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Discussion in 'Video Game Forum' started by Bob Gray, Jun 1, 2015.
*An extended campaign requiring far more missions to complete
*Tactical missions that allow up to twelve XCom soldiers per mission with the right
*Eight soldier classes: Infantry, Assault, Sniper, Scout, Gunner, Rocketeer, Medic and Engineer, and eight MEC classes: Valkyrie, Marauder, Jaeger, Pathfinder, Goliath, Archer, Guardian and Shogun
*English-accent voicepacks for soldiers from England, Australia and several other nations
*New and modified perks, including Ranger, Sapper, HEAT Warheads, Lock N' Load, Fire in the Hole, Hit and Run, and Javelin Rockets
*New and modified technologies, including Xenopsionics, Alien Biocybernetics, Pulse Lasers, Gauss Weapons and Advanced Aerospace Concepts, and many new foundry projects
*Five tiers of XCOM weaponry, many new armors and small items and S.H.I.V.s that can be equipped with perk-granting small items! See some of the new weapons here.
*Earlier access to psionics and an expanded psionics tree
*A system of commissioning and promoting XCOM officers who provide bonuses to your entire squad during missions (replaces the Enemy Within medals system)
*Overhauled interception game, with five new UFO classes such as the Fighter, Raider and Harvester, as well as six interceptors per continent, foundry projects to upgrade your aircraft, individualized pilot names and pilot experience, and the Stingray Missile weapon system
*Overhauled strategy game, in which the aliens gather resources and conduct research -- efforts XCOM must interdict if it hopes to save humanity. XCOM can now retake countries by finding and conquering alien bases in those countries. Help council countries defend themselves by fulfilling their requests for alien technology!
*Aliens and EXALT forces grow tougher over time, gaining stats and perks
*New weapons for XCOM soldiers
*Soldiers rest after each mission, requiring the player to build a much deeper roster of soldiers
*Modified Second Wave options to support longer campaigns
I'd never heard of this before. Time to boot up XCOM again I think
One of my absolute favorite things is the way they made Scouts (freaking awesome class) and put in Marksman Rifles (bolt-actions that can get an attachment to grant Squad Sight) so you can have a more mobile flanking Sniper-type if you want. I love that there are more valuable options for gunners as well as making Rocketeers very, very valuable as they now have assault rifles for normal attacks as well as their rocket. Not to mention the crazy-as-fuck changes to the MEC class.
WHY XCOM 2 IS PC ONLY
Yeah, I never played it myself. Initially it was pretty small and just made the game a little bit longer. I wasn't aware of the expansive list of additions that have been made since. I guess I'll have to play it again.
You will not regret it. It is even more addicting than before, the challenge is magnified by granting perks to aliens as well as just generally making them stronger. Just wait until you see a "mega" Chryssalid :/ 50+ HP.
That sounds like the stuff of nightmares.
Sounds awesome. How much longer is the campaign roughly? Twice as long?
Honestly not sure, I'm playing in Dynamic, which is shorter than the full Long War (it was recommended to play on Normal & Dynamic for the first go-round) and it's already a month longer than the regular game usually takes me. I have taken down a few Overseer UFOs, gone through a handful of EXALT cells. I have all the MEC suits, most of the armors, but I don't have all the research done yet for what was the final mission in vanilla. Don't know if that's the final mission in Long War or not even.
I will say that the 40+ alien UFO crash sites are annoying as fuck when 15 of them are Seekers and I forget to bring someone with bioelectric skin implant.
Hey thanks for the info! I played X-com and the expansion on my 360, didn't know there were mods that awesome out there. That mod sounds really, really good. I've just ended up replaying over and over on classic.
Mods and Xcom 2
*SHIT-TON OF MODS, Y'ALL!
Praise for The Long War mod
Beat Long War Dynamic Campaign. The last ethereal was a fucking beast, no more double-tap-easy-kill. Ridiculous amount of damage reduction, even after Shredding.
Time to go on to a harder difficulty.
My first experience with XCOM was Enemy Unknown and I played for 4 hours straight and stopped before the addiction took a hold of me.
2 should be just as good
40K mod plx
It'd be amazing to have a Space Hulk mod, but with that shit spread wide open - no more linear corridors. Can have different marines, different Tyranids. Shit bro, mix in some Orks, some Chaos, even Necrons
Would love a 40k mod! The lore and art design are so awesome in 40k but their games always suck. Man that's an awesome mod idea man.
Sweey baby Jesus.....I never even considered....
why? they have a shooter verison of space hulk coming out. And from the small ammount of pictures if seen it looks fantastic
Why? Because moarhammer is best hammer.
New class: Ranger
*Specializes at close quarters combat (Shotgun/melee weapon)
*Potentially even deadlier than double tap sniper. Upper tier "Reaper" skill allows Ranger to keep attacking so long as they score a melee kill. Can chain infinitely. So completely possible to stabface, stabface, stabface, shootface, in a single turn.
*Another top tier ability, Phantom, allows another movement action after scoring a kill
*Combine both for Phant-o-Reaper goodness