Why is this game so hard tho?

Why is this game so hard tho?

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That depends on your settings, but generally it's because every aspect of the game is randomized; it has no level design. Everything being random then means that the challenge hasn't been properly balanced by anyone, which leads to unfair situations.

>Xcom 2
>hard
lmao literally stay in the covers

It's by far the easiest XCOM game out there

Its 5x more bullshit than the original but its also slightly easier too. I dont know how to explain it

It has less room for mistakes and randomness so while it is harder it's just a matter of leraning who to alpha strike, which pods to ignore before the objective and so on.

>third mission
>one muton, two vipers, three sectoids and an assload of troopers
>just git gud dude lmao

It isn't?

Too much bullshit happening on the strategic map at the same time.

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Just build that decoy shit the first chance you get, it's "get out of fucked situation"-card for almost everything.

I remember the original had some kind of anti savescumming feature where all the rolls were calculated at the beginning of the mission. Never bothered with the sequel

Every game ever uses a fixed seed retard

So long as you did something different during your turn you could save scum until you had 100% accuracy on both.

The first hurdle is learning how to play. Not all of the game mechanics are obvious, especially when it comes to stealth and triggering enemies. Don't play on Ironman your first time through and reload your autosave if something happens you didn't expect. Then it's not bad.

What else is viable early game besides ranger spam?

Weird difficulty curve basically.

It's been a very long time since I played the original Enemy Unkown but I'm pretty sure I could reload as many times as I wanted before each shot and the result would be different

Flagrantly untrue.

I could never get into the game, EW was a new experience, it felt like a legit invasion, i bought WotC and it just feels like a marvel movie, dunno if it's just me but it lost all the appeal it had

That's what I never liked about XCOMs. The game feels like it just gets easier as you progress.

You can change that option in the settings

Grenadier Spam
Solo Reaper

>Enemy Unknown/Within
>Wounded/Gravely Wounded is determined by how much damage your soldiers took in combat, so taking 1/2 damage will only put your soldiers out for a few days
>Better armor reduces the impact of higher tier wounds

>XCOM 2
>Wounded/Gravely Wounded is a complete fucking dice roll. A soldier can take 1 damage and still end up in the medbay for a month
>Also the game drastically increased the amount of soldier XP required to rank them up, meaning if you have some seriously bad RNG and keep playing on the backfoot, you can get to the final mission with zero Colonels

This is why. Some seriously stupid decisions by the developers.

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Oh I also forgot to mention better armor does NOTHING in XCOM 2 to mitigate wounds. You can have a troop in the best outfit, take 1 damage and still be gravely wounded.

I like it. It's nice seeing your team of rookies progress into a squad of power rangers. You're practically about to finish the game once you reach the power ranger stage so the power trip doesn't overstay its welcome.

I like grenadiers and specialists early game, utility is good for if you don't have the damage right away
The difficulty in this game is not based around the random nature of it, but how you manage the random nature of it. A player who has learnt to account for RNG will find that the randomness is not a factor in it's difficulty. If you are simply playing this game as rolls of the dice, you are not understanding it's core mechanics
Why did you trigger so many pods at once? Why did you leave pods alive between turns? Could you do anything to give yourself and advantage over these enemies, like getting better positions or better utilising items? Is your team comp the reason you couldn't handle this specific series of challenges? Is the rest of the mission going to be disproportionately easy once you've got this significant challenge solved? etc etc
This takes some learning for sure, but once you've sussed how to balance the plates it becomes quite easy I think. I had to restart a couple times at first, but each time I learned from those mistakes and now the strategic map is a non-issue really

git gud you brainless nigger

>muton on the third mission
???

Avoid every single ability that heals, or requires two turns to set up. You want to focus purely on abilities that kill, help you kill, or take control of enemies. Healing is worthless, everything that isn't related to Gunslinging on the Sharpshooter is worthless, everything related to healing on the Specialist is worthless. You want to kill enemies as soon as you see them.

This is the biggest problem with XCOM 2 - it has a lot of bait abilities that do nothing for you when it comes to winning.

>not selling out all of your friends and family for a jetpack

They nerfed the loadout music for XCOM 2, then nerfed it again for the expansion.

I disagree, I think that sub-optimal builds are fun and some of them require healing. I agree that there is an optimal way to play, but I don't think that's how you'll get the most enjoyment out of it. Some of my favourite ways to play are (for example) running a full team of grenadiers, or a support team with a lot of sustain and so on

then buffed it again

youtu.be/dbftQpzIyUk

Yeah, but it's not viable on higher difficulties, and especially not viable for new players.

Honestly though this is why XCOM EW just feels more fun. It didn't matter what soldier builds you were using once they were Lieutenant and above because even the sub-optimal abilities were pretty powerful, and the game never forced a strategy that was pretty much "kill the enemy now or these soldiers are spending the next month in the medbay because a Viper spat poison at them."

youtu.be/SeLC55FOUCI
youtu.be/STc6FGDNOL0

I don't think I can pick a favourite, both are incredible (and better with the accompanying radio chatter).

maybe not for you, I play it on the hardest setting and enjoy the challenge that comes with being sub-optimal. And I don't think new players will naturally gravitate towards optimal play-styles any way, so I don't think that really matters. New players will likely just play whatever the enjoy the most.
I enjoy 2 more than 1, I think 1 has far more redundant abilities actually. I think the fact it pushes you to be more aggressive is a good thing too, as the first game saw overwatch crawling becomes a necessity at higher difficulties.

Average players who don't gravitate towards optimal builds haven't completed XCOM 2. Most of them don't even get off the starter continent.

>I think 1 has far more redundant abilities actually
Every ability that is sub-optimal is redundant. XCOM 2 forces maximum aggression which means every ability that rewards passive play is useless, redundant, not worth taking etc.

>fun is redundant
weeeeeeeeew
XCOM 1 had abilities that were both boring and sub-optimal, there was no reason to pick Flush or Rapid Reaction for example. Or Disabling Shot vs Battle Scanner; it feels like both are so ehhhh.

XCOM 2 unironically penalises you if you have the tutorials engaged.

All of the possible rolls are already done whenever you move a person, this doesnt happen on the hardest difficulty if I remember correctly.

I think it all just comes down to whether you prefer the slow n steady pub crawls of xcom or the guns blazing heroic theme of xcom 2.

I hope they fix the pod/stealth/alpha strike/blob bullshit in Xcom 3

I'm looking forward to Phoenix Point to address a lot of the issues I have with nu-xcom

We're not talking about XCOM 1, and it's already been stated that XCOM 1 doesn't penalise passive play which means those abilities you mentioned have actual merit.

Let's look at the XCOM 2 Sharpshooter, specifically the abilities related to using their sniper rifle.

>Long Watch
Worthless, you shouldn't be focusing on buffing Overwatch when it has a penalised accuracy rating.

>Deadeye
Tanks your accuracy for more damage. Worthless at early game because no accuracy buffing scopes or PCS.

>Death From Above
Situational, only allows for an additional pistol shot when Quickdraw literally does the same thing without the need for elevation.

>Kill Zone
Again, focusing on passive play and not aggression. Faceoff on the other hand lets you fire your pistol at every single enemy within range.

>Steady Hands and Aim
Both of these are shit, but at least Aim buffs Hunker Down which has small uses while Steady Hands does nothing worthwhile.

>Serial
Holy fuck, it only took getting to Colonel to get an ability that buffs killing shit with the rifle.

xcom.fandom.com/wiki/Sharpshooter_Class_(XCOM_2)

same, shame about the epic drama

>Long Watch
>Deadeye
>Death From Above
>Kill Zone
All of these are fun. I have had many very fun missions where I've had a good high ground position and had a sniper covering a small team, in fact they are some of my most memorable ones. So again, fun is a reason to pick these.
>Steady Hands and Aim
Agreed, I think these are weak. But I don't know of any games where everything is perfect, what an odd standard to hold a game to.
>Serial
I really enjoy abilities where you are rolling for a high payoff. This fits right into that, the chance to have a sharpshooter clear multiple pods solo is very exciting to me. Optimal? Maybe not, but a lot of fun

On second thoughts I think Steady Hands is bretty good for the type of sharp shooter I was describing

Any lewd snek mods? I've already got the mod that let's you recruit them, but are there any that make them nude or give them slutty armor?

Sadly not.

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Fucking why, there are buff dude mods but no lewd snek nods this is egregious

Agreed, the lack of lewd Viper mods is very disappointing.

because you freaks are even more fucked up than the bara freaks

Not true in the slightest. Vipers are clearly made for cock train breeding.

When should I attack the chosen bases? I got rekt the last time I tried to kill the assassin.

>wait for sale
>see it's free to play while it's on sale
>download and play for free for a bit
>next thing I know the sale is over
RIP I guess I'll wait for the next sale. Was pretty fun though

I put it off until I unlocked the power armor and plasma weapons, then I breezed through all 3 chosen bases back to back.

don't go in there with any thing under tier 2 equipment. and send your A team. You only get one shot at it.

steamcommunity.com/sharedfiles/filedetails/?id=1692207452

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Reminder that Rangers outclass fucking everything

>Rush movement 0-cooldown 8-10 damage attack with like a base 85% accuracy from the start of the game that often puts you back in cover

Ranger. Heh. That's cute.

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Unironically got more use from the Skirmishers.

Reapers have only helped my rangers. Means they no longer need to scout ahead and can focus on being even more dead killy because a reaper can serve as a dedicated scoutmonkey.

They're my favourite of the bunch, really. People dismiss them because no big dick damage in one go but their toolbox utility makes them fun.

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Skirmishers are garbage though. Remote Start and Claymores are busted.

I like Templars the most though.

Reapers can blow up a pod by themselves, and got banish and claymores in reserve on top of that, what's the skirmisher going to do? pepper 1 unit lightly with his smg?

Get out of here Woolie, the best friends are dead

>Guaranteed yanks entrenched unit out of cover and deals 4 damage from a mile away
Claymore has never ever helped me in a situation I couldn't already win with a Grenadier.

>nu x-com

>tfw no imprisoning and "interrogating" aliens anymore

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>Guaranteed yanks
What mods you got son? It's like a 70% hit rate.

None, I've never seen a hit percentage nor have I ever seen a miss.

>I've never seen a hit percentage nor have I ever seen a miss.
It displays the hit percentage when you target enemies, and I've gotten many misses.

>Nu-com
>Hard

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>long war of the chosen never ever
aaaaaaaaaaaaaaa

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Guess my game is fucked. I started playing on Friday and I genuinely have never seen a percentage hit chance pop up when I used it, which is why I've spammed the fuck out of it.

And that's a good thing. Long War 2 is an abomination.

I prefer molded to preference WotC anyway.

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Do mods disable achievements?

No.

Good, "Don't Waste My Time" looks pretty fucking essential.

>weird level structure is this way because most players of Xcom 1 didn't beat the game

I blame the game's timer mechanic on faggots who couldn't beat the first game

It is, but even it can't eliminate all the redundant, unskippable animations. Also I really fucking hate how the camera's only 4 positions are on a diagonal looking at the grid. And it can't zoom out that far. Who's fucking idea was that?

The timer mechanic is easy as fuck to manage anyway. The way pods spawn on the map is the real culprit, it encourages overwatch creep.

Nah, the timer literally just exists to fuck Captain Beagle in the ass because Overwatch crawling takes massive advantage of the pod spawn system.

>Why don't we just removed the pod spawn system?
>Ridiculous, we'll fuck the players instead!

It's not that it is hard. It just stifles play style

This game is either ezpz one shot pods of enemies first turn or get fucking stomped because you were spotted too early

The pod spawn does more to stifle play style. I really can't play these games for too long without being annoyed by it.

base game isn't that hard I think

>Map RNGd so hard it gave all the enemies perfect full cover with elevation while you get fucking scraps

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What happened to the game being made by Long War devs?

nah its a bit masochistic due to it being unfinished but it adds lots of good shit
infiltration mechanic is great
strategy layer needs work but is far superior to vanilla and unmodded wotc
it attempts to make you feel like an actual guerrilla force
wotc is only arguably better because you can mod it to your liking otherwise itd be a boring turd in comparison

>have ablities
gas gernade, serial, zone of control, mindfuck
>don't have abilities
well, guess i'll just wait for the rape.

XCOM is not hard. XCOM is unfair.

t. finished both Silent Storm games on hard and Hard West on hard + iron man.

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i fucking miss meld so much.

I swear to Christ rookie default aim values were nerfed to shit in XCOM 2. I haven't played in a while, but it always felt like you'd be lucky to get a 70% hit percentage at mid-range even with a flank, where as in EU/EW it'd be 85% with a flank.

>mfw you miss point blank 99% with a handgun

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Get mods. Makes the game 10x more fun.

The MECs were so much cooler than SPARKs.

>Punching is an ability you have to unlock, not a MEC weapon that's built with the frame
>You can't upgrade the punch

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Plus you could have robo waifus

Moments like that and it's opposite make my life worth living.

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Also that.

SPARKS go into faggy Johnny Five territory instead of the fantastic monotone combat talk of the MECs.

How the fuck do you do Legend difficulty? I fly through commander, but fuck man Legend is kicking my ass. I'm at the first blacksite and my 6 guys have to face ~26 Advent and the hunter keeps lokcing my shit. What the fuck

I've played countless games and have only used SPARK's once, the week Shen's Last Gift was released. What wasted potential that was.

Why does The Bureau exist?

I wish Nu-Xcom sold better so Bethesda would see merit in making an old style Fallout game
Oh well, at least theres Wasteland 3 whenever it finally comes out

Yeah, something about cutting the arms and legs off my waifu and replacing them with cold steal just feels so perfect.

I like SPARKs, but I liked MECs better.

Third person squad management cover shooter seems like a good spinoff for the series to be honest. I wish it was more tactical than it turned out, also wish enemy and scenario variety was more horror themed and mysterious like the initial reveal trailers depicted, but oh well.

It's because they're neutered to shit and not worth the investment. EW MECs were powerful, they were worth dumping tons of alloy and shit into them because once they were levelled up a single unit could clear a mission by itself.

Hell, the EU advanced SHIVs with flight are OP as fuck in comparison to XCOM 2 SPARKs.

Don't diss healing man

I made the terrible decision of doing Julian's tower of death right away and healing between infinite waves let me finish the mission only losing a rookie, he was glorious with his 20 kills in one mission til Sectopod Julian decimated him.

>redundant

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>not or no longer needed or useful; superfluous.
When put next to the optional aggressive abilities, they are in fact redundant.

>implying Bethesda wouldn't fuck that up too
Bethesda's Fallouts all had shit writing and quest design, perspective and gameplay weren't the problem.

Isn't there a mod that adds MECs to the game? At least there used to be, but I think it started crashing the game for me so I deleted it.

steamcommunity.com/sharedfiles/filedetails/?id=1452700934
Never actually tried it myself though.

I dunno, but there are mods that really buff up SPARKs and make them actually fill the niche they're supposed to. Also, you can get an HK-47 voicepack, so that rules.

I just want my SHIV back bros

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Disagree. I like full robots better than muh cyborgs

user, it's not even about aesthetics. The SPARKs are a straight downgrade from MECs in terms of combat and function despite costing MORE resources. They're straight up not worth building.

Oh yeah sparks are pretty useless without a mod to take care of them.

I remember using metal over flesh when I last played xcom and sparks being pretty fucking good. Did the mod make them broken or just balanced?

I never used these in XCOM 1 cause I thought they looked lame. Were they good?

>playing commander ironman because im too scrub for legendary or whatevers its called
>accidentally activate a pod by seeing the end of a viper's tail through the reflection of a polished sewing needle placed at a 45° angle on a coffee table adjacent a swimming pool with a glass roof on which the viper was waiting
>it was my last solider's double dash but luckily they're 14 miles away and everyone is behind high cover
>throw a couple if grenades and set up an overwatch trap
>viper tongue grabs my ranger into a nice blind spot
>her advent baton melee only buddy runs to a retarded place where he is completely flanked by all my team and in low cover
>gets out his fucking GUN and snipes my sniper, 4 miles away, behind high cover
>1hitkos him with a 6 crit
fuck this fucking game, tell me that shit wasn't rigged

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>moving your last soldier in a way that could activate a pod
You dun goofed.

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>>gets out his fucking GUN
Now that you mention it, I have never seen a Stunlancer actually use his rifle before.

The game really shouldn’t boil down to retarded minesweeper.

The game is easy once you get upgrades going and set up your shit properly. You're really set if you avoid losing too many soldiers.
Fuck the sitrep that forces you to use low tier soldiers though, holy fuck. It's not bad early game but if you managed to go late-game without taking too many losses and thus all your soldiers are solid overall, you're kinda fucked.

>/xcg/ died

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>Probing around my cursor to see where I can go
>Spotted mark appears around corner
>That's fine, it's saying I'm clear and won't be spotted if I put my guy at the corner so I'll do that to get a clear shot on the enemy
>Move soldier to corner
>LMAO FUCKING SPOTTED FAGGOT

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Inevitable once the furfags took root.

I tried to warn you guys but you refused to listen to my words of wisdom.

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I'm really hoping XCOM 3 drops the stealth garbage.

Fuck xcom, we Phoenix Point now.

It's Terror from the Deep so how can they even implement it.

I’m so fucking trash at this genre, my first game was EU and I couldn’t even beat it at normal. This one was the exact same, and looking at the original 90s games seems like a nightmare

Do you even get paid to shill, Chang, or do you just not have to go to the camps this week?

Julian can kiss my buttocks after that little stunt.

>Sold out his whole fanbase to the Chink menace
Friendship ended with Gollop, now Solomon is my best friend.

>a better designed spiritual successor from one of the creators of the original game
>shilling
Back where you came from newfag.

>furfags took root
Vipers were shown in the 1st trailer for the game, they were always there.

'cuz you're stupid, basically

I have different experiences with that. I only get gravely injured when the sokdier is brought down to his like 1-3 hp depending on how much total hp he has. However, healing in the field does not stop if he is injured or gravely injured at the end of the mission. You can get a person jealed to full hp before tje end of the mission and he'll still be injured at the end.

If it's too hard, you can mod the game to buff you player characters and weaken the enemy.

No it's literally confirmed in X2 if you're grazed you can still be critically wounded.

Healing not fixing wounds has been a thing since EU.

>decide to play on Impossible with a modded squad size to see if it's possible to bruteforce and finesse the ayys the only 10 to 15 guys, plus the fatigue & infamy mod
>realize that I can't git gud and can only spam explosives
Being retarded with game balance and not knowing how to make the game balance so everything is viable hurts.

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The only hard mission is the last one, just about everything else (unless you trigger the dlc too soon) is pretty moderate to easy

I was until they were bought out by epic.

>not getting the point
You're new, so you don't remember the cancer that furfags were on this shithole, but they literally would derail threads at any opportunity just to talk about their furfaggotry. Xcom 2 threads were a microcosm of Yea Forums furfag menace. Oh, the game has a snake with tits? That's fine, some light shitposting related to it is expected, but furfags take this as an invitation. They think it means they are welcome. No, you are never welcome. It was just some humor at the absurdity of the character design, that doesn't give them carte blanche to shit up threads with their incessant furfaggotry. Lo and behold, game discussion all but dissappeared as the furcucks kept flinging their shit.

Take this as a warning newfag, never let furfags feel welcome, under any circumstances.

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By the time it comes to steam they'll will be enough mods and patches to make it playable.

I'm forced to use Uplay or origin if I want to play any of those publishers' games, yet another launcher isn't really a big deal for me.

>It was just some humor at the absurdity of the character design
okay user, sure thing

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They're pretty decent, they're fucking ruthless when you get the hover Shiv and plasma cannon

>I'm a furfag so that means everyone else is!
See? You faggots just never stop.

>Snekies same as furries

Shameful! You clearly had an under priviledged upbringing.

>He's never used six high-tier SHIVs that were able to fly and had plasma cannons
>Especially with EW installed
user, they make everything else look like a damn joke. They have so many fucking passive abilities it's insane.

>Hardened units receive 60% extra protection against critical hits.
>Immune to stun, fire, poison, and several Psionic abilities.
>Repairs 2 HP per turn and automatically fires at nearby enemies.
>Can fucking FLY
>Can use Suppression
>Hits as hard as Heavies yet has significantly higher accuracy by default

>original game
>never fixed the bug that changes the game difficulty
>willingly programmed it that paniced soldiers hit their own squadies with 100% accuracy.
>For PP has gone on record to say that he was paid so much that he doesn't need customers for the game to succeed anymore.

Screw phoenix point.

>Snekies same as furries
Yes, you are the same cancer.

Will 3 also declare that you lost in 2?

it’ll be terror in the dank, so no

Games like this made me realize that I have real world low luck stats.

Stargate total conversion mod WHEN

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>Soldier in high cover hunkered down
>70% reduction against enemy shot accuracy
>They still hit and crit him

>Enemy in low cover
>75% shot
>No grenades
>Too far away to flank
>All your soldiers miss

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liggers

>/xcg/ died to a furfag invasion
if that were true then /xcg/ would still be up and filled with furfags, or the archives would show /xcg/ threads getting nuked for just being snakes, but that's not the case. /xcg/ died because the last new content was legacy ops back in October, and while it was cool it was basically just a short series of missions and some re-skinned weapons. People played the ops, then played a campaign or 2 with the unlocks and maybe some new mods, and then they were done. Then when activity began to drop, /xcg/ shot itself in the foot attempting to bring more posters by splitting off, and then phoenix point shot itself in the foot.
It's odd to invent some sort of boogeyman for this, /ddg/ died the same way.

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They were fucking awesome. I liked that you could use them as mobile cover. Suppressive fire is always a plus too.

How is Terror from the Deep as a setting going to work in XCOM 3? That's a lot of vertical movement assuming it's under water.

You take this shit entirely too seriously.

Yeah, no use educating newfags these days. This place is too far gone.

Terror from the Apocalyptic Deep - Apocalypse and TFTD rolled into one.

It's how any general should go out really, it couldn't sustain itself anymore unless it went full shitpost and thus slowly died despite some ill fated attempts at turning into a catchall general for similar games. More generals on that dungheap of a board could do with learning the lesson of passing peacefully when their time is up and returning when so enabled. I still miss you guys though.

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Generals dying is always the better option than becoming some husk where you're barely even talking about the game anymore. I'm sure when 3/TFTD are announced or if Phoenix Point shapes up, the thread will come back just like /ddg/ will come back when Darkest Dungeon 2 releases. There's plenty of other dead generals I miss like pic related, but there's only so much to talk about even if you have a fairly active modding community.

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/xcg/ died long after snekposting died. But you wouldn't know that.