Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 416 417 [418] 419 420 ... 469

Author Topic: X-Com Chimera Squad  (Read 733500 times)

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6255 on: June 08, 2017, 10:08:08 am »

In before it turns out to be The Bureau 2
Logged
Love, scriver~

somemildmanneredidiot

  • Bay Watcher
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6256 on: June 08, 2017, 10:29:26 am »

In before it turns out to be The Bureau 2

With Vive functionality.
Logged
"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6257 on: June 08, 2017, 02:33:08 pm »

No armour can be as horrendous looking as the RAGE suit though.
Are yall telling me you never wanted an XCOM operative who looked like the Titans from Attack on Titan? :P
Something is coming... the real war begins
The gif chain between PC Gamer and the XCOM account is kinda cute.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6258 on: June 08, 2017, 03:06:15 pm »

This news finally inspired me to do a full run of the game. Mods, and their conflicts, (as well as a bug that causes stutter if the game is not installed in the C drive) caused many a run to be abandoned. Also didn't take to LW2. So I picked a very few mods to keep it light and smooth and it's time to purge the alien and all that.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6259 on: June 09, 2017, 06:43:01 am »

You know what would be cool?

If air combat returned in a form like this. (The dogfights from UFO: Aftermath)
I mean sure, you could say it's a bit antiquated now, but by god is it still cool. I just want an actual air game! With fighting between human and alien aircraft!

Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6260 on: June 12, 2017, 12:09:19 pm »

X-COM 2's big expansion was just announced and is being discussed here on the PC Gaming Show. It's a Big Expansion: supposedly even bigger than Enemy Within. Also bringing in new rebellion factions. And what appears to be zombies. Title: War of the Chosen.

EDIT: August 26th https://xcom.com/
« Last Edit: June 12, 2017, 12:16:18 pm by misko27 »
Logged
The Age of Man is over. It is the Fire's turn now

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6261 on: June 12, 2017, 12:20:08 pm »

Supposedly it's twice as big as Enemy Within.

The first part is basically Alien Hunters II. You get three "Chosen" - humanoid (ADVENT-aligned I'm  99% sure) aliens that will be reoccurring foes. They also get more powerful throughout the course of the campaign. They're apparently meant to basically be the arch nemeses of XCOM.

Then you have three rebel factions that you can recruit from, but apparently they're hostile to each other.
The first faction is alien-human hybrids that defected from ADVENT and have some pretty cool armor to boot.
Then there's a super-psionic faction. Their units use a resource called "Focus" that accumulates over a battle. You can spend the Focus on powerful abilities or keep it to make the unit generally more powerful.
I missed the third one.

EDIT: Oh yeah, the zombies.
They're a new faction that can randomly appear in missions, and they attack both sides. I believe they're called "The Lost" and are supposed to be located in the ruins of the cities that were subject to heavy fighting during the aliens' invasion. Basically, they can pop up at any time, are attracted to gunfire/sounds, and will attack anything that moves, including ADVENT.

Tons of other stuff as well. New classes, new map types, new items (including Halo-style energy swords!), new strategy layer stuff, and much more.

XCOM 2: War of the Chosen Announce Trailer



EDIT: Even more stuff! This comes from the updated official website.

NEW FACTIONS & HERO CLASSES
Three additional factions have emerged to strengthen Earth's resistance – the Reapers, Skirmishers and Templars – each with its own unique abilities and contrasting philosophies. These factions provide powerful hero class soldiers to aid in missions and new opportunities for the strategy layer.
THE CHOSEN
The Chosen are the most cunning enemies XCOM has ever faced, each with unique strengths and weaknesses that will be introduced with each new campaign. The Chosen are on the hunt for the Commander and will kidnap, interrogate, and kill XCOM’s soldiers to complete their objective. The Chosen can also invade the strategy layer and ravage XCOM’s global operations. Find and raid the Chosen’s strongholds to defeat the enemy for good.
NEW ALIEN & ADVENT THREATS
A deadly new alien known as the Spectre, capable of creating dark copies of XCOM soldiers, has snuck onto the battlefield. Adopt new tactics to counter it as well as the explosive attacks of the ADVENT Purifier and the psionically charged ADVENT Priest.
NEW ENVIRONMENTS AND MISSION OBJECTIVES
Engage in tactical missions across new environments from abandoned cities devastated by alien bioweapons during the original invasion, to underground tunnels and xenoformed wilderness regions.
ENHANCED STRATEGY LAYER
Manage XCOM’s relations with factions and counter The Chosen’s operations from the Avenger. Employ new Resistance Orders to prioritize your personal strategy. Soldiers, scientists, and engineers can now be deployed for Covert Actions that award supplies and boost faction favor if successfully completed.
GREATER CUSTOMIZATION & REPLAYABILITY
Soldiers can develop bonds with compatible teammates for new abilities and perks. The SITREP system dynamically adds new modifiers to the tactical layer to make sure every mission provides a unique challenge. Advanced campaign options allow for finer adjustments to game length and difficulty.
CHALLENGE MODE
Utilize the perfect strategy in new regular one-shot community challenges to claim the top spot on the global leaderboard.
SHARE THE RESISTANCE
Customize and pose your soldiers, then add filters, text and backgrounds to generate your own unique resistance posters that appear in-game and can be shared with friends.


This looks amazing.
« Last Edit: June 12, 2017, 12:24:24 pm by Chiefwaffles »
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6262 on: June 12, 2017, 12:29:57 pm »

I'm not super impressed so far, it seems a bit procedural with resistance factions and more boss aliens.

The Lost are a bit interesting because they're probably connected to the freaky glass infection we've heard nothing about since the X-Com novel, and crowdsourcing resistance posters will probably be fun. Get ready to have to filter out a million legit terrorist slogans alongside the porn, though.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6263 on: June 12, 2017, 12:32:10 pm »

Looks fun. And hopefully it adds some neat new options for modders. I'm looking forward to it!
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6264 on: June 12, 2017, 12:48:47 pm »

Zombies?

I'm looking forward to it. Only because my gaping lubricated vagina is always ready for XCOM and Total War. It's my crack cocaine.

Not too sure on the whole "only THREE NEW regular enemies" thing though. Um, can I have more please? Like... 200? 300? Maybe 80,000?

Also kinda amusing that you can finally easily share your characters.

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6265 on: June 12, 2017, 12:52:25 pm »

Apparently Jake confirmed that yes this does mean its possibble to escalate a mission to an insane brawl involving you, ADVENT, the Alien Rulers, the Lost, and the Chosen all smashing into eachother simultaneously.
Logged
It's FEF, not FEOF

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6266 on: June 12, 2017, 12:56:01 pm »

The new maps seem really cool. The abandoned remnants of modern cities? Xenoformed regions? UNDERGROUND TUNNELS?
I mean, seriously. That sounds awesome. And new mission objectives!
Also the strategy layer. "Resistance orders"? I don't know what that is, but it sounds cool. And they're adding the relationship system that got scrapped from the base game! Sure, there's a mod for it now, but having it actually implemented into the game will bound to have some improvements.

I'm iffy on the Chosen part since I wasn't the biggest fan of Alien Rulers, but they could turn out good and everything else is exciting.
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Sanctume

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6267 on: June 12, 2017, 01:03:33 pm »

Anyone playing Spectrum Green?

I'm enjoying it, but only playing Veteran difficulty. 

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6268 on: June 12, 2017, 01:06:05 pm »

Haven't checked that one out yet. What is it like?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6269 on: June 12, 2017, 01:12:36 pm »

(I'm so happy I was actually first to break the news on something, hooray!)

I'm agnostic on the Chosen. The Lost sound cool, although to be honest when I was watching the trailer I had to do a doubletake to make sure what game this was. (I eventually got my confirmation from Bradford's face.) But I really like the idea for some reason; maybe because I like the idea of adding a huge hoard of slow-moving enemies to a face-paced XCOM mission. Also, abandoned cities scarred by bioweapons sounds amazing, I'm a sucker for a good battlefield. And the sound of the SITREP system is pretty cool if it does what I think it does.

I'm happy Firaxis is apparently willing to take direction from Modders as well. I know for a fact that ADVENT Priest was a pretty common idea among mods, but I'm super happy to see Firaxis do a take on them!
Logged
The Age of Man is over. It is the Fire's turn now
Pages: 1 ... 416 417 [418] 419 420 ... 469