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Author Topic: X-Com Chimera Squad  (Read 733451 times)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4320 on: February 08, 2016, 09:26:14 am »

The Doom timer is pretty much the only thing stopping you from getting all the things in 3 months or so. Most of the progress comes from facilities, so as long as you dedicate enough time to reaching and destroying those you're good, since the actual plot missions also kill good chunks of Doom.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4321 on: February 08, 2016, 09:29:51 am »

I don't think the guerilla missions reduce the campaign ticker, they just prevent it from growing like it would otherwise.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4322 on: February 08, 2016, 09:37:24 am »

The Doom timer is pretty much the only thing stopping you from getting all the things in 3 months or so. Most of the progress comes from facilities, so as long as you dedicate enough time to reaching and destroying those you're good, since the actual plot missions also kill good chunks of Doom.
I guess I don't have enough scientists, I'm 3 months in and still have a few days before plated armor (total research time was 15 days).  I haven't been buying scientists from the HQ though, so I guess that's on me.  (I think I have 2)

I think making a workshop early on was a mistake, I *really* should have rushed the guerilla tactics school instead.  And a resistance comms facility.

Something that's weird...  In a game where they make a huge deal about recovering your dead for equipment, apparently you get infinite of the new guns now?  I put off building magnetic rifles for a long time because I thought the cost would just outfit one soldier.  If armor's the same way then this might start getting reasonable again.  Seems weird though.
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She/they
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Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4323 on: February 08, 2016, 09:49:03 am »

You get unlimited guns because then they can just upgrade all of your customized guns in the background instead of needing to rebuild all of them with new bits. You only get unlimited medium armor though. If you wait spider/wraith suits or EXO/WAR suits you have to build each one in the proving grounds.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4324 on: February 08, 2016, 09:58:13 am »

The Doom timer is pretty much the only thing stopping you from getting all the things in 3 months or so. Most of the progress comes from facilities, so as long as you dedicate enough time to reaching and destroying those you're good, since the actual plot missions also kill good chunks of Doom.

It isn't that the doom timer is a bad idea... but that it isn't made very fun.

Don't get me wrong I don't hate the doom clock. It is just disappointing.
« Last Edit: February 08, 2016, 10:00:09 am by Neonivek »
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Shadowgandor

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4325 on: February 08, 2016, 10:11:26 am »

Everyone is complaining about needing a monster pc to run this game on max settings, meanwhile I'm having barely any problems running it on the highest settings? It stutters sometimes when moving from base view to geoscape view, but apart from that there aren't really any fps drops. You can see when enemies come into view, as the game noticeably loads them :P
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4326 on: February 08, 2016, 10:19:27 am »

I think what's bothering some is that the previous game ran just fine on integrated graphics, and that's no longer really an option.  And... why?  XCOM 2 is interesting because of new mechanics, not a graphical overhaul (and I don't think it looks any better anyway, just glowier and fuzzier.  I should really turn down the graphics).

Also, even on good PCs, the load times are dramatically increased.  Like, I thought people were exaggerating, but it's really pretty extreme.  Why?  Generating the mission maps is one thing, but even loading the Avenger takes a long-ass time - despite being smaller than in NewCOM 1.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4327 on: February 08, 2016, 10:53:38 am »

You get unlimited guns because then they can just upgrade all of your customized guns in the background instead of needing to rebuild all of them with new bits. You only get unlimited medium armor though. If you wait spider/wraith suits or EXO/WAR suits you have to build each one in the proving grounds.

Yeah, that's one of the things the game should really tell you about. It's not always evident which items you produce in a limited fashion and which constitute an unlimited supply.

Everyone is complaining about needing a monster pc to run this game on max settings, meanwhile I'm having barely any problems running it on the highest settings? It stutters sometimes when moving from base view to geoscape view, but apart from that there aren't really any fps drops. You can see when enemies come into view, as the game noticeably loads them :P

Either you don't mind sub-60 framerates, or don't have MSAA on. The highest MSAA setting (8x) is the most taxing form of anti-aliasing in existence, and can bring most any PC to its knees, as it essentially renders every single frame eight times to downsample them and provide a frankly brutally excessive degree of smoothness.
« Last Edit: February 08, 2016, 10:57:08 am by Greenbane »
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4328 on: February 08, 2016, 10:56:54 am »

I'm having this weird graphical thing when the game runs at 60 FPS for most of the time, but whenever I promote a soldier after a mission, the FPS just tanks in the promotion screen. Otherwise it works just fine.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4329 on: February 08, 2016, 10:58:15 am »

I'm having this weird graphical thing when the game runs at 60 FPS for most of the time, but whenever I promote a soldier after a mission, the FPS just tanks in the promotion screen. Otherwise it works just fine.

I've also noticed framerate drops on the soldier screens, and the "get ready" phases, before and after missions.
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Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4330 on: February 08, 2016, 11:05:24 am »

I screwed myself over by, apparently, skulljacking an enemy officer too early. Now I have a muton, codex, two sectoids and four or five grunts on a guerilla mission when I barely have magnetic weapons :/
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origamiscienceguy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4331 on: February 08, 2016, 11:07:30 am »

Proceduraly generated stages probably eat a large chunk of loading time.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4332 on: February 08, 2016, 11:09:15 am »

I'm having this weird graphical thing when the game runs at 60 FPS for most of the time, but whenever I promote a soldier after a mission, the FPS just tanks in the promotion screen. Otherwise it works just fine.

I've also noticed framerate drops on the soldier screens, and the "get ready" phases, before and after missions.
The weird thing is it only happens specifically in the promotion after a mission and the moment I click "launch mission" and they all walk off towards the Skyranger. Whenever I look at individual soldiers in the armory otherwise, it works just fine.

Speaking of promotions, does anyone else miss the luvverly crisp uniforms and "medals" mechanic from EU?
Spoiler: this thing (click to show/hide)
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4333 on: February 08, 2016, 11:17:49 am »

Anyone found a legit use for the shieldwall thing from the WAR-armor? Seems like a waste of an action point to me, it just serve as an additional cover and doesn't even improve the user's armor as far as I can tell.
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4334 on: February 08, 2016, 11:21:41 am »

If you're flanked and have two soldiers in the right position you're not flanked any more?
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