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XCOM 2 doesn't really feel like a resistance game
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XCOM 2's theme is centered around a resistance movement. You're a ragtag group of rebels fighting against an unstoppable alien occupation. Missions are conducted in a way that is usually similar to guerrilla warfare. Sometimes this works - you get in, complete your objective, and get out. Unfortunately not all aspects of the game seem to be like this. Some missions are really just a deathmatch with a time limit, which really contradicts the entire premise of the game, in my opinion.

So I made a mod that makes killing all the aliens in most missions an optional objective. I hope that this mod and mods that follow will work to make this game closer to it's original premise.

Here's the link to the mod, for anyone interested.

http://steamcommunity.com/sharedfiles/filedetails/?id=643394152
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>>330694318
Well, no, the in-universe idea behind neutralizing all the aliens in certain missions is so that the recovery team can come in behind you and gather whatever the reward for the mission is, like supplies or a new engineer or something. When you complete a mission by just doing the main objective and extracting, you only get partial rewards. For example, if you get a guerrilla mission to grab an item and kill all the aliums, grabbing the item only prevents the dark event while killing the aliens allows recovery to get supplies/an engineer/a scientist from the zone while it's still unoccupied. By contrast, council missions where you extract a VIP don't have a kill-all-aliens objective because you're getting all the rewards from that mission from the VIP, being intel.

What I never got is the story missions to the Blacksite and Foundry that have a fixed extraction point but no time limit. I don't get what's forcing firebrand to stay in one place if there isn't any indication that interceptors are coming or whatever.
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>>330695225
I can agree with this logic as far as retrieving alien corpses (which this mod doesn't change anything as far as getting alien corpses from the field), but I don't see what killing the aliens has to do with getting the strategic resource or spawning a new point of interest to scan on the geoscape. The game makes it clear that if you don't kill all the aliens, the mission is a failure, and I don't agree with that. Of course, this really is just all opinion on "how the game should be played."
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>>330695225
Another way to think about it is for Retaliation missions. You're deployed to evacuate the civilians to save the resistance in the area. Again, it really plays out more like a timed deathmatch because you're just trying to kill the aliens before they kill the civilians. This mod changes it to where as long as you save 6 civilians, you will have the mission be successful.
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>>330695225
The VIP missions were one of the things that bugged me in Enemy Within. "Great job rescuing the target, but I won't let you on the plane until you murder that lone sectoid hiding on the other end of the map."
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>>330696131
Holy shit yes, I actually forgot about this. I raged so hard after escaping from Impossible Thin Men only to realize I wasn't going to be allowed to leave.
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>>330696038
Isn't that already the case? If you save 6 civilians by getting in their circles, then the aliens kill the rest of the civilians, isn't the mission still a success?

I just assumed that was the case, but don't actually know, since it's far easier to kill all the aliens than it is to risk popping Faceless by getting to close to the civies.
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>>330696547
Nope, if you don't kill the aliens, the mission fails, and you lose contact with the region / have the supply income dropped. I agree with you that the normal assumption would be that it would work differently.
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>>330696758
Well that's retarded. Why would they even count up the civvies you've rescued, then, if getting to 6 is essentially meaningless?
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>>330696939
It's not "meaningless". If you don't kill the aliens before they kill enough civilians to where there are less than 6 left, you will fail the mission. Again, it's an arbitrary mission timer. I actually stopped playing the game until I got this mod made because it annoyed me so much.
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>>330694318

making all the niggers individually go up the rope is more irritating than spamming OW, is there a clump rope mod yet?
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Good job OP, it boils my piss you always end up having to defeat all of the enemies in the whole map.

>Hack the workstation on ADVENT Train
Ok so I've stealthed my team up to the computer, gotten a specialist to remotely hack itBUT WAIT- Alert alert squad is no longer concealed! Shoot all the things!

What the fuck is this? We've got the data why can't we just fucking bug out, why doesn't someone on the Avenger remotely download whatever the fuck information we're after so there's less risk to the team? Better yet why is the fucking workstation already rigged to blow?

The only thing which does it right is VIP missions, yesterday I had one and was one turn away from getting into capture range. But then a pod spawned containing a Gatekeeper, Shieldbearer and Advanced Trooper... no fucking way am I dealing with that shit so I sniped the VIP and evac'd the fuck out.
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>>330697704
Yeah, the "Evac All" mod is one of the most popular mods on the workshop

https://steamcommunity.com/sharedfiles/filedetails/?id=618669868
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Has the game been optimised yet
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>>330698241
There was a performance patch that hit a few days ago. At least for me, it dramatically improved the game's optimization.
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>>330697948
Hot damn,
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>>330698362
Thanks breh, haven't followed this game since release and was holding off buying since I heard it ran like shit
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>>330694318
xcom eu doesnt feel like a "defense our planet" game either with 6 men limit and cuntries that cut funding at the slightest of problem.
that said, go shill your mod in /xcg/, not here. even skyrim modders dont shill theirs here.
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>>330697790
As far as the workstation already being rigged to blow, the True Concealment mod makes a bit more sense by having the timer only start after you've been revealed.

http://steamcommunity.com/sharedfiles/filedetails/?id=618077830
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>>330699190
I'll post it there too, thanks!
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>>330698362
It runs even worse for me, fresh install of Win 7 and a SSD but the games' load times have quadrupled.
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It could've been so much more than just initiating one turn blitzes against single pods. AI that would force drawn out firefights would be sweet, provided your defensive options would be more than just meme beaconing and going to town.

More blending in with crowds and sabotaging checkpoints/clinics. Actually threatening reinforcements and not just overwatch bait. I once had an officer + 2 stun lancer reinforcements come in on the second mission (first guerilla ops after gatecrasher). It made the mission super intense. Imagine ADVENT ramping up security and rolling out berserkers (forcing you to abandon or send people in to complete the objective, getting mauled in the process) or hiding vipers around the map in regions where you've recently completed guerilla ops. Dark events and intel could use some more depth. More supply sabotaging like destroying or looting MEC factories. Bartering with each region for corpses and other equipment to make up for most missions basically requiring evac after completing a mission, not just one centralized "market". Maybe commandeering gene therapy equipment and going down that path. But it's ok, mods will fix it.
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>>330700030
Are you using lots of mods? Some, particularly voicepacks and cosmetic mods, can really hamper the game's load times, especially on start up.
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>>330697790
It's not even remotely ridiculous to think that the aliens would be able to detect your hack and block your downloads.

In fact, any time you hack anything in this game your squad gets discovered in this game.
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>>330700525
Your suggestion about bartering to -buy- alien corpses is intriguing. Thing is, would you just be buying them with supplies? Would it really be worth it?
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>>330700537
not him, but yeah they need to fix this shit, and modders need to patch in that one fix.
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>Timers are a pain in the ass
>All of the armor sets after your starting gear are ugly
>Avatars and the Bioshock rip offs look retarded

All of this is why I liked Enemy Unknown better.
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>>330701069
Your first two points are fixable with mods, for what it's worth.
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>>330700525

>Cover goes back to being a free hit or two, preventing damage for you but being smashed to pieces afterward

No mod is going to fix this sadly. Even with the Visual Studio project handed out nobody may be arsed to finish the game for them.
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>>330701069
Hey, Andromedons look pretty fucking cool.
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>>330701069
>He doesn't like the Andromeda
fucking pleb
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>>330701253
It's not even that. The mod buddy dev tool is great for adding new things to the game such as new weapons, voice packs, cosmetics, etc. It's also great for basic .ini adjustments. But anything else, actually changing the game is a complete pain in the ass, even with the tool.
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>>330699190
>xcom eu doesnt feel like a "defense our planet" game either with 6 men limit and cuntries that cut funding at the slightest of problem.
Because at the start of the game, you aren't the last line of defense. Those countries want to rely on their own military and send you the flunkies who barely know which way to point a gun. Later on they're getting overwhelmed and spare what they can, including their best soldiers.
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>>330695225
And what about the first guerrilla op? There is no dark event to counter. So if you don't kill the aliens, you don't get -any- benefit for completing the objective.
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>>330700525
>Actually threatening reinforcements and not just overwatch bait.
Sounds like you've been lucky. Reinforcements are only overwatch bait if you've managed to kill all the existing enemies.

If you've got 5 enemies already on the map, and reinforcements on the way, it can ruin your day. Especially if it's been a prolonged firefight up to that point and you're starting to run dry on ammo.
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>>330702573

You just answered your own question. You don't get any benefit leaving. You can leave anyway however without the mod.
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>>330701069
>>330701354
Most of the enemies are fucking shit, gitgud or not this game is actually stressful to play;

>Andromedon
>Always comes back to life so you have to kill it TWICE, will grenade as soon as any friendlies are close enough to each other

>Codex
>Damaging it causes it to clone itself and teleport away, will always teleport behind your troops for an instant critical kill

>Gatekeeper
>Ludicrous amount of armour and HP, ridiculous weapon damage and massive zombie raising AoE + Damage
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>>330694318
Holy shit thank you. I've been waiting for this mod ever since I saw that killing everything was still a requirement
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>>330703736
But the mod changes it to where you get the strategic resource even if you evac as long as you completed the objective.
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>>330700764
intel as always
Thread replies: 40
Thread images: 2

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