XCOM General - /xcg/

Heavy Air Combat

Previous Mission: 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

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XCOM2 modlist, updated long before WOTC (Out of Date)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

Some degeneracy or whatever
>pastebin.com/DwwGRCUH

Other urls found in this thread:

discord.gg/jYcW4tF
steamcommunity.com/sharedfiles/filedetails/?id=660288613
steamcommunity.com/sharedfiles/filedetails/?id=1128232679
steamcommunity.com/sharedfiles/filedetails/?id=1079953981
youtube.com/watch?v=mxIDBORejN0
twitter.com/NSFWRedditGif

Same person made both of those mods user

Well what's that faggot doing then?
Stop doing low quality meme garbage helmets and match the quality of the skirmisher helmets.

Reapers:

Tier 1:
Lightning Strike - Units gain +3 mobility for the first 2 turns of battle while the squad remains concealed.
Infiltrate - On timed missions, the timer does not begin until the squad has lost concealment.
Popular Support 1 - Supplies collected from each Supply Drop are increased by 10%.
Recruiting Centers - New recruits cost only 15 Supplies.
Scavengers - All resource rewards from scanned Rumors are doubled.
Guardian Angels - Covert Actions will not be ambushed.
Between the Eyes - Any XCOM shot that hits the Lost is an instant headshot kill.
Heavy Equipment - Excavation speed is increased by 50%.
Resistance Rising 1 - +1 Resistance Contact.

Tier 2:
Popular Support 2 - Supplies collected from each Supply Drop are increased by 15%.
Live Fire Training - Any recruits training in the GTS will achieve the rank of Sergeant.
Rapid Collection - Resistance supply drops are collected instantly.
Ballistics Modelling - The speed of all weapons research is increased by 15%.
Resistance Rising +2 Resistance Contacts

Tier 3:
Volunteer Army - On every mission, there is a chance that a Resistance soldier will join the XCOM squad.
Munitions Experts - Experimental Ammo projects in the Proving Grounds are completed instantly.
Resistance Network - Contact with new regions is made instantly.

Continent bonuses : Munitions Experts, Live Fire Training, Rapid Collection, Resistance Network

with the extra stuff you have to do now (like resistance ring) it gets pushed back

a lot of people here say psionics is OP but in my experience it gets up to speed just when the tide is turning anyway

it just becomes another way to fuck the aliens in the lategame

Skirmishers:

Tier 1:
Vulture - Enemies drop additional loot items.
Inside Job I - All Intel rewards increased by 10%.
Under the Table I - The Black Market pays an additional 20% for sold items.
Quid Pro Quo - Black Market Intel costs are reduced by 33%
Decoys and Deceptions - All knowledge gained by the Chosen is reduced by 33%.
Private Channel - All mission timers are increased by 2 turns.
Weak Points - Any shredding attack from XCOM does an additional +1 shred to the target.
Modular Construction - Facility construction speed is increased by 25%.
Information War - The Tech defense of all enemies and hack targets is reduced by 20.

Tier 2:
Inside Job II - All Intel rewards increased by 15%.
Under the Table II - The Black Market pays an additional 30% for sold items.
Sabotage - Remove one block of Avatar Project progress at the end of each month.
Integrated Warfare - All PCS effects are increased.
Impact Modelling - The speed of all armor research is increased by 15%.
Tactical Analysis - Enemy units lose 1 action on their next turn if discovered on the XCOM turn.

Tier 3:
Bomb Squad - Experimental Grenade and Heavy Weapon projects are completed instantly in the Proving Ground.
Inside Knowledge - The effect of all weapon modifications is increased.
Double Agent - On every mission, there is a chance an ADVENT unit will join the XCOM squad.

Continent bonus: Bomb Squad, Integrated Warfare, Inside Knowledge, Double Agents, Tactical Analysis

Templars:

Tier 1:
Noble Cause - Will recovery in all soldiers is 20% faster.
Trial by Fire - Double the Ability Points gained in combat.
Deeper Learning I - Soldier experience gains are increased by 10%.
Vengeance - When a squadmate dies, the entire squad receives random bonuses for 2 turns.
Stay With Me - Soldiers are much more likely to bleed out rather than die when their health drops to 0.
Bonds of War - Soldier Bonds grow 25% faster.
Tithe - Resource rewards on all missions are increased by 15%.
Feedback - Psionic attacks on XCOM units deal damage to the caster.
Hidden Reserves I - Gain an additional +2 power on the Avenger.

Tier 2:
Deeper Learning II - Soldier experience gains are increased by 20%.
Art of War - Ability Points gained by promotion are increased by 25%
Pursuit of Knowledge - Laboratory facilities provide an additional 20% boost to research times.
Hidden Reserves II - Gain an additional +3 power on the Avenger.
Machine Learning - Research breakthroughs are twice as likely to occur.

Tier 3:
Suit Up - All armor and vest projects in the Proving Ground are completed instantly.
Greater Resolve - Lightly wounded soldiers can be sent into combat.
Mental Fortitude - All battle madness (panic, berserk, obsessed, shattered) only lasts one turn.

Continent bonuses: Suit Up, Greater Resolve, Mental Fortitude, Pursuit of Knowledge

A Pistol a day keeps the ayy away.

> superhuman
> take down 3 UFOs and do one landed
> alien retaliation 19 days in
> not enough weapons for 30 soldiers
Rookies with pre-primed HE ad othing else saved the day again, but this shouldn't really be allowed.

InShaAlqayid, my brother.

How do we fix repeaters?

What do you mean?

Make no robot enemies with lots of HP/armor
Make Bosses inmune to repeaters

>skirts NEVER EVER
>thigh highs NEVER EVER
>pantyhose NEVER EVER
>elf ears NEVER EVER
>horns NEVER EVER

crit damage is 1.5x, then 2.0x then 2.5x. boom fixed

5/10/15% chance to deal double damage

>10/20/30% extra crit damage

- Increase base damage at the cost of Aim
- Increase Crit damage
- Increase damage by % at the cost of clip size
- Increase Crit damage %q

>Tfw Xcom3 will have a new country.

as the fuck if

Don't make Europe worse, it's almost at the point of no return

It's difficult.

Making them crit % boosters is redundant with laser sights, crit dmg boosters are impossible to balance, etc.
XCOM2 just doesn't have many weapon stats to work with.
Range is an option but it's only a factor for a few weapons (eg snipers, shotguns).

The best choice is probably what the LW team did: revert them to what their assets were originally intended for (suppressors).

>it's almost at the point of no return
we've past that many years ago

>throw claymore at Warlock
>accidentally shoot him instead of it
>Executed

I think that's the first time that repeater has gone off all game, I forgot it was even there

Does anyone have a pdf of the Art of XCOM 2?

That's one odd looking helm

>tfw your grandpa dies on Veeky Forums's birthday

Reminds me of that painting with fish helmet

Sorry user...

I bet neither of you has even felt real fear!

>MaxHeroesPerFaction=2
>StartingCardSlots=0
>NumCardsOnMeet=2

Only 2 heroes per faction huh?

You don't fix them. You remove them from the game.

Does anyone know if shard gloves can be adapted to the secondary slot? I’m trying to make a class mod that mimics the destiny classes and being able to use the right equipment to get the abilities and perks I’d need. Same goes for a spark bit and sparks kinetic strike.

Don't be such an entitled prick

Seems like general consensus. Also, does anyone else have weird fps drops in Hong Kong?
tfw couldn't bang Ku Feng. Or Eiger. I want to climb that mountain

I prefer HK myself, but they're both good.

Why does the game hang if a concealed soldier is revealed on the enemy turn?

The most common hang I get is the Overwatch slo-mo cam never ending
It's funny because according to the SDK this was apparently a bigger problem in EU's code

So I am still learning the dos and don'ts. If I understand correctly then

Full cover (Everything) > Half cover and Hunker > Half cover and fire 60%+ chance > Half Cover and Overwatch?

For sake of simplicty let's assume that you take cover in a way you can't be flanked in the next step.

>Full cover (Everything)
Everything else but this was wrong

Damn, that part was the only one I was sure of

You might want to break up Full cover between full cover and full cover that can be destroyed in one hit

>two new rogue Viper factions come out
>Faction 1 is Viper King II
>Faction 2 is liberated Viper faction
>Viper King will give you Frost Items as well as general Viper units for the Commander's personal use
>Liberated Viper will give you stronger, specialized Viper units and increased intel on ADVENT facility locations as well as her adoration of the commander with fade to black cutscenes
You can only side with one /xcg/ which one do you choose?

Rate these changes in X2/WotC as good or bad
>Overwatch breaking on damage
>Reload costs a single action and does not end the turn
>Regular troops no longer panic

Holy fire.

>Overwatch breaking on damage
Good.

>Reload costs a single action and does not end the turn
It's fine.

>Regular troops no longer panic
But they do?

Bradford and i remove the snakes.

Regular as in fresh troops deployed on a mission. Troops will only randomly panic like in previous games if they're Tired or Shattered.

DISCORD

discord.gg/jYcW4tF
discord.gg/jYcW4tF
discord.gg/jYcW4tF
discord.gg/jYcW4tF

...

Just rework most of the weapon upgrades.

Expanded Mags do not need a change.

Scope
Will give your first shot this turn +X Aim and/or +Y Crit (X > Y), but only if you have not moved. Will not work on overwatch shots.
Or
Will give you +X Aim and/or +Y Crit (X > Y) against targets further than X/X-1/X-2 tiles from you, benefits are x1.5 against targets that are flanked or not in cover. Will not work on overwatch shots.

Laser Sight
Will give your shots against targets within X/X+1/X+2 of you +X Aim and/or +Y Crit, (Y > X), benefits are x1.5 against targets that are flanked or not in cover. Will not work on overwatch shots.

Auto-loader
Automatically reloads for free when your magazine is emptied 1/2/3 times per mission.

Hair Trigger
Grants +X aim on reaction shots and/or -Y to enemy dodge.
Or
Upon killing an enemy, automatically take a shot against a random enemy X/X+1/X+2 tiles from from the enemy killed.

Repeater
Renamed to Silencer, grants +X Crit and/or +Y aim to shots done from concealment against unengaged enemies. Will provide benefits during Overwatch Ambush.
Or
Renamed to Silencer, shots against enemies over X tiles away have Y% chance to not break concealment, Shots done from within X tiles have Z% chance to not break concealment (Z

Good
Very good, One of my major gripes in X1
Last time I checked troops can still panic if they take damage

How about the stock?

>Automatically reloads
No, I don't want to waste a free reload if I don't have to. A choice between using the free reload and using the auto reload is much better

>Extended Barrel gives +X Damage, but reduces Aim by Y.

There's a mod for that.

and thank fuck it exists

>Things ain't like what they used to be.

Remove snek
All those are good but my troops still panic so I'm not sure about that last one there.
I think scope should work on overwatch but do agree about the distance bonuses. I do wish autoloader was a bit more obvious or forced the issue during missions because I always end up wasting it by not paying attention to it being a free reload.

I don't want repeater to change because nothing is more satisfying than seeing an avatar or an alien boss die immediately.

>Regular troops no longer panic
Sectiods and troops can panic if the damage they take pushes them past certain will checks.

I much prefer what we have now than troops taking 1 damage and panicking. It makes more sense (and it's more immersive) that they would start to panic after their willpower has been lowered to a certain amount

Oh shit yeah.

Stock
Will give your first shot this turn +X Aim and/or +Y Crit (X > Y), but only if you have not moved. Gives half the benefits on overwatch shots.
Or
Now come in 3 varieties metal, plastic, wood. no other effects.
Or
Renamed to Weapon Body Kit, changes your weapons texture to resembe rugged, plastic, wooden. Looks stylish, enemies will shoot you last, no other effects.
Or
Removed entirely.

Only if you fully empty your mag fully, otherwise you can just normally reload.
I just went by the idea that does not exactly do what that one mod does and that they actually have some sort of activated/situational function instead of just being raw free reloads whenever you choose.

Just went by the idea that longer barrel lengths increase muzzle velocity with optimally loaded cartridges but in turn may cause more deviation as the barrel shakes during shots.

Fair enough, works with the whole "auto" part as well

Longer barrel will mean more rifling, which would mean more accurancy.

I think rifling more benefits the bullets trajectory, but the negative aim in here comes from the fact that longer barrels magnify the error in the aim of the shooter themselves.

Aaah fuck me, m8. Just had come up with something to justify that abort of a weapon mod that satiates the desing & actually does something.

Bellator in machina mod for Xcom 2 fucking WHEN?

LW2 made the stock grant the soldier the Steady Weapon ability, which gave a bonus to aim and crit chance on the next turn.
It was not very useful for most situations, but sometimes nice on snipers.

steamcommunity.com/sharedfiles/filedetails/?id=660288613 implemented into stocks would work and would be useful

How would they be different from Sparks?

I think that could work, but I just dislike having to actively use something that is attached to your weapon.

steamcommunity.com/sharedfiles/filedetails/?id=1128232679

That's the best your going to get

Does difficulty affect leveling speed at all? It might just be luck somehow, but I'm playing commander right now and it seems by team is underleveled compared to what they used to be in my old run.

Experience gain is slower the higher difficulty you go. On Legend it can take your troops four or five missions to gain a single level.

...

To satisfy the quadruple amputee fetishists
>muh humans
Jake was right, people really can't be immersed if their character is not human

Going off this it might actually be part luck, because it seems between veteran and commander only kicks in at higher levels and as of now I only have a few people at captin.

Is the Chosen summoning ability single-use? I only ever see them summon once per engagement (outside of their strongholds) even if it takes many turns to defeat them.

Nah

>To satisfy the quadruple amputee fetishists
Done

steamcommunity.com/sharedfiles/filedetails/?id=1079953981

From my experience they only use it when they are the last unit alive on the map and only do it once. The warlock likes to teleport his summons into flanking positions

It's either on a long cooldown or it's single use only

Mecs are just way better than sparks.

You can't deny that.

Mecs are cooler than Sparks but I prefer what a spark can do over what a Mec can do

Is this some unofficial ranking or an in game division? Also as a more general question, is it possible to get a contingency bonus that mimics a resistance order? Is one or the other just wasted in that case?

In game based on influence. T1 are all possible starting bonuses for example and No you can't get overlapping continent and faction bonuses.

How exactly does that work? I thought you could eventually get every order through covert ops, is this not the case?

>HAH HAH WARLOCK SUCH SHIT
>mind control
>soldier eats an overwatch
>kills another soldier with a grenade

such fun and interactive game design

My issue with Overwatch breaking on damage in that in theory it's a universal nerf, but in practice it's a big nerf to the aliens because you will be breaking their Overwatch significantly more than they break your's. As soon as you get a stock alien Overwatch is basically a wasted move on their end.

When you upgrade influence you get a free resistance bonus from the next tier up and the rest become unlockable via covert actions

1) You get 2 bonuses on tier 1 when you meet a faction, The rest of Tier 1 becomes unlockable via covert actions
2) You get 1 tier 2 when you upgrade influence to medium and the rest of tier 2 become unlockable via Covert actions
3) You get 1 tier 3 when you upgrade influence to High and the rest of Tier 3 become unlockable via covert actions

The obvious exclusions to this are orders that have been removed from the pool and applied as continent bonuses

Should change it to have a 3-4 turn cooldown then.

Ooooh, so it marks all the overlapping orders as unusable when it generates the continent bonuses. Okay that's pretty smart, I wouldn't have thought of that.

So.... is a soldier being tired, actually worse than being injured?

>Light injury
3 Days in med bay, no fatigue after, you can speed it up with templar scanning

>Tired
10 or more days of being a panic landmine, nothing you can do to speed up the process

Yes but if you get tired and injured you have to wait even longer as days don't overlap

The duration is randomized. I've seen Tired soldiers come out of it in a day some times.

That happens when soldiers are on the threshold of tired and ready for action and is the ideal amount you aim for as it basically instantly restores all willpower

WOTC does a decent job of forcing you to adapt to the chosen by doing more than "Guaranteed damage and lethality are the only way to go" pay attention to who's territory you are fucking around in.

For Assassin, you better bring a Medic Specialist, and maybe a second Specialist with Scanning and another Medpac for good measure. Or some scanning beacons

Same for the Hunter pretty much, but packing a few smoke bombs is actually pretty good against him. Bring some shadowstep Rangers to slip past his overwatches and grenadiers to drop his high cover ass

Warlock, I never bought mind-shield before the warlock. Buy some fucking mind shields. In my legendary route I have avoided him as much as possible until I got a Solace PsiOp. Frost bombs are good for freezes your comrade without hurting them or out right shutting mind control off.

Templars fuck up any of the chosen pretty good unless the get melee invincibility perk.

>people really can't be immersed if their character is not human

I care more about my Sparks dying than my regular soldiers.

Post more best boy.

All the girls want to suckle down on the ridged ayy cock. What's a Mox to do?

Why haven't you recruited our most glorious leader, Doctor Robotnik, to the cause?

youtube.com/watch?v=mxIDBORejN0