/xcg/ - XCOM General

Best friends edition

Previous thread: News:
1)Julian Gallop Phoenix Point News (New Update: 02/09/2018)
>Demo video: pastebin.com/jH0Dgvxc
Q&A sessions
>phoenixpoint.info/blog/2018/1/22/julians-live-question-and-answer-session-on-facebook-live
>phoenixpoint.info/blog/2018/2/5/facebook-live-qa-2-terror-from-the-deep
>pastebin.com/PZWh2Zr1
>youtube.com/watch?v=iuN9g502cYM

2) A new unknown dlc was added for XCOM2 however there wasn't any anouncement yet.
>steamdb.info/app/268500/dlc/

3)LW2 will NOT be ported to WotC by Pavonis
>pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26982

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

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XCOM2 modlist, updated long before WOTC (Out of Date)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

/xcg/ neither condemns nor condones that which is lewd
>pastebin.com/DwwGRCUH

Poor guy.

...

Aliens are useful.

I was gonna kill myself anyway.

>tfw you will never become pals with you are personal hero

pistols are useful

Link the stuff to the OP anyway

No new links, just a bunch of text cleanups

Is Beagle useful then?

I stand corrected.

what's y'alls opinion of vest slots? how about ammo slots?

If you're playing RPG Overhaul go for it. If not, then NADES NADES NADES NADES NADES.

i mean like mods that add a separate slot for vests and a separate slot for ammo, not using utility slots for vests/ammo

>16 aliens all right at the drop zone

So, What's up with this mod Beagle is playing with?

it's long war with a mod someone made that is supposed to make it much much harder. like having 16 ayy lmaos all hanging out together

OK that explains that big pod.

i miss X1's pistol, the pop-pop-pop is lovely

Are there mods for UFO Personal Armor and Flying suits?

lmao four discs
FOUR discs

MEN DOWN

OH BOY

he fucking salvaged it
resisting so much panic, hitting so many 50% shots
hitting a key 30% shot

fucking nuts

Now that was intense.

>someone actually saved a photo of my fingers on an xcom art book
Not sure how to feel about this

SURPRISE CYBERDISC

MELD GET

Death to ayys

How many mods can the engine support before it crashes? I try to keep it under 90 just to be safe, but is there an upper limit?

I didn't realize stun gas kills you troops in xenonauts.
I thought they were just sleeping and you could pick them up, like the aliens.

>How many mods can the engine support before it crashes?

I don't think it's the amount of mods (unlike say Skyrim which can only support 255 esps) so much as the content. Loading up a ton of voice/cosmetic mods will eat up the memory.

Wait, seriously? Can your soldiers not just get stunned?

ROOF AYYS

That's mostly what I was wondering. I tend to avoid most of the voice/music mods for that reason, but I wasn't sure if there was an upper limit. I've got a ton of stuff as it is, more maps and QoL stuff.

That was way funnier than it had any right to be.

It just happened to me.
I'm not sure if the reason was that I had to revive them or something (haven't stunned my unit before). But I played a mission. blindly ran into some smoke and my unit got downed. Didn't sound like a death sound so I didn't think much of it.
When them mission ended she was listed as KIA.
Doesn't make sense lore-wise. Lore-wise the units shouldn't even be unconscious most likely. Ayys are sensitive to oxygen deprivation in game. No human runs through some thin air and just collapses.

How's the Air Game in Beyond Impossible?

Stream is Over.

wazzat

light plasma rifles

F

rip in pieces

He lived as fast as he died.

Anyone use the RPG overhaul?

Yes it's fun to completely roflstomp things from time to time

>I missed a chancge at making the new thread

FUCK

Godammit. Guess I will have to try again next thread

Kinda pissed off right now

why

ayy

>Bumping a dead thread
Fuck you

...

eat a bullet and die faggot
fuck off to wherever shithole you came from

>/xcg/
Curse you! You foiled my evil prank!
I probably shouldn't have gloated in the last thread.

w-what's going on with this thread my dudes?

Is quiet. Too quiet...

[sectopod rumbling]

n-no

...

L-lewd

I haven't played Enemy Within, am I missing anything?

A lot

...

not much just the best xcom experience desu

>music mods
>music modding system is still broken

Just got wotc not long ago. Reapers are hilariously broken right? Banish with an extended mag and a repeater is just madness.

Blowing up facilities is a joke as well, you can just kill the first pod then sneak inside and plant the x4 with your reaper and make a quick getaway.

Remote start is pretty bonkers as well.

But that's WoTC.

Yeah, Templars dominate the early game, but Reapers are by far the most broken class once you level them up a bit. Skirmishers are balanced just right.

>Banish with an extended mag and a repeater is just madness
They never nerfed that?

But that's xpiratez

Does anyone else remember when wotc was first announced how people were so hyped about skirmishers and predicted they were going to be super overpowered?

their abilities are REALLY strong when you can give them to other soldiers in RPG overhaul

>their abilities are REALLY strong if you cheat

kek. I think Firaxis was really worried about them being overpowered too, so they compensated by making them shitty.

>get black out drunk like a retard
>Wake up and all my uniforms are gone

...

They are honestly not even that shitty, it's just that Reapers and Templars are busted strong.

What did people think about templars?

Templars are only occasionally good. They need to have fortress and bladestorm to truly shine and unfortunately they're not guaranteed those abilities.

>Guaranteed ranged damage and guaranteed close up damage with movement after
>Not very good

Think. Also they are insanely broken with reaper

No, you think. There's too many explosive enemies in WOTC that you don't want to be in melee range with.

Furthermore, Homing Mine/Proximity Mine + Reaper AOE slash + Bladestorm = guaranteed podwipe

Templar AOE slash rather.

lmao

Really productive bump there. Fuck you.

ayy lmao

Any essential mods for xcom 2 wotc
I played xcom 2 on release but dropped it a few hours in

QoL and bug fixes are the only thing's i'd consider essential, and that comes down to personal taste.
Gotcha Again, Cost Based Ability Colors, Free Camera, and EU Aim Rolls are all pretty good.

I'll make a productive bump in your uterus

lol?

Reminder...

FRESH

I was about to come post this here, i haven't opened the thread in ages because, i don't know why, last time it died i just didn't bother looking for the new one. Anyway that's the T2 shield, got some adjustments to make to the textures and maybe even the mesh itself, i think the top part of the shield looks too thick and heavy for a shield even if i could just write in the description "it's super light weight ayy alloys lmao i don't have to explain shit" so i might flatten it a bit or something i dunno. In any case that should give you an idea of what the T2 shield is going to look like.

It gives me the curved, sleek Outsider vibe from EU/EW

Looks cool.
Does it have a camera on the outside and a screen on the inside?
Also can you post the T1 shield?

Yes and yes. The T1 shield is quite literally a piece of garbage.

These shields are weird but i'm sure people will port more traditional shields from other games once this is out.

...

...

I don't really think adding electronic equipment onto something which's purpose is to be shot at is a good idea.
However it's a video game so it doesn't really matter if it stupid as long as it's cool.
Do you plan to add light and heavy shields? Because if you do you can keep it as a heavyshield so you don't have to change it.

>They need to have fortress and bladestorm

Cease this reckless memery.

>Do you plan to add light and heavy shields?

Probably not, i have considered adding heavy "tower" shields as something you can get from the advent enemy that will end up using shields, but i think it might be too much work and i don't really want to end in another "pathfinder situation" where the mod is humongous. But i might make "a" heavy shield, in any case that wouldn't be part of this shield mod and it would come later.