Xcom 2 ?

Also, Mimic Beacons are ridiculously OP. Not only because it gives you a 12 HP meatshield that you can put in heavy cover, but because enemies prioritize attacking it above all else. That Gatekeeper who could slap 4 of your soldiers with a 8-9 damage AoE and ressurect any ADVENT soldier in a huge area as zombies in one action? Nope, he's going to move right next to the decoy and fire its low accuracy laser at it instead. That Sheildbearer who could put on 5 extra HPs on three pod's worth of enemies? Gonna fire his dingy 5-6 damage gun instead. Chryssalids and their annoying ass poison? denied!

It gets to the point I only equip one per mission, if I don't the game becomes too easy.

Yeah, Mimic Beacons are handy. I didn't use them at all on my first playthrough because I just didn't think they'd be that good. Now that I know, I try to always bring one or two. They are kinda OP but on the other hand, they are a one-time use item that takes up an item slot. They're basically a get-out-of-jail free card, and I actually often end up not even using them (saving them for when I accidentally trigger too many aliens or so). Guess they could be re-balanced slightly, but I'm not sure how. Lowering their HP could be one way, but even as it is now they can be one-shoted, especially since the enemy will always flank them if possible. And if the beacon only survives one attack, in most cases it doesn't really do that much. Changing it so that the AI will only focus them a set percentage of the time could work, but then you're adding more RNG - which is basically the opposite of what most items are supposed to do. Your job is always to minimize the RNG, and if the Mimic Beacon isn't a guarantee then there are usually better decisions you can make to save a hairy situation.
 
Get out of jail free cards is exactly what makes them so powerful. Far more than, say, a grenade in most circumstances IMO. It's also why Stasis is easily one of the top Psi powers; taking an enemy out of the fight for a turn is a very useful effect. It gives you twice a much time to react to that Sectopod or Gatekeeper or group of Archons/Codices that wandered in, for instance. That where you can reload, relocate to flank, use more abilities, throw more grenades, etc. If you are a little lucky, Mimics can basically be a free turn.

I'd personally make them be automatically critted when hit. So that they are a bit less durable. Making enemy not focus them, or focus them on RNG, would defeat their purpose.

Or maybe make it so it confuses organic enemies, but mechanical ones (MEC, turret, Sectopod) see through the charade with their sensors and ignore it. Or something.
 
And remember guys to order ADVENT Burger™ at your local advent city center
more delicious than CORE Reclaimed protein!
8U8Y5hO.png

*found in xcom 2 SDK file
 
I loved the dialog where Central gets annoyed at finding wraps of those burgers all over the ship and wonders how in the blazes did the crew get their hands on them anyway.

And then I pictured the squad stopping at a fast food joint and savoring those delicious burgers after a job well done, Avengers style. Maybe they allowed my Psi OP's pet Chryssalid a last meal.
 
I loved the dialog where Central gets annoyed at finding wraps of those burgers all over the ship and wonders how in the blazes did the crew get their hands on them anyway.

And then I pictured the squad stopping at a fast food joint and savoring those delicious burgers after a job well done, Avengers style. Maybe they allowed my Psi OP's pet Chryssalid a last meal.

The fast food joint where a section of the wall and sealing collapsed from plasma fire and explosives.
And more than a few burning husks of cars parked outside.
There's acid burns on the plastic tiling of the floor and a Sectoid corpse draped over the counter.
 
Yeah, I'm anxious to see what the modders will cook up in the coming months/years. If the game is as moddable as the devs say it is, this game could have a very long life cycle. The Propaganda mod above is already pretty interesting in concept. Hopefully it translates into a solid mod.

I've already got a fair few mods installed. Accessories packs, more facepaints, Commander Shepard voicepack, Elite Viper among others, but my favorite is the ''Stop wasting my time'' mod which speeds up some animations. Makes Overwatch chains look even cooler.
 
Anyone find the "if you use a mod on a savegame, you can't load that savegame without the mod anymore" part slightly annoying? Maybe I'm just more used to Gamebryo/Creation games' mods, but this really means that if your particular version of the mod doesn't work and the creator has decided to not update it anymore then your savegame is officially null and void. I suppose you could back up mod files to a psychotic degree, but it's still a hassle to me.
 
Anyone find the "if you use a mod on a savegame, you can't load that savegame without the mod anymore" part slightly annoying? Maybe I'm just more used to Gamebryo/Creation games' mods, but this really means that if your particular version of the mod doesn't work and the creator has decided to not update it anymore then your savegame is officially null and void. I suppose you could back up mod files to a psychotic degree, but it's still a hassle to me.
That could be mitigated by manual installing. Nexus mod is my favorite place of modding.
Never use steam workshop subscribing for xcom 2, cause eventually all mod is gonna be uploaded in nexus
 
That could be mitigated by manual installing. Nexus mod is my favorite place of modding.
Never use steam workshop subscribing for xcom 2, cause eventually all mod is gonna be uploaded in nexus

Still, if you don't want to use that particular mod on that save anymore (maybe because you found a replacement that works better), the save still cannot function without it. I suppose you could start a new game (even that isn't a solution) but then there is no description as to what save has had what mod on it, so I can turn mods on and off accordingly. Workshop or not, it's still very, very annoying.
 
Still, if you don't want to use that particular mod on that save anymore (maybe because you found a replacement that works better), the save still cannot function without it. I suppose you could start a new game (even that isn't a solution) but then there is no description as to what save has had what mod on it, so I can turn mods on and off accordingly. Workshop or not, it's still very, very annoying.
Try this http://steamcommunity.com/sharedfiles/filedetails/?id=619141883
 
For a Ranger: Rapid Fire or Reaper?

I have two Rangers on my squad and was thinking of using Rapid Fire on one and Reaper on the other and see how it works out. Wondering if anyone has any thoughts?
 
For a Ranger: Rapid Fire or Reaper?

I have two Rangers on my squad and was thinking of using Rapid Fire on one and Reaper on the other and see how it works out. Wondering if anyone has any thoughts?
i think it depends on what ranger builds/archtype you have. melee focused should get reaper. their role should be finishing off weak enemies that numerous AKA crowd control (like pectoid who get +3 bonus attack from ranger sword). rapid fire is for shotgun crit build that mostly focus on big foes hard counter
 
I've never taken Reaper so I have no first-hand experience with it, but to me it looks like it requires too much setting up and is way too situational to be useful. Rapid Fire will always be useful, on the other hand.
 
Heh, that's cool.

But I've honestly never understood the fascination with putting stuff from other franchises into your games. It's always the first mods to be created, and usually some of the most popular mods. Why would I want Mass Effect characters and voices in XCom? I understand they're easier to create than original content and hence their existence, but I don't understand why so many people are interested in them.

A complete conversion is another thing. Say a mod that puts the gameplay in a Fallout story. If well executed, it could be grand.
 
Heh, that's cool.

But I've honestly never understood the fascination with putting stuff from other franchises into your games. It's always the first mods to be created, and usually some of the most popular mods. Why would I want Mass Effect characters and voices in XCom? I understand they're easier to create than original content and hence their existence, but I don't understand why so many people are interested in them.

A complete conversion is another thing. Say a mod that puts the gameplay in a Fallout story. If well executed, it could be grand.

Pretty much that, and you know fans of a certain thing will go for it almost immediately. I guess it's pretty difficult to understand for many RPG fans on NMA - who value the idea of logic and consistency in content - but they're just fun to have in general.

It can't really be explained unless you're one of those people that do exactly what you described, who likes having your favourite character's signature weapon be in another game, etc.

Sometimes, it can get excessive (see fan content for My Little Pony or many popular anime) to the point that it feels out of place, but take what I just posted for example, that's not out of place at all.

It's just a matter of preference and depends on how much of a fan you are of certain things, and mostly, how important lore is to you in a game. You see how Nexus mods have the "lore-friendly" tag for a reason, and it's not only for the people who only want lore-friendly mods - it's also for the people who don't.

Some find it more fun to not have to take consistency seriously at all and just insert anything into a game, and that's fine. Nothing wrong with that. I wish more people would understand this. The only issue is when these things aren't exactly optional, as with Fallout 4, that it becomes a problem.

Games like Saints Row and Borderlands understand that there are people who value the fun in lack of need for consistency, and takes it to the maximum.

That proves that there is a niche for the anti-logic and the anti-consistent who are fine with anything happening so long as it's fun. "Fun is subjective" is the only statement you need to take out of this.
 
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