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Eyrie Productions, Unlimited
Sofaspud
Member since Apr-7-06
251 posts |
Feb-12-17, 09:42 PM (EST) |
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"XCOM 2 / Long War 2 mod"
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I thought I'd finished with XCOM. I haven't picked it up in... a while, really. I mean, it was fun, but it wasn't play-every-night fun. I guess Long War 2 came out a couple weeks back, maybe a month, I dunno. A friend has been playing it and going on about it, so I figured, what the hell, right? Holy. Crap. This... this is the game I wanted to play that I didn't know I could have. Okay, yes, it can be stupidly difficult if, like me, you assume it's just like XCOM 2 and dive right in, following the same-old same-old tactics as before. Nope. Don't do that. And yes, it's got some rough edges peeking out here and there. Having tried my hand at modding the XCOM 2 engine myself, I can tell you that some of them are limitations of the system that can't be worked around -- like the relatively clunky UI for handling post-mission soldier reviews and promotions; the scene model files were never designed to allow for more than 8 actors at once and I at least never managed to find a way to get the engine to recognize when I'd inserted more. But that aside? This feels a lot more ... intense. Yeah. That's the right word. You can deploy multiple squads on missions at the same time. While they're deploying and getting into position (infiltrating, as it's called), you can move the mobile HQ around and do Other Stuff on the world map. Then, when ready, you jump into the mission with the squad and do the things. That alone makes it feel a lot more like you're in charge of a global resistance instead of just clicking on a screen waiting for the next scripted mission to pop up. Enemies are smarter and tougher. Cover matters much more (for both sides). You start with ARMOR, which actually behaves like armor in that if you get shot and it only damages your armor, you don't wind up Gravely Wounded in sickbay for a month from a light scratch on your knee. There are new classes which I haven't got into yet but look fun. I'm rambling. Look, I just finished a mission where my mostly-rookie squad went in to hack a workstation and recover some intel. Which is straightforward enough! But things went a bit pear-shaped, as they do, and I ended up pinned down, trading fire with a batch of ADVENT troopers at the other end of an alley. They called in reinforcements. Through luck, a bit of tactical flanking on my part, and liberal use of explosives, I beat the second group as well. More reinforcements. Things were looking bad. I was out of boom, everyone was down at least their armor, some more wounded than that. And the aliens just would not stop coming. When would this mission end? I'd finished the objectives! I hacked the workstation, I killed all the ADVENT scum, how many more waves were they gonna drop on me?! Then I realized... I'm doing this wrong. My job was to get the intel and evac, not get the intel and kill everything in sight. I had to suffer through a few more turns of intense firefight, because calling in the Skyranger for a pickup isn't instantaneous anymore, but in the end I was able to escape and sit back and... ... holy crap, I haven't been that absorbed in a game in a really, really long time. Is anyone else in these parts playing this mod? --sofaspud -- |
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Matrix Dragon
Charter Member
1671 posts |
Feb-13-17, 04:46 AM (EST) |
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2. "RE: XCOM 2 / Long War 2 mod"
In response to message #0
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As the guy that kept annoying Spud about it, I'm loving it. I'm halfway through August now, with four active squads, a decent supply of laser weapons and magnetic armour, all of the American continents contacted, and I'm actually in the middle of liberating Chile while typing this. The game's kinda buggy, but honestly, that's an honest summary of XCOM2 even when unmodded. I played Long War 1, until it kinda ate my XCOM install, and while I had fun with it, it was a real believer that the only way to be better was to make it harder. Giant 50HP Chryssalids, a month in the infirmary from a scratch, and so on. LW2 goes more with more variety in enemy types, different gear for both sides, and the squad/infiltration system really helps make it feel like a guerrilla war. I wouldn't mind a few more mission types, and the haven management system could use a bit more detail, but overall, it's fun. If nothing else, I know I can always load it up and have a mission or two waiting for me. Matrix Dragon, J. Random Nutter |
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Sofaspud
Member since Apr-7-06
251 posts |
Feb-20-17, 09:57 PM (EST) |
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4. "RE: XCOM 2 / Long War 2 mod"
In response to message #3
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The base game is pretty bad about that, yeah. Fortunately, we have modders, who in the grand Bethesda tradition, have fixed all that! :D I *think* the Long War 2 mod includes Stop Wasting My Time (or similar functionality), which is a mod that does, uh, exactly what it says. If not, I recommend getting it. I'm also running a mod (Commander's Choice) that allows me to say "no, the custom character who I made in the pool as an assault is a goddamn ASSAULT, not a SPECIALIST, THANK YOU." Oh! And I'm running ... Improved Timers, I think it's called? Basically, the turn countdown doesn't begin until you break concealment. Which is logical! As opposed to the utter bullshit that is being dropped somewhere, all stealth-like, and having to give up that advantage from the outset because you have to sprint across the goddamn map to make it in time before the arbitrary limit no-sales the mission. Seriously, though, the big thing I'm enjoying most is how this changes the overall feel of the game. I really do feel like I'm in charge of a resistance group. And the deliberately slower pace feels better to me too. Pacing-wise rather than mechanically, I suppose. The original incarnation felt... rushed. Artificially so, I mean. --sofaspud -- |
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MoonEyes
Member since Jun-29-03
547 posts |
Feb-21-17, 08:08 AM (EST) |
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5. "RE: XCOM 2 / Long War 2 mod"
In response to message #4
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While I can see the other mods... >Oh! And I'm running ... Improved Timers, I think it's called? >Basically, the turn countdown doesn't begin until you break >concealment. Which is logical! As opposed to the utter bullshit that >is being dropped somewhere, all stealth-like, and having to give up >that advantage from the outset because you have to sprint across the >goddamn map to make it in time before the arbitrary limit no-sales the >mission. This one right here? Pretty much wrecks the game, as it were. Because that is the POINT of that timer...that you're not supposed to be able to sit on your ass and move an inch at a time. You're the one trying to free a planet from alien occupation. You are the one who have to push ahead to keep the enemy on the back foot, hitting him in as many places and from as many directions as you can. By removing that aspect, as it were, you've basically changed the entire premise of the game. So, that is about as NOT logical as it gets, for me. Your pov may, of course, vary, and clearly do since you do run that mod...but that, to me, is a game-breaker, from a story point of view. ...! Gott's Leetle Feesh in Trousers! |
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Sofaspud
Member since Apr-7-06
251 posts |
Feb-22-17, 09:42 PM (EST) |
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10. "RE: XCOM 2 / Long War 2 mod"
In response to message #9
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Yeah, what MD said. The missions where you start in concealment -- even in unmodded vanilla XCOM2 -- all have the conceit that the aliens don't know you're there. If they don't know you're there, then why would the Macguffin have the self-destruct enabled? Presumably they're not in the habit of having their, say, Alien Power Sources just up and explode routinely just in case some naughty rebels were intending to steal it. Furthering that point, in LW2, the mechanics have been changed so that you must spend time sneaking your team into position before launching the operation. They don't get dropped off by a noisy Skyranger, anymore; they start out from a warehouse, abandoned home, boarded-up convenience store, etc. The conceit in LW2 is that your guerrilla team has snuck in quietly, rather than coming in like the airborne cavalry. And as far as the timer goes... the developers have even admitted that the countdown timer was an arbitrary mechanical decision, to 'force' players to move more aggressively. Which, okay, y'know what? Fine and dandy if you enjoy that, I won't hold it against you. But I prefer immersion over mechanics, myself. I didn't like the 'start concealed' missions in unmodded Nu!XCOM because of the reasons Ebony cites above. It's stupid to think that a Skyranger can come in, drop off a load of troops, and hover overhead until the mission is complete, all without being noticed. It's more than stupid, it's insulting. LW2 fixes the story elements but leaves the timers alone. The mod I list is the last little nudge that I like to have to make it perfect, but if that mod's effect on the game is the 'game-breaker' for you, don't let that stop you -- LW2 can work without it. For what it's worth, I play on Rookie difficulty and save-scum like a mofo too. I'm a filthy casual when it comes to XCOM. :D --sofaspud -- |
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DaPatman89
Member since May-2-12
80 posts |
Feb-24-17, 11:04 AM (EST) |
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13. "RE: XCOM 2 / Long War 2 mod"
In response to message #0
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Having read everything in this thread, this is definitely something I want to play. However, it'll have to wait a while - the list of games I want to beat for the first time is sufficiently long that I'm glad I decided I didn't want to get a Switch at launch, and I just got done clearing vanilla XCOM2 from that list last month, so I won't really feel like jumping back in any time before the summer. Besides, my TBS itch is already being scratched with simultaneous playthroughs of the Birthright and Conquest paths of Fire Emblem Fates, and I intend to follow those up with a playthrough of the Revelations path, so I'm good for a while. --- "Things in life aren't always quite what they seem, There's more than one given angle to any one given scene. So bear that in mind next time you try to intervene On any one given angle on any one given scene." Angles - dan le sac vs. Scroobius Pip |
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version 3.3 © 2001
Eyrie Productions,
Unlimited
Benjamin
D. Hutchins
E P U (Colour)
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