XCOM General - /xcg/

Comfy edition

Operation Previous General:

News:
1)Julian Gallop Phoenix Point AMA
>pastebin.com/PZWh2Zr1
>[YouTube] Phoenix Point Fig Movie

2)Jake spoke at PAX East on March 10th on the growing pains of rebooting XCOM
>pvplive.net/c/pax-east-jake-solomon-xcom-3

3)LONG WAR 2 1.4 is OUT
>steamcommunity.com/sharedfiles/filedetails/?id=844674609
>pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=25894

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

/xcg/ XCOM 2 Character Pool:
>docs.google.com/document/d/12XvY-C-RoQZUexxauBXcCsw1jElq-g8TaCNpLgG2atM/edit

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

List of compatible mods for Long War 2
>drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view

XCOM2 modlist, updated a bunch of threads ago!
>pastebin.com/pTMatP5Z

MEGA Mod Repository, now contains all 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
Piratez mod for OpenXCom:
>openxcom.org/forum/index.php/topic,3626.0.html

Mandatory video of the week:
youtube.com/watch?v=nZhLwjRbWqU

Other urls found in this thread:

youtube.com/watch?v=KlLMlJ2tDkg
steamcommunity.com/sharedfiles/filedetails/?id=893555803
steamcommunity.com/sharedfiles/filedetails/?id=876106311
steamcommunity.com/sharedfiles/filedetails/?id=863602487
docs.google.com/spreadsheets/d/1e7YrjDSl95Hmt1ZPSlsBStvQk95uLX_KcmWS4OoDBak/edit#gid=0
steamcommunity.com/sharedfiles/filedetails/?id=917365196
i.4cdn.org/wsg/1495507102625.webm
twitter.com/SFWRedditVideos

Steve

pistols are useful

Well lads, we've reached the point where our threads are dying prematurely again.

Go baby go team.

xgc not dying when

So i guess we'll actually have to discuss things then. Shit..

/xcg/ never dies, we merely take naps

>implying we won't just bump with random xcom pics

>when you realize that box at the start of the game doesnt actually stop the alien rulers from showing up, it just skips the intro mission

and i finally got an ironman commander run going along nicely too

>No one reads the the message that tells you exactly what is going to happen.
Anyway yeah, leave dlc on, and just ignore the missions.

Tomorrow during TNX.

Sweater Mutons > Football Mutons

/civ4xg/ here

Can you guys take your snake fuckers back?

...

I honestly can't decide if XCOM2 sectoids are creepy or fucking hilarious and retarded looking.

they have a good mix of both like the original sectoids

hey getting a LNG WAR 2 error when i finish a mission it jsut shows the bottom of the avenger and load locks, any ideas?

oh wow

you mean like
LONG WAR 2 Error "Pure virtual function being called while application was running (GisRunning == 1)."

That's a mod conflict typically

youtube.com/watch?v=KlLMlJ2tDkg

AND I WANT MUH F;UCKING SHIV'S BACK

no but i've had that a few times, it's the promotion screen after the mission, and it just loads the bottom of the avenger and sits there. did'nt know bout the mod conflicts. that usually only happens when i reveal the map to fast or have to many enemies on screen. guessing i have a more pods mod somewhere. damnit. THANK YOU for that i'ma go check my mod list, do they have a conflict dector like skyrim?

Maybe it's just me but I always viewed the SPARKs as more of a SHIV replacement than a MEC one.

Where was that gigantic musscle mod from last thread?

Will there be a version so I can make some huge amazon beauties to slay the ayys away?

What's the general consensus on these 3 class mods?

steamcommunity.com/sharedfiles/filedetails/?id=893555803
steamcommunity.com/sharedfiles/filedetails/?id=876106311
steamcommunity.com/sharedfiles/filedetails/?id=863602487

You type like a brazilian. Anyway most mods should be compatible so long as they do not overwrite classes or other such things.

docs.google.com/spreadsheets/d/1e7YrjDSl95Hmt1ZPSlsBStvQk95uLX_KcmWS4OoDBak/edit#gid=0

That is a nonexhaustive list afaik but might be helpful.

i had a bunch of additional enemy mods. so i pulled a few and am going to check it out.

lol on the brazilian

C-Can I block your path?

>early game landed raider
>load up with an LMG and sniper
>skyranger drop off point is literally next to the UFO and is surrounded on three sides by pods and 1 side by the map edge

BIG SKY

WHAT THE FUCK IS THIS

>Will there be a version so I can make some huge amazon beauties to slay the ayys away?
>mod was made by literal fag
Probably not. At least not from that author.

>start mission
>by second turn, get this

Pack it up boys, this place is about to be nuked form orbit

>steamcommunity.com/sharedfiles/filedetails/?id=863602487
I'd like to try that field medic for variety's sake & i haven't played with alien hunter at this point but Jackals have been a pretty solid addition to my teams, though i play purposefully "loud" with a lot of combat. Heavy infantry makes them slow but it will keep them alive early on when you don't have the tech for durable soldiers. In such enforcers are pretty good shame that crowdcontrol unless you edit it will miss 90% of the time making it even more worthless than it already is. Shatter cartridges through annihilate ayys.

nah mate
fuck off

Anyone tried airdrop?

aww...

Personally it's always been disappointing to me and only really worked if you gave it to a grenadier. Which admittedly in the early game is an alright synergy, though i feel the other two choices certainly outweigh airdrop's effectiveness.

What armour mod is that?

Looks like the gits one.

The ghost in the shell one
steamcommunity.com/sharedfiles/filedetails/?id=917365196

Well, that's one more mod on the list.

Thanks mates.

>one of them is a large thin mint pod
>the other one is not only the first mech of the entire campaign, but it's also TWO FUCKING CYBERDISKS

Quick question: I've got the HQ mission at 100% but just right now another guerrilla OP popped up which counters the current dark event.

Would this mission vanish if I did the HQ mission first?

When a region is liberated any pending op timers immediately expire and you must start or abort them.

Man thats good too know, thanks

>You would do what with the snake

Actually where Cyclops fag went?

Damn. I have high hopes for people reverse engineering that mod, though. The author of the Geth prime mod was super excited so see how he did it, so he could scale his own robots proper.

Maybe eventually slider mods?

26 hours until TNX and the bakery opens with fresh hot steaming bagels!

Seriously tho this bug is annoying. Some mobs turn invisible and the map doesn't update anymore.

THIS

spawns in the center of the map are always wicked, your only hope was to hug the border and try to reach the left or right corner

Does Long Shit 2 even have GLR?

They are still not as cute as SHIVs without mods.

...

The coil sniper rifle is called a GLR

>Does Long Dong 2 even have a renamed ballistic sniper rifle?

little of column A, little of column B

Implying it won't be 3 hours late this week.

what the fuck is this, ufo defense?

But user, UFO Defense was isometric just like the standard camera of the new games.

uighu

I'm sick of EXALT I wanted to disable them for this campaign to cut down mission density but i forgot.

use the console to enabled the second wave thing

personally I like exalt because of all the cash they bring

>because of all the cash they bring
I also want to see if it makes the game harder due to this.
I'm not sure if disabling EXALT will bug out my game.

It shouldn't, I turned durability on midway through once and it didn't hurt anything.

>filename

I just want the eruobeag back

>not the animated version

i.4cdn.org/wsg/1495507102625.webm

now git

I've always been tempted to try as even though the location is random, I find the panic reduction of successful covert ops to be rather significant in helping control worldwide levels

Yeah a harder Long War with slightly less mission density sounds good to me.

Is 1.3/1.4 shit?

Are you:
>Beagle?
Then yes
>fan of Long War 1.0
yes
>JohnnyLump?
Nope, it's perfect and the way god/firaxis intended

The joke was that user got deployed to a mission where he's immediately flanked by 3 groups of enemies, as often happens in UFOD terror missions or ufo raids.

>Think I'm fighting the last group of enemies on a map, a heavy MEC and an advent officer
>Have my heavy use his EMP grenade to get good damage on the MEC
>Move assault forward to get a better look on the officer
>MFW as he does this, he activates the ACTUAL last group of enemies on the map by seeing them behind a fucking building apparently: A sectopod, a stun lancer, and a shieldbearer who proceed to all target my heavy
>MFW The sectopod gets him incapped in one hit
>MFW just as I'm thinking "okay i'll just have my specialist stabilize him" it then immediately primes its fucking explosive strike ability to finish off ONLY HIM just to be a dick to me

You know, I don't like to bitch about things that are probably my fault, but this is exactly the shit I hate about the whole "XCOM: Enemy Gets To Move During Your Turn" combat design as opposed to the original series.

It's a lot better than it was on release. No stealth too.

NO stealth?

It's a shame you weren't able to neutralize or shut down that sectopod. However, the enemy needs to have a chance to get to cover or they'd get nuked.

Yeah it sucks when they move into perfect flanking positions for their turn but by the same token you can ambush them in similar fashion.

I'm sure you could maybe possibly do it if you were ultra autistic, but effectively stealth is ded.

Shit tier enemy design.

>tfw you finally get the debug cam working

This is your XCOM wife for tonight.

Say something nice about her,

lazy humanoid aliens to cut down on creating new animations.
It's why there is no complicated looking ayys like a cyberdisc because the dev team for XCOM2 is incompetent.

Yeah, I'll admit that was my mistake for doubling down on medic specialists and only having one hacker, who wasn't on the op. Live and learn, I guess.

>Say something nice about her

but ooowwwwwwww?

>gatekeepers, mecs and sectopods don't exist

I drew rule 34 of you, mon cheri.

A ball, a robot and a box on legs.
Nice argument.

...

>

>le ball

>xd ball no animations le jake fix game :^)

>Faceless
>Andromedons are sorta bargain bin Big Daddies, but the sheer grotesqueness of their design, like the way the corpse inside limply stews in a slurry of acids while the suit goes into auto-pilot, is cool as fuck

>Half a humanoid
>A snake
>A ball covered in anuses that pisses itself
Cake batter humanoid

Good job on saving animation time joke soloman.

wow those are perhaps the worst counter arguments I have ever seen

perhaps you could post another non humanoid from EW?

ps, drones and seekers are balls

>A ball

>ball with tentacles
wow

holy shit just tried my first long war 2 playthrough and got game over before I built a skulljack (no avatar progress meter at all)
I can get through the missions sort of OK but I had somewhere between 8 and 10 uninfiltratible missions in a row at the end, and couldn't find an officer corpse at all lmao

Why do XCOM2 mutons look like penises?

>No porn of Seekers raping female xcom operatives.

The avatar timer doesn't show until you liberate a region. Sucks that you couldn't get even a 4-5 man squad into a mission too.

Did you set any haven rookies to intel?

yeah I focused on Intel and recruitment with the rest in hiding, then moved to supplies later when I realized I was poor as fuck
starting another playthrough now, I'll probably go for radio earlier now so I get more missions

who gone get

>Have ranger run up to sudoku a muton
>HE FUCKING PARRIES THE BLADE WITH HIS FOREARM AND PUNCHES MY SOLDIER THE FUCK OUT

JUST WHEN I WAS ABOUT TO ASK WHY MUTONS ARE SUCH FUCKING JOBBERS IN XCOM2 AAAAAAAAAAAA