playable alien mod, sorry for not proof-reading my last post

I agree with you though im still waiting for overdrive serum advanced lancers