/xcg/ - XCOM General

Robits edition

Previous bread:
News:
1)EXPANSION is out NOW
>xcom.com/war-of-the-chosen
>youtube.com/watch?v=n3bENBYSucQ
>pastebin.com/8prFHUNj

2)Julian Gallop Phoenix Point News (New Update: 8/30/2017)
>phoenixpoint.info/blog/2017/8/29/geoscape-ballistics-and-more
>pastebin.com/PZWh2Zr1
>youtube.com/watch?v=iuN9g502cYM

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

4)LONG WAR 2 1.5 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XCOM2 modlist, updated long before WOTC (Out of Date)
>pastebin.com/pTMatP5Z

MEGA Mod Repository, now contains all of the mods in 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

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

The X-COM Files for OpenXCom:
>openxcom.org/forum/index.php?topic=4595.0

Other urls found in this thread:

steamcommunity.com/workshop/filedetails/?id=1126788564
twitter.com/SFWRedditGifs

1st for we need a mod that removes the 1 Sectopod/Gatekeeper per mission rule or starts making 4-6 unit pods the norm in lategame

KRAKSAD

Reaper - great early game
Templar - great late game

...But where does the skirmisher fit in?

I don't think that is a rule, i had 2 sectopods on a chosen avenger defense

Somewhere in between. They're good, but can't really excell in any category

Great the whole game long.

I kinda wish mech were more used, as far as I have seen there are only the basic mech with miniMissile, turrets and Sectopod, would have expected maybe robots that were more advanced or something, maybe I just want more things to hack.

Templar is great early too because of high survivability, high mobility and reliable damage.

Skirmisher is probably best mid-late.

Skirmishers are always great.

>X files version .6.9
>Added missions: Trouble in Ski Resort, Alien Downtown Attack, Alien Purge, Dimension X Transfer Point
OwO whats this?

>...But where does the skirmisher fit in?
The better question is how the fuck is Templar not great early game and Reaper not great late game?

I was soloing missions with a T1 Reaper in late game and Templars are permanent mimic beacon that does guaranteed damage early game.

Are nicknames nation and class-specific?

Your post is backwards as fuck.

I am not aware of them being nation specific but they are very much class based.

Class yes, nation I don't think so.

Do you think the Assassin does anything lewd to the handsome soldiers she manages to kidnap?

that took some time

Templar is good early, but it really needs deflect for long term survivability.

Reaper is great for shocking down a single pod of something nasty but once it has to fall back on its gun without skills its weaker than a skirmisher.

Problem is how insane Bluescreen rounds are

You need to fall back on crits in late game Reapers.

>mfw my late-game Reaper solos all the pods in an ambush mission

You can only recruit an extra soldier from your main faction. 2 - 1 - 1 is the number.
(2 reapers, 1 templar, 1 skirmisher max etc depending on home faction)

Who's your favorite hero class /xcg/ and why?

I don't see how that is a problem.
The Gatekeeper has to open the shield for its damage right? So it has these 2 states.
Shields exists as a status too.

Why not have a flying dish scout with missiles? A drone basically, with a shield.

>but once it has to fall back on its gun without skills its weaker than a skirmisher.
Depends on the map. Remote Start is fairly broken on a lot of maps.

Also Reaper still works as the best scout and a great sniper late game too.

You don't need to kill shit outright with the reaper. You can wound it and finish it off with Deadeye or just normal shots.

Even reducing the enemy population by 7 before any real fighting isn't that uncommon late game.

Templars are wonderful.

Skirmishers are for kissing on the forehead and teaching about society

Reapers - Good all game
Skirmishers - Good all game
Templars - THIS WORLD IS OURS

mod to fix
steamcommunity.com/workshop/filedetails/?id=1126788564

Name of that mod, please?

Templar purely because melee attacking a Purifier only to have it explode in your face and only hurt the surrounding enemies will never not be awesome

Why doesn't soldier equipment stick on an Avenger Defence mission? I equipped a medkit on my medic specialist, but he wasn't on my main rooster (because I knew he would arrive as reinforcements asap). So now that fucker arrives with just a shitty grenade equipped and not even his own weapons in hands. Just a regular fucking magrifle without the Adv. Scope & Autoreload.

Does the "improve x weapon" only affect the base weapon or all the weapons from that category? like for example "improve sniper rifle damage by 1"

I'm asking cause I'm not seeing that much of an improvement on upraded weapons

Definitely my favorite class too - at least in Commander difficulty, I didn't try them in Legend yet.
With a mind shield, they turn Sectoids into a bunch of pathetic bitches.

>Protect the device with The Lost Sitrep
>Berserker Queen turns up
>Mission goes South, start to evac
>Berserker takes a few too many hits from the Lost and decides to fuck off
>Last Advent contact is one Myton that is constantly surrounded by Lost
>Decide to keep one soldier on the mission to take out the Muton and thus win the mission
>Succeed in doing so and avoiding the lost
>All Advent dead
>Evac
>Mission Failed

Did the game expect me to kill the 22 Lost the were left on the map as well? Or should I have won the mission?

I don't really have a clear favourite. If I had to pick I'd probably say Skirmisher because of flying around the map slashing and smacking the whole way but they're all equal amounts of fun.

>to fix

That's not really a fix though. It certainly makes the game easier when you can get 6 heroes rather than 4.

Oh they certainly remain the best scouts no contest. In plain open combat though, I tend to feel they get weaker as the game progresses.

Remote start is sadly a bit hit and miss but i did manage to solo an early mission with it. Which was hilarious.

What's the point in the Covert Ops giving exp when it seems to take 10 or more of them to bring a soldier from Squaddie to Corporal?

The "I have failed" and "The failure is my own" tier.

yes, user, the game expects you to kill every non-human. What kind of commander leaves living ayy's and other non-humans?

>>Did the game expect me to kill the 22 Lost the were left on the map as well?

Yes.

I said fix, not bugfix.

Shit is retarded.

Templar.

Because of the slamjam lightning blade powah. Also because they're cyberpunk as fuck and look like something out of EYE Divine Cybermancy.

just use promotion reward covert ops, problem solved.

Well, fuck. I am never touching a protect device mission with Lost on again.

Someone should rename Focus to Brozouf

Your squad looks like a pride parade.

>your best soldier just hit major
>a covert op shows up with immediate promotion as a reward

H-halp

Please, what mod, I must have it.

Do the music modding system and XCOM:EU music mod work with WotC yet

I'm going to guess you unequipped everything from the barracks after you set up your medic.

Welcome to mostly randomized... (I tend to award customization to memorable soldiers only) Population: ALL the gay.

Nude mod + limitless armor options

Do they have specific names?

My first psiops on this campaign (actually 4th psiop total, I only started playing with WotC release) was Irish and got name Morrigan.
Weirdly, it was Jane Kelly, except I disabled tutorial and she was a rookie in starting pool but not in Gatecrasher squad, but it was 100% her appearance (normal, not unique). And no, I do not have previous campaign pools.

This whole campaign has some interesting naming coincidents:
>onece a resistance scan gave me two snipers, man and woman, both have same last name and bio, compatibility fucking 10.0 (never seen that before), and got names "Hawkeye" and "Black Widow".
>my main templar is called Warlock and my Warlock has adv:Templars (and brittle which makes him always die in one turn)
>my main hacker (ci:genius) apparently has superiority complex and got name "Genius"

Finally beat Warlock on Legend + Beta Strike
What a shitshow. Had to save-scum twice when I got Fun Lanced.

The Warlock himself was a pussy ass bitch once I noticed you can cancel mindcontrol with the bond thingy, but the summons + randoms that get spawned were fucking my shit pretty hard.

I don't even wanna know the shitshow Assassin is gonna bring with the guaranteed melee hits.

>this is the first chosen of my new ironmeme commander run, as I try to finally graduate from veteran savescummer

Just kill me now.

Imagine that hell, but on a fucking Assassin, and all your troops decide to miss every single fucking shot that isn't 98%+

Don't worry, he's pathetic regardless of his abilities because of the bad AI. He also doesn't have blast shield which means he'll be susceptible to claymores.

I got this for the assassin...That made the first missions almost impossible.

Let's you sort of "bake" a B-team while you cook with your A-team.

But, user, he may be using the new Improved Chosen Ai mod that has been posted last thread

God this is so fucking frustrating.
Something is causing my game to crash when I go from the deployment to skyranger loading screen and I can't figure out what.

>That feel when you take down bogie zero zero one

Pokemon OST mod should be out later today

Spiderman will be pleased.

>priest put a soldier on stasis
>viper uses her tognue from almost the other side of the planet and wraps herself around another
>fuckin spectre turn a third soldier into shadow in the same turn

Game be like "Sorry, you're not here to play"

>Spoderman

user why

I'm not autistic enough for Ironmeme

>Spot squad
>They are visible
>Shows conceal squares
>Pass through what says isn't a reveal square
>It just is because ebic LOS
I guess I could have autistically counted the squares.

Is there a mod that keep enemies spotted on your turn in vision so I don't have to do dumb shit like make sure I keep one soldier watching them while I'll move all the others? I don't want forever vision, just keep them visible if they've already been seen on this turn so I don't have to go full tile counting autism.

Also:
>Set Up ambush
>Goes okay, just need to clean up with grena-
>ADVENT officer was apparently l body-blocking the LOS to a window, revealing a Sectiod and 2 ADVENT pod
>Suddenly 5 enemies to deal with because fuck you
>Somehow scrape through, just need this 100% sword chance on the Sec-
>Machete attack blows up gas station and kills my highest level guy
>Panic - > Grenade my own guy out of cover
I have learned fear of even 100% shots

I wish there was a happy medium mod like "you save up 1 scum per 2 missions for when shit just gets too retarded and you want to be held accountable, but you aren't going to count tiles and shit"

It's basically hours of trial and error at that point, doing whatever you can to avoid the broken mishaps.

"Bronzeman" allows saving inbetween missions which is fair enough.

Add Low Profile (higher defense stat after the first attack) and you have my Warlock for this Legend run.

Thanks. I'm fine with trial and error, but I'd prefer to learn that "Machetes can ignite a gas station for some reason, but not Purifiers because XCOM LOGIC", without wiping a squad.

Guys what are the best class mods to use right now?

Should I get the unrestricted customization or the limitless armor mod?

has Mercenary Plasma Weapons updated yet?

Fuck this

>Ironmeme Commander
>Device protec
>Random lurking citizen between the vending machines blews my cover
>see glimpse of enemy attacking the device
>fucking lancers and capitans
FUCKING CHOSEN SPAWNS NEAR THE DEVICE
>Panic as there's only 4 of my guys halfway across the map
>Thanks Elders that's Hunter
Killing two grunts with superior stocks (at this point of the game they do like 90% of my damage on miss anyway), dodjing Hunter's marks, everything proceed smoothly.
>Suddenly AI decides it had enough of my shit
>Hunter runs to reveal himself, grapples across quater of the map and shoots my Sgt Storm-a-blades with the pistol
>Bleeding out
>Dashing with my support, calling EVAC, extracting the bleeding soldier on next action as the Advent focuses the transmitter
>Two my guys remain against the Lancer, Captain and Hunter
>Kill the captain next turn THANK FUCKING SHEN FOR THOSE SUPERIOR STOCKS
>Hunter decides to grenade me
I welcome his psionic dick with my ass exposed
>extracts knowledge and runs

THANK FUCK

>meanwhile the lancer was doing like 2-4 melee damage per turn to the device
>somehow get him killed
>Device had like 30% of its HP intact

Fucking intense, how even everyone survived that shit, did the AI took pity on me or what

Is building an infirmary the only way to rid Weedman of his fear of snakes?

That or just killing him

Game mode where each soldier starts with every ability in their class and every negative trait when?

>encounter pod
>5 minutes for every soldier to roll through their fears
Finally a way to replicate the console experience

Just wait until you have Archons, Andromedons and Gatekeepers on those missions. I hope you like having to reach the objective and engage within 3 turns!
I actually ragequit one of these missions due to 2 pods between me and the objective, and 3 more pods clustered on the relay which were revealed when a wall got blown up during the fight.

The ragequit forced me to restart and I managed to finish it with 1 injury and the relay on 4 HP.

I'm still bitter about it.

Post a mod you'd make if you had the time/know-how. I miss capturing and interrogating the Ays.

It'd be nice to have a mod gives an arc thrower and ability to take Ays to EVAC. It could give Intel or projects as a rewards.

Research: Non-Fatal Chip Removal: Allows chance of gaining a defector ADVENT. Defector ability: "Over Here!" During concealment, the Defector can use an ability on a pod to influence it's movement and will not trigger pods until the squad has engaged something.

Research: Brainwashing : Allows chance at Muton defectors

Research: Hydrolic Snake Penis: Allows chance of Viper defector

Research: Retooled MEC : Allows one expendable deployment of Advent MECs project in proving grounds.

Proving Ground: Mind-Plug: Makes an item that is like an expendable melee mind-control, but it puts the soldier using it in a dazed state. Needs a successful melee attack to work. Only works on beast types.

Also a system where gravely wounded soldiers need cyborg replacements. Maybe they lose some max HP, but gain a built in grapple arm or something.

>tfw once had a Sectopod pod sitting on a device
>the sectopod, naturally, was the one shooting it
>stripping 11 HP a round
>just barely made it in time, device had one, ONE (1), HP left
>mfw

Thankfully the sectopod was a dumbass and on activating stomped itself next to a car. Parked at a gas pump. In LOS of my reaper.

Yeah.

T3 is objectively the best-looking equipment

I mean sure, if you'd rather just be playing Mass Effect.

War of the Worlds mod.
Every enemy is a Sectopod.
There are Chosen Sectopods.
There are psionic Sectopods.
There are asphyxiating Sectopods.
There are so many Sectopods.
And they're basically immune to conventional weaponry but they can't crouch.
And then the Flying Sectopods roll in.

Would they be a bit more balanced if the bonus damage scaled on the base damage of an attack?

A mod with more aliens and separating city, countryside and Lost cities Advents.
Cities are mostly ADVENT with MECs and sectopods, with a small group of aliens
Countryside is mostly aliens with new ones to cover the lack of ADVENT and MECs
Lost cities are pure enemies who use fire and chermical weapons/ammo.

There IS a mod which means whena soldier is gravely wounded they have a chance to come back with cybernetic replacements, so I guess you could get that and play pretend.

In WoTC they gave you far less timer missions, but made timer missions that you do have to do much worse. Like the fucking sewer maps which are so cramped that basically you ARE fighting every pod before you reach the objective, and you get 4-6 turns.

The return of "THROW YOURSELF FORWARD INTO THE RNG JAWS AND DASH NEARLY EVERY TURN OR MISSION FAIL! MUCH TACTICS!"

I've had missions were I had to move forward every single turn to have even get a specialist into a position to hack which also revealed two more pods while having killed two pods and was currently fighting one.

Sewer maps are kind of straight hallway fuck-you RNG gauntlets. They are either reasonable with spaced out small pods or "Fuck you every pod in on the objective, here have 3 Andromedons, a Sectopod and some Trons."

Meant for

40 dollars for an expansion that adds 2 enemies 2 classes and 3 npc factions?
I mean... I don't see how this is worth 40 dollars, can someone give me a quick rundown on what I'm missing here? I know my information is imperfect on this

>buy war of the chosen
>install avatar project slowed almost as it was disabled
>suddendly game becomes fun and 2nd best xcom

what's the worst mechanic in games and why it is time limits

I basically got XCOM and WoTC right before WoTC came out.

How long did it take for there to be a strong wealth of mods after XCOM2 Vanilla was out? Seems like there's a ton that haven't been made WoTC compatible yet. Did the expansion overhaul a lot of code or something?

damn it, when will those modders port their custom enemy types. I want my ADVENT Spectres, Titans, Recon and more

>Installing a mod when you have a shit ton of tools to lower the Avatar project, including a vainilla option so is 2x longer to fill.

Battlefield 1 Weapon and Armor Customization mod

This, honestly.
With Covert Ops alone it didn't take all that long to get the Avatar bar permanently down to 2.
Getting the Sabotage order after that was just overkill.