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Showing all 139 replies.
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>>2416996
>100% hit chance from that far away
This isn't XCOM
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>>2417071
its debug accuracy for testing obviously. He also made something like a functional air burst blaster bomb in the thread.
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Hey guys, it's X-inc anon.
I updated my mod with English translation and upload it in OX forum. So you can check it out. feedback would be highly appreciated.

https://openxcom.org/forum/index.php?topic=13031.0
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>>2417141
does your mod have CQC scripting? I almost consider that standard now
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>>2417141
tell me about your mod
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>>2417243
Not him, but its something like mercenaries in 2300 doing odd jobs on earth post alien war

Looks good, if still in development
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>>2417141
Based
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what did he mean by this?
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>>2417552
My guess is that beating enemies down always deals SOME hp damage. Its why cuffs are useful
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>>2417552
When you punch a cultist in the face, a sectoid tax collector appears and won't go away unless you give him tree fiddy.
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>>2417141
shill your mod?
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>>2418046
Why wouldn't he? Its an oxce thread
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>>2418047
anon i meant a literal shilling
tell me why i should be downloading this mod
i understand he already linked it
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>>2418061
Ahh, my bad. Its a sizable mod futuristic, post alien war with multiple sci fi elements including cyberpunk mods for troops.

I haven't played it too much, but seems decent
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If you were to rank all xpz soldiers, which are the best considering possible armors?

Is it gals followed by ogres?
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>>2418074
Gals are definitely high up since they are oldest. I'm still partial to SS though.
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>>2418074
For me it's:
Hero > Gal > Ogre > Lokknar > Peasant > Catgirl > SS > Gnome >>>> Bugeye
Mind you this is rating based off armors alone, not actual value of the units. I also didn't include syns or dolls since they don't really have armor per se and I haven't tried lamias yet
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>>2418153
>Hero
space hero catgirl? What good are those?
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>>2418153
Lokks are the absolute worst for me, basically a gnome that cant cast. Bugeyes make decent snipers and their flying armor is kinda nice.
Catgirls have nice melee with right weapons, they handle orbit missions better than humans. Humans are only viable in numbers.

For me its gals ~ ogres > neko > peasant > bugeye > gnome > lokk.
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>>2418201
Hero SS, not hero catgirl. Blood dragon is such an insane outfit and can be gotten fairly quickly if you beeline for demon god shrines
>>2418205
Lokknars are your expendable night mission/cave units, nightblade trivializes many infiltration missions because of the TU theft poison dagger and super sprint and is basically invisible at night and their massive reactions cap makes suppressed pistols able to kill cyberdiscs
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>>2418074
If it's just the armors you're talking about, it's only Gals that are really 'feature-complete' in that they have that little armor upgrade across every single stage of the game. Everyone else has that awkward period in your tech-up where they're still wearing last year's gear and you're eyeing up specific captures or tech gates to unlock the next tier up.
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Is there any possible reason why I might be able to research plastasteel in 2 of my hideouts but not my oldest hideout? It's frustrating, because I don't have any old earth labs yet besides the first, so if I cant find a way to let my main base research it, then I'll have to let one of my side bases spend a whole month or so researching it with their measly 2 brainers.
>>
Still patiently waiting for small hangars to be added to the main OXCE fork....
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>>2418775
Iirc they were, I've seen mods running them

I more want first person camera, colored lighting, and akimbo all rolled into 1 fork. There's epic shit being worked on, but its all in its infancy

>>2418712
Did you have plasteel at all bases?
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>>2418785
I did. I think the issue was that I missed making a workshop at base 1, but 2 and 3 had it. Regardless, I got lucky since then and got plasteel research from a gnome lol.
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>>2418785
>Iirc they were, I've seen mods running them
I though small hangars were an exclusive brutalOXCE (separate fork) thing.
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>>2418811
Small hangars are already possible within OXCE, the thing missing is that all ships take up the same 1 slot (i.e. conqueror will take the same space as battle cab). That might be what you mentioned BOXCE has.
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>>2418823
Yes, a "hull_size" variable should be implemented, to align combat craft with hangar sizes.
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>>2418069
If he cba to shill it then I cba to play it
His op is full of errors and eslisms too
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>>2418970
Ehh, i still welcome new blood, and plenty of effort was put in. New blood is how we get cool shit like the first person mode being worked on
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are any of these open xcom mods actually good or are all they all imbalanced crap like the original xcom that people are just playing for an extended nostalgia trip?
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>>2419138
I'm playing xpz for like 7 months straight, almost every day
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>>2419171
yeah but that might be simply because you have dogshit taste
is the game genuinely good, like at least battle-brothers tier, or does it just run on an old engine?
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>>2419177
only one way to find out, if you're that socially dense
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>>2419177
Battle brothers tier isn't very informative, tf are you actually looking for? You say you flat out didn't like vanilla so maybe you just don't like xcom? Also tf you mean imbalanced? Og xcom was pretty balanced, possibly even too easy..

Be more specific otherwise this sounds like a serious skill issue going on. You can't seriously call a game unbalanced because you fucking suck at it.
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>>2419138
What exactly do you consider imbalance?
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>>2419261
>>2419213
>Replying to low effort shitposts
Dude can't even be bothered to spend the effort to write properly, why not reciprocate with the effort it deserves?
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>>2419177
>battle-brothers tier
It's better, in my opinion.
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>>2419261
at the start of the game, you lose at least several dudes per mission because your gear is shit
but as soon as you get one (1), singular MC guy, the game is instantly over because you can just command all of the aliens to throw their shit on the floor, which only leaves a few terror units as the remaining threat.
Also, the blaster launcher is retarded and lets you blow up half the map right out of the dropship.
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>>2419295
The late game stuff is what it is. Some of the other mechanics are a little bit rocky on the highest settings.
>take one step, make a quarter turn, kneel, or shoot an enemy directly in the back with a plasma rifle
>enemy does a 180 and one shots character through power armor
>soldiers shoot with poor accuracy even with good chance to hit
but
>throw 1000 grenades with perfect accuracy
>no response from enemy
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>>2419295
>the blaster launcher is retarded
>It's another the "mid-tier MIB ship is full of dudes with Blaster Launchers and Tritanium Shrapnel Rockets again" episode
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>>2419295
Ehh, the early game is literally what xcom fans live for so idk what to tell you, overcoming those odds IS the thrill, infact I almost enjoy early game better than late game

Psi is kinda true, but its setup as a reward you probably won't get til after a good amount of suffering. Mods also generally offset this, making psi more costly of whatever.

But the trauma of early game IS the appeal
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>>2419315
>throw 1000 grenades with perfect accuracy
>no response from enemy

try boxce
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>>2419562
Boxce is a good choice if you really, really need more difficulty, especially if its not just more idiots, but more nasty ai.

Honestly I can't wait for a few new things to be fully implemented, like the first person camera, oxce in general is developing a lot of cool shit.

https://youtu.be/dhbxsJmSAsw
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>>2419577
sadly no mod is balanced for it
a mod specifically designed around boxce would be pretty cool
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>>2419580
It would be great, but I'd almost say it'd need to be a ground up development. Can you imagine xcf of Piratez trying to patch stuff for boxce, akimbo, colored lighting, ect? Would probably take an entire patch cycle
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>>2419581
>Can you imagine xcf of Piratez trying to patch stuff for boxce
i am not sure it's even feasible
it would require a top to bottom balance reassement
making a brand new (mega)mod specifically designed around the gameplay and quirks of boxce would be the only way
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>>2419600
Ehh, I imagine its possible with some tweaks. Maybe increase intelligence here but lower spawns there, whatever.

It still would take like a 6 month dev cycle but its VERY doable. Big problem is this means a 6 month dev cycle of ONLY ai, and I bet some fans would fucking hate this, or run the risk of this if this wasn't appreciated
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>>2419581
It's doable for XCF at least, but definitely a massive time investment. That said, I wouldn't trust Solar with it either, this'd have to be some turboautist's sub-mod overhaul.
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>>2419057
where did i say i don't want new mods
i don't think it's a tall order to ask for a brief description of the mod considering it takes tens of hours to play these games
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>>2419716
Its directed at your stuff about esl and errors.

That kinda attitude isn't really congruent with wanting that, I want that, so I'm not going to be so harsh to new modders unless it's real criticism.

Besides the mod is already described in thread, in Link, and in the github. If you can't read, why play xcom?

>>2419711
True, Piratez is an IMMENSE undertaking unfortunately.
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>>2419757
i don't want to play a mod laden with eslisms and mistakes and i don't consider it illegitimate criticism
the mod is barely described: nobody has said shit beyond a vague premise and nobody has given meaningful comment
i like the premise
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Gonna drop a hot take.
I miss voice acting from modern xcom, I like my dudes feeling alive instead of the silence of the original.
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>>2419806
Play the 40k mod then. I don't, especially given how often there's little movements.

Plus i think depersonalizing helps more, you don't really view anyone as a person UNLESS they distinguish themselves somehow
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>away from xcomfiles for awhile
>checking changelogs
>new buildable vehicle - AIRCAR
>oh sweet, an antigrav flying car I can use for stealth missions and undercover shit, right?
>wrong
>it's just a 4-person shitbox troop carrier with zero subterfuge functionality
For what conceivable fucking purpose would you ever use a 4-person vehicle this late in the game that doesn't even let you use it for undercover missions?
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>>2419980
My guess is its a piratez reference. Xcf has had a habit of including these

As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s
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>>2420528
>As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s

I figured you could fly it most of the way to the destination then drive it normally on the road for the last stretch of the trip, a lot of the early vehicles use similar mixed mode of transportation abstractions in the lore (fly on public airline -> rent car near destination, etc) and as far as design goes, I'd say it could do a combination of using hybrid holoprojector tech and some light actual mechanical transforming to pass as a normal vehicle.

Might play around with actually making a submod out of this later, a stupidly elaborate, fast vanity project vehicle for mid-late game infiltration missions sounds fun.
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Anyone play using the mobile version? Does it feel comfortable at all?
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>>2420760
Mobile is usable, but mouse and keyboard as better. I think some of the most complicated stuff like hit log checks aren't usable, but like most other functions work just fine.

Ultimately pc is better, and I suppose if you connect a usb keyboard and mouse its onpar, but its certainly serviceable otherwise.
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>>2420760
I mainly play mobile and transfer my save to pc when I feel like it. PC is better, but not by much. Almost everything can be done using mobile controls, and whatever cannot, like right clicking on the inventory screen on armor to immediately access the pedia, doesn't require too much more effort. Almost every menu has toggles for ctrl-alt-shift buttons and left-right-middle mouse clicks. It's extremely feasible and arguably superior due to how comfy it is to have the game in your phone. That said, it isnt always clear.

For instance, to look at the pedia for an item in inventory, you need to select it, then select the button that has 3 bars. On pc you could just middle click. To drop an item you selected without find an empty spot in the inventory grid, just click on your soldier while the item is selected and it goes back. On PC it would be ctrl+click(quickly putting something into a soldier's inventory is accomplished the same on PC). It's not very difficult at all, despite how I might make it sound. I actually think the mobile controls are insanely good because of how much of the game is playable with just mouse, and how many extra shortcuts are available for mobile controls. Try it.
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I know that you are supposed to use smoke grenades and I've seen people do it on youtube, but I don't fully understand specifics.
I get that smoke blocks enemies line of sight, but doesn't it also prevent your units from hitting the target? Is it better to throw smokes at your feet closer to the enemy? I wish there were more tutorials for this game beyond just 'press settings button to open settings'.
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>>2421314
You don't have to use a single smoke grenade that is just XCOM propaganda.
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>>2421314
>doesn't it also prevent your units from hitting the target? Is it better to throw smokes at your feet closer to the enemy?
You can still fire through smoke fine, it doesn't stop any projectile. As for placement, assuming vanilla i generally put it between myself and my objective.

On turn 1, smoke the end of the ramp, as it gives best spread (and stay inside ship) as for going out, on feet works, but its key point is its to cut off enemy vision. It COULD be directly in front of you, it COULD be just beyond an alley or building you use as rally point, it COULD be really far out across a field because there's a ufo across the map with no cover. The ruling principle is its to cover your ass when physical cover CANNOT. Which means some engagements don't REALLY need smokes, they just benefit from being able to shoot through smoke without overwatch penalties.
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>>2421314
Smoke grenades are proactive rather than reactive, they're best used when you don't know where the enemy is and don't want to take reaction shots exiting the skyranger. If you try to smoke up after an enemy spots you, you're bound to just get shot instead. And lastly, smoking an enemy's position just gives THEM cover to move, forcing the enemy to come closer to the smoke on your side improves the odds of successful reaction shots since they spend TUs to walk closer
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>>2421417
They CAN work when you know where enemies are, and are perhaps even recommended especially for capturing (mods in particular since ufos are too cramped to benefit from smokes as much)

With limited range weapons, tazers, melee, pistols, shotguns, ect, or just snaps, its a big benefit as it allows approach without being shot to shit to get into a more comfortable range.

Though too much smoke CAN backfire. Melee enemies like chrysalids benefit from smoke since they can ambush through smoke the same way, and night missions are less advisable since vision is already garbage, and smoke everywhere cuts your vision just as much. You want it to cut enemy vision, not yours, so having a scout through smoke helps utilize it, as well as strategic placement. If an entire map is smokey, it basically makes all combat rng bs, and that only benefits whoever spots first

>>2421317
This guy is clearly a troll. Its possible to beat vanilla xcom without smokes, but smokes are better for survival than armor is . Not learning smokes will cripple a modded run, even when some enemies have thermal vision.
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>>2421422
>Its possible to beat vanilla xcom without smokes, but smokes are better for survival than armor is
NTA. Back in the day, I beat X-COM and TFTD and never used smokes, but it's also possible that I was just a retarded child at the time. I don't know anyone else who played the games and used smokes either, but that may have just been from assuming that the AI would cheat and know where you were without LOS.
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>>2421490
In TFTD dye grenades are bugged so if you used them and it felt like they did nothing that's because they did do nothing.
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>>2421491
Yeah, oxce fixes that bug.

Modded are where smoke really shines, xcf fighting cultists who outnumber you 5 to 1 is extremely difficult without a smoke screen involved

>>2421490
I'm assuming it was low difficulty, or benefiting from bug to switch to low difficulty. Otherwise there's just so much chance to get reaction shot killed from an unseen enemy.

Smoke cuts fatalities by like 50% at least
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>>2421314
In vanilla, stepping out of the Skyranger only to get instantly reaction shot feels bad so you smoke the entrance to your Skyranger, wait one turn, then step out. This is important enough that it outweighs the massive disadvantage of stepping into and out of smoke. Smoke also lets you partition the battlefield into small maneagable chunks so you can focus your entire force onto a small portion of the enemy and don't get shot at by the entire enemy army at once. This is applicable to vanilla but is excessive over-optimization outside of some niche situations. With the megamods, using smoke to partition the battlefield is very useful as you're often massively outmatched and without cover.
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>>2421686
>massive disadvantage of stepping into and out of smoke.
Its really not, in vanilla, if you go through smoke and spot, its mutual surprise, so you won't get reaction shot walking through assuming you both aquire vision of each other on same turn.

Bigger issues managing tu if smoke is everywhere, since it's impossible to manage movement with tus for reactions when you have no idea where potential conflicts might be.
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>>2421686
>massive disadvantage of stepping into and out of smoke
hiding in the bongcloud and stepping in and out is literally the main strategy lol
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>>2419980
xcom files is the pinnacle of cool idea but with awful bloat
>>
What is the one thing you hate most about original xcom?
What is the one thing you like the most about nuCom 1?
What is the one thing you like the most about nuCom 2?
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>>2421943
About original?

Fuck man.... besides the obvious bugs or whatever, very minimal. I guess it was lighter on diversity of equipment perhaps.

As for nucom why engage in that because this is an oxce thread, and there's a divide between them for a reason. I guess skill roulette was amusing because I could make a unit who could fire 4 times in a turn, but generally I'd say it actually fell back in design by trying to pander to fucking normies

2 was worse in some respects. And I'm extremely bitter that the fucking extraction command somehow fucking moves arbitrarily if you accomplish all objectives , because your fucking pilot is a traitorous, and it doubles down on marvel capeshit. It was 2 steps forward and 2 drunk steps sideways into a muddy ditch

I think oxce modded is better than 95% of xcom 2
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>>2421943
>What is the one thing you hate most about original xcom?
Chained link fences deflect bullets.
>nucom 1
Removed all the tycoon elements.
>nucom 2
It does very little with its own setting. You don't feel like you're resistance hiding out, you feel like the Advent are morons who can't find you.
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>>2421952
I kinda feel like piercing bullet protocol is potentially close to fixing this, if bullets could puncture fences and still hit.

Also considering its 10 years younger and from the 90s, it gets a LOT more fucking leway
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>>2421943
>What is the one thing you hate most about original xcom?
probably the predictability of the AI
>What is the one thing you like the most about nuCom 1?
the music and audio design is quite good
>What is the one thing you like the most about nuCom 2?
soldier (visual) customization is fun

i feel like im the odd one out in these threads for actually thinking nucom is pretty good
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>>2421943
>What is the one thing you hate most about original xcom?
Micromanagement hell, especially in megamods. Having to play up dress up doll with every individual soldier gets real tiring even with all the qol, loadouts, presets because any qol gained is immediately lost with a loadout for infiltration or space or underwater or outfits without hats or outfits with hats the bloat is off the charts.
>What is the one thing you like the most about nuCom 1?
MECs, HWPs or SPARKs don't provide nearly as much utility while being 10x as awesome.
>What is the one thing you like the most about nuCom 2?
I honestly don't know, I don't feel like it was an improvement over nucom1 I don't like vanilla wotc or long war 2. I guess in long war 2 you really fell the advent oppression and how insanely intricate behind the scenes geoscape gets but it makes the mod feel like a job, a really fucking hard job where you aren't even being paid.
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>>2416996
Does the original game from steam work on windows 10 now? or do you need this
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>>2422303
Yes, but its dogshit using it through steam native dosbox , openxcom extended has plenty of quality of life improvements.

So unless you hate yourself, or are AUTISTICLY purist, nobody uses dosbox setup. At minimum they use openxcom, and usually openxcom extended, since dosbox is just an objectively shittier experience. If YOU WANT a shittier experience, be my guest, but nobody who actually plays x-com doesn't use openxcom or openxcom extended.
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>>2421943
Aspect Raito(sic)
Nothing
Nothing
>>
Thoughts?
https://www.youtube.com/watch?v=WxLUZ1omFA8
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>>2422803
I suppose I've seen worse looking xcom likes, but I'm not eager to pay EA
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>>2419177
It's more like a fun sandbox that's pretty self paced
It's super easy to get some game breaking stuff early on but conversely a few missions are so ball bustingly MMO raid level hard, including the final level, that it balances out in a weird sorta way
>>
Is dagonizing agents worth it? Does it block any transformations?
>>
>>2423187
>Is dagonizing agents worth it?
no
>Does it block any transformations?
no
20 sanity is not worth it stick to the tactical neural implant + martial arts + bio enhancement + flight training > helix knight setup
>>
>>2416996
>get the crave for some xcom
>don't want to play current xcom, too heavy and expensive, and it's just for a couple of days
>try og xcom, browser version
>get stomped on mission 2 in easy mode
fuck but i feel like a brainlet. And i didn't have any armor, to boot
I want to get openxcom but the site isn't working for me right now. Are the 40k mods worth it btw?
>>
>>2423257
You probably didn't use basic tactics.

Manage tus, more tu better reaction odds

Use smokes to obscure yourself to avoid fire, like smoke at bottom of ramp turn 1

Flares are essential for night missions

40k is pretty good, but different balance than vanilla
>>
The problem with smoke is you're never really sure if it worked, and it's far worse for you than for your enemies.
>>
>>2423305
For vanilla, if you are past 3 tiles of freshly applied smoke grenade, you are certain to be covered. Modded gets more complex with stuff like thermal, but if you GENERALLY think smoke is worse for you, you aren't using it correctly.

Everyone whos ever saying "smoke bad" isn't good at xcom, or is just trolling.
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>>2423319
>Everyone whos ever saying "smoke bad" isn't good at xcom
Beating jack sparrow, superhuman, ironman but apparently I'm bad at xcom, got it.
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>>2423324
I'm definitely calling that a lie lmao. Beating jack Sparrow and seriously thinking smoke is useless is some bs.

I swear this thread occasionally gets infested with trolls trying to delude newbies so they suffer
>>
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>>2423358
OK
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>>2423366
This is why I think you are lying.

There's no way you did that AND think smoke is useless. Incompatible.
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>>2423448
Smoke isn't anywhere near as good in xpz as it is in vanilla xcom. I don't use smoke either and get by just fine.
If you were doing peasant or ss only run, yeah smoke is nice to have, but Gals and Ogres are so tanky, and Loks and cats have such high camo that it's really not a must like it is in vanilla
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>>2423457
So now yall are insisting its JUST about piratez balancing???

Yes, its far less effective in piratez, but seriously thinking smoke is more detrimental to you in vanilla is crazy talk.
>>
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>>2423464
Somewhat recently I completed both UFO defense and TFTD in completely vanilla way and I never felt the need to ever use smoke grenades.
Not saying smokes are useless but retards like you make it sound like they're mandatory when they're really not.
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>>2423466
Mandatory no, but many seriously try to act as if they are pointless for newbies to even ATTEMPT using, even for turn 1 ramp smokes..

Its possible without sure, but its perhaps the best defensive tactic available for vanilla, and I'd recommend it as day one advice for newbies
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