aliens

Author Topic: Stuff learned about X-Com 2 (vanilla)  (Read 7735 times)

Offline Martin

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: Stuff learned about X-Com 2 (vanilla)
« Reply #15 on: May 16, 2017, 02:27:09 pm »
The game-over movie for X-Com 1 (20xx) with the sectoid MC-ing the council dude is canon.

Just like in Ufo:Aftershock.

I’d say nuXCOM oves more to Ufo series than to the original games. Tiny squad size, simplyfied base building, talking heads, weapon mods...

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: Stuff learned about X-Com 2 (vanilla)
« Reply #16 on: May 17, 2017, 09:10:03 am »
Simplified base-building and the lack of air-combat leaves the whole focus on Squad-Training and Tactical Decisions.

Offline Martin

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: Stuff learned about X-Com 2 (vanilla)
« Reply #17 on: May 17, 2017, 09:46:43 pm »
Beaing limited to a maximum of 6 soldiers really hurts the squad training aspect of the game.

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: Stuff learned about X-Com 2 (vanilla)
« Reply #18 on: May 17, 2017, 10:45:51 pm »
Beaing limited to a maximum of 6 soldiers really hurts the squad training aspect of the game.

In terms of the vanilla game it's a bit odd of a choice considering the quickly exploding pod-sizes and aim-bot of ADVENT troops hitting people in high-cover like they're flanked.
Playing "Long War 2" mod atm and you can deploy 8 dudes from the start. Big Squads hurt the infiltration timer leading to much more resistance.