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    XCOM 2

    Game » consists of 4 releases. Released Feb 05, 2016

    The aliens have won and the remnants of XCOM must strike to take back the Earth in this sequel to Firaxis' 2012 reboot.

    How are you liking XCOM 2 so far?

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    atomicoldman

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    I hate it. I've been playing it non-stop and while the gameplay is fun, the bugs have finally broken me. It came to a head now with the fact that all my saves are fucking corrupted. This is the first time I've actually had that happen in a game and had it not be my fault (by like, removing a memory card or shutting things down mid-save.) Anytime I load the game it goes to a black screen and crashes to the desktop. Before that I was already encountering horrible frame drops, missing animations, and constant soft locking. I've never once got multiplayer to work, I'm assuming nobody is playing it, but maybe something is busted with that too.

    It's a shame because I want so badly to like XCOM 2. I loved the first game so much, and everything they pitched with this one sounded great. For the most part, it executes on those concepts well, too, it's just a technical disaster. It's 2016 and I'm tired of games launching fucking broken. It's especially bad this time because the PC is the only platform I can get it on, it's not like Arkham Knight where I could turn around and get a refund before picking the game up on the PS4. And for that matter I sunk in so much time putting up with the other bugs only to hit a game breaking one that I cannot get a refund now (I'm around 30 hours.)

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    Captain_Insano

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    I'm only on my 2nd run but I feel like it's progressing okay (famous last words). Same as in EU I think it's important to get ad many engineers as possible (scientists again not hugely needed, I think I have 2 and I'm researching most things pretty quickly).

    Built the Advanced Warfare Centre (is that it's name?) early so I can heal my soldiers quicker (and some have picked up some nifty random skills too) and I've made sure to build a couple of Comms centres when I can so I can get those relays set up. Avatar project still progressing a bit quicker than I'd like but hopefully I can get on top of that.

    I admit to chickening out when a main soldier of mine has died and going right back to a prior save. Hopefully I can finish the game on this run and then next run I'll up the difficulty and go Ironman. I feel like to play this on Ironman I like to have a decent idea of how long it takes to progress to the end and how much is needed on the base management side of things as that is a huge part of where the game is won or lost.

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    extintor

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    I'm really enjoying it after about 15 hours although the learning curve and witnessing (and living with) the outcomes of my early decisions mean that I've got a feeling that I'm about to lose the game. Never mind, this is one that I'll happily replay multiple times.

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    big_denim

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    @atomicoldman: Yikes! Sorry to hear man. I'm closing in on 20 hours, and if that happened to me at this point I'd be devastated and let down as well.

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    subracore

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    It may just be confirmation bias but I've found that setting the xcom2 process to high priority in the task manager helps in addition to turning down AA and other intensive settings. I still get some slowdown in spots, especially noticeable in the deployment screen when customizing soldiers. I have an aging computer with a 660ti for reference. Definitely looking forward to performance updates and a new nvidia driver.

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    Beaudacious

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    @vandersexxx: First thing I built was the Advance Warfare Center for the down time reduction, paired with the + healing boost at Resistance HQ. Also engineers over scientists in early game.

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    azrailx

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    @beaudacious: the real reason is that you get free perks at level ups asap

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    Beaudacious

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    I also feel like Bladestorm is broken. A melee slash has a hit chance of 99%, while I've had 8/10 blade-storm triggers miss. I swear that the on screen percentages mean jack shit, and that there's an internal layer of logic making all the real decisions. Hmm player is doing well, make his next 3 melee swings miss regardless of percentage to hit. It's like there's a vindictive DM in the background changing the rule's at his whim.

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    Mirado

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    #259  Edited By Mirado

    I posted this in the tips topic, but it's important enough that I need to share it here as well:

    "Here's a dumb bug that can really screw with you; if you are rescuing/kidnapping a VIP, when you knock them out, the game considers their position to remain the same when you pick them up, until you put them down again in a new spot.

    This means that if they start next to a vehicle (or you place them down next to one) and it catches fire for whatever reason, they can be killed in your arms by the exploding car even though they are now miles away.

    The only way around this is to make sure you drop them once you move away from the car, as that updates their position. You can then pick them back up and take them to the evac safely."

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    Beaudacious

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    @mirado: What......why.... Jesus Firaxis. Tell your lead game play programmer to lay of the weed breaks.

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    chaser324

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    #261  Edited By chaser324  Moderator

    @mirado: Wow. That's a weird bug.

    Along the same lines, it's not a bug, but I did discover last night a quick way to get screwed over on one of those missions. If the evac point is on the roof of a building and even just one tile under the evac point gets destroyed, the game will automatically move the evac point to another position. That can be a big problem if it was just barely within sprinting range and it's now the last turn for you evac.

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    mike

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    @mirado: That JUST happened to me and I was coming here to post about it...hah. Maybe I should have tried extracting his vehicle instead.

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    deactivated-60481185a779c

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    @mike: You can extract vehicles? :O

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    mike

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    #265  Edited By mike

    @dgtlty: No...I was just kidding.

    In other news, my first successful Domination was a Muton Centurion in an Alien Facility raid. It knocked out a mech in one Bayonet Charge. I then used him as a living Mimic Beacon and just parked him out of cover to draw fire while everyone else cleaned up. PsiOps are completely OP and it's awesome.

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    atomicoldman

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    #266  Edited By atomicoldman

    @mirado: Hot tip: that also applies to unconscious squad members. I realized this when I was ferrying one across the map and noticed I was still able to use a health drone on him while he was being carried. I sent the drone out, but instead it flew allllllll the way back to the tile he was downed on and applied the spray there. It still healed him, at least. Thankfully I didn't run across that bug in a more damaging way.

    Another good tip. Mimics can be used against you. If one is "killed" a sectoid is able to resurrect it as if it were an actual unit. It can then do damage to you and needs to be disposed of the same as a normal zombified unit.

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    Mirado

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    @mike: I'm in the process of running a full Psi Ops squad (or five and a specialist for robot hacking), as those dudes are full on busted. I've got three Magi at the moment, and the goal is to eventually be able to dominate six units at once, doubling my squad size. Like you said, mind control is like making a living mimic beacon; the AI heavily prioritizes those units, so taking over multiple at once usually causes the AI to ignore your squad completely.

    @mirado: Wow. That's a weird bug.

    Along the same lines, it's not a bug, but I did discover last night a quick way to get screwed over on one of those missions. If the evac point is on the roof of a building and even just one tile under the evac point gets destroyed, the game will automatically move the evac point to another position. That can be a big problem if it was just barely within sprinting range and it's now the last turn for you evac.

    Even worse, if all roof access gets destroyed (pipes, ladders, or tiles around the evac but not under it), it won't move at all, and instead becomes inaccessible. Your only recourse at that point is to actually try and blow it up yourself, so you better hope you still have something left to do that with.

    Not cool, ADVENT.
    Not cool, ADVENT.
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    chaser324

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    #268 chaser324  Moderator

    @mirado said:

    @mike: I'm in the process of running a full Psi Ops squad (or five and a specialist for robot hacking), as those dudes are full on busted. I've got three Magi at the moment, and the goal is to eventually be able to dominate six units at once, doubling my squad size. Like you said, mind control is like making a living mimic beacon; the AI heavily prioritizes those units, so taking over multiple at once usually causes the AI to ignore your squad completely.

    Yeah. Psi Ops are incredibly powerful units. Their AoE attacks have huge range and can cause insanity effects themselves like mind control in addition to also having dominate, being able to leach health, and having abilities that grant status effect immunity and being able to survive the first deathblow.

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    Mirado

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    @chaser324: That last ability is outstanding for no-death runs, as XCOM will always find a way to crit you through full cover.

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    atomicoldman

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    So fair word of warning, I found out what causes save corruption.

    There's a bug relating to chrysalids hatching that causes any autosaves generated on missions where they appear to become corrupted. Loading these saves will only load a black screen before crashing the game to the desktop. So a fair word of warning to anybody who hasn't progressed far enough to encounter that enemy type. Might want to make sure you've got some good hard saves going before and after those missions, and be prepared to not save scum during them.

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    StarvingGamer

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    I haven't played much but yep it's XCOM I'm save scumming my way to victory.

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    mike

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    @mirado: Blowing up buildings with Advent reinforcement drop points on them can also cause some interesting results. I had my squad on top of a small building after completing an objective and a red flare appeared on top of the building next door. There was really nowhere to go, so I blew it up instead. The Advent came in, three of them ended up just falling to the ground and took damage and another one stood there on the edge of the hole that used to be the roof and didn't move.

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    Mirado

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    @mike: I'm really curious to see what the first patch addresses, as just about every facet of this game has something broken. They really need to clean up all the in-mission issues first, as some of these bugs (relying on an enemy to actually fall rather than levitate, evac points moving out of your reach, troops breaking the floor underneath themselves or lighting themselves on fire, spawning too many enemies on top of protection objectives) can absolutely sink a run, and if you're playing Ironman, that's a lot of progress you can't get back.

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    Iodine

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    It's crashed on me a dozen times today, does anyone know when the first patch is coming?

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    mike

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    @iodine: As far as I know they haven't mentioned anything about a patch yet.

    When are your crashes happening? Mine normally happen if I try to go on a mission after already completing one and I have to do a full restart of my machine between matches to prevent a crash. I did reduce my textures to High from Maximum though and that seems to have reduced the frequency of transition crashes quite a bit, at least so far.

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    Iodine

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    @mike: Normally I have that issue as well, which is actually helpful in a "able to do things with my life" kinda way, but the current mission I am on, it just crashes constantly. I am doing a save after every successful action just to slowly crawl through it. I might just roll it back to an earlier save to avoid the mission :/

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    Iodine

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    Rolling back to an earlier save seems have fixed it, which yeesh

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    mike

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    @iodine: A friend of mine mentioned that one of his saves broke when he saved in the middle of a mission with Chrysalids in it, do you think that might have been it? Of course with this game it could be any one of a hundred different bugs, just trying to avoid this kind of thing if I can. I save a LOT though and I'm not playing Ironman the first time through. With the technical state this game is in I really do not want to get to a point where my whole run gets screwed due to a bug.

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    Iodine

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    #279  Edited By Iodine

    @mike: I have thankfully managed to avoid running into chrysalids yet, I think it was just a bad map or something, I canceled my first campaign because of how poor the first real mission went for me with crashes

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    Zevvion

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    Just so people know, the flanking bug is back is full force. I only saved one of the screenshots I took, but this happened to me on four separate occasions (and yes, they missed the shots).

    No Caption Provided

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    BeachThunder

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    @zevvion: Yep, I've had a lot of times where I've though, surely this is considered flanking...

    Also, another thing I'll mention is that, at least for me, the Avenger Defence missions are absolutely filled with terrible audio stuttering :|

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    OurSin_360

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    Finally getting a little time to play and so far im liking it alot. I still havent done the first blacksite mission so i dont fully understand the meta game yet, i know there will be a timer of some sort but havet seen it yet. Im glad i didnt spoil all the enemies for myself, having new enemies that can do shit like make crazy moves really makes combat feel dangerous and unpredictable.

    Unfortunate the game seems buggy for everybody, so far ive solved my fps issues (50-60 now with a few stutters in transitions) and havent encountered any real bugs yet. Im not save scumming so i just lost a soldier because i didn't check for overwatch last mission lol.

    Also there are some cool mods on steam if you havent looked yet, im only using the cosmetic ones now. New props, weapons, and even classes so far.

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    Cronstintein

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    For flanking, I really wish the LOS indicator would turn yellow, that seems like such an elegant solution. Hopefully someone can mod that in somehow.

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    YesIndeed

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    #284  Edited By YesIndeed

    @iodine: I had an issue where the first (non-tutorial) mission crashed constantly. I found that doing an integrity check of the game files through Steam fixed it. Hasn't crashed since.

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    deactivated-60481185a779c

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    I finally (third restart on Ironman) attempted the first Blacksite mission. I decked my soldiers out with mag weapons and granted the mech-hacking ability to my Specialist. It was a great success so I'm feeling pretty good right now!

    Just hoping I don't run into too many gameplay bugs because the tension is so high without them, especially if they break my save.

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    CaLe

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    #286  Edited By CaLe

    I've finished it now, 68 hours in total spent in-game (a lot idle) and my biggest complaint about the entire game is this: KNEE SMACKING VICTORY ANIMATION IN THE SHIP ON THE WAY HOME. I'm sick and tired of seeing my soldiers slap their knees over and over, sometimes in unison, every homecoming load screen. I am SICK of that animation, I just can't believe they didn't put in some other animations for the ride home. Seeing it now makes me regret doing so well in a mission, that's how tired of it I am.

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    Crommi

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    20 hours in, haven't yet been able to complete the second story mission (green refinery, get black vial).

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    thomasnash

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    So while in general I've been enjoying the game a lot, I just need to get a couple of niggling issues off my chest.

    The main one is that it really annoys me that you can be fighting one pod, and there can be a hidden pod right next to the one you are fighting that won't engage (as I believe they did in the first game). Obviously it's not ideal to fight more than one at a time, but this leads to situations where you use your very last action in a turn to send someone into a flanking position that looks totally safe, only to realise there was a muton hiding behind a shed that hadn't popped. Quite apart from being frustrating, it just seems wonky from a lore perspective I guess, like they were just hanging out smoking behind the sheds until you discovered them.

    Making it a requirement to save at least six civilians on retaliation missions was a mistake, I think. The placement is always such that it takes you 3 turns to get to where most of them are anyway, and the random enemy placement can really fuck you if you try and rescue them. The "saving" system is basically broken so that focusing on killing enemies is the only viable option. It just adds a layer of stress that is annoying, and slows the pace while you watch the civvies get shot during the alien turn.

    I really wish the Dark Event stuff was clearer. Is there actual any way I can actively try and prevent them? So far it seems a little pointless to tell me they are working on these things, then only give me the chance to block them at random, and have to choose with the missions. I was sort of hoping that scanning from your HQ would play into this, like it's a choice between doing other stuff or hoping to reveal a mission to prevent a dark event, sort of thing.

    On the plus side, I just had a pretty good run at it, that I'm putting to bed for the time being. Got to mag weapons for the first time. There was in interesting difficulty wobble, where I was dominating for a few missions, then the mutons turned up and I got destroyed three missions in a row. Lost 3/4 dudes in a retaliation mission, then wiped on a "destroy the beacon" thing, partly because I didn't realise they bumped the health on the transmitters. The specialist who got out of the retaliation mission though was a great demonstration of how the game can work really well, when it wants to. After that mission she got a AWC skill - the one that allows a free move after a kill - and having had to evac her after her squad was killed - I was quite attached to her!

    I also got my first Avenger defense mission in this downward spiral. I did pretty well, and I really liked the concept. I liked it gives you a chance to give some of your bench a little run out.

    Anyway, I might go back to salvage that run when I'm a little better, but tomorrow I start anew. I think my research and building strategy worked pretty well, although it relied on a bit of luck with getting engineers, but I need to fine tune knowing when I need to throw everything I have at a mission, and when to give a b-team some action, or even just how much to mix it up. With the need to evac troops in some missions, I guess I also need to make sure to use gunslingers appropriately for those missions. I seem to get in the trap of letting sharpshooters lag behind too much.

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    Mirado

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    @cale said:

    I've finished it now, 68 hours in total spent in-game (a lot idle) and my biggest complaint about the entire game is this: KNEE SMACKING VICTORY ANIMATION IN THE SHIP ON THE WAY HOME. I'm sick and tired of seeing my soldiers slap their knees over and over, sometimes in unison, every homecoming load screen. I am SICK of that animation, I just can't believe they didn't put in some other animations for the ride home. Seeing it now makes me regret doing so well in a mission, that's how tired of it I am.

    Press Caps Lock. I have no idea why, but pressing caps lock will seize the animations up for a bit, and then the load time speeds up dramatically. It only seems to work for the post-mission ride back, but you can avoid 15 seconds of knee slapping that way, so it's worth it.

    I really wish the Dark Event stuff was clearer. Is there actual any way I can actively try and prevent them? So far it seems a little pointless to tell me they are working on these things, then only give me the chance to block them at random, and have to choose with the missions. I was sort of hoping that scanning from your HQ would play into this, like it's a choice between doing other stuff or hoping to reveal a mission to prevent a dark event, sort of thing.

    The dark event stuff works in the same way that the abduction missions worked in EU; you get your choice of what one you'd like to do, but you can't respond to them all. You are forced to choose which one would bother you the most and handle that, with an added caveat that one of the three is usually hidden unless you pay some intel to reveal it.

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    Ares42

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    @thomasnash: From what I can tell you will always get one mission every month that allows you to negate one of the Dark Events going on, so you always get a chance to mitigate the one you want the least to happen. But ye, it's sorta frustrating that you can't actively try to block more of them.

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    OurSin_360

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    Just lost a guy by getting shot through the floor, almost reloaded my save but then i thought i'd probably have been hit anyway and it was just an animation glitch? RIP Oliver Queen

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    mike

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    @oursin_360: Nah, that happens...maybe for the same reason Rangers can sometimes hit enemies with their sword from three floors up as long as they are adjacent horizontally. I just try to stay off of upper floors if I'm not sure the lower levels are clear. It does suck.

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    thomasnash

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    @mirado: @ares42: Yeah, that was sort of what I assumed about Dark Events. I'm sure if I'd gone a bit further in the game it would be totally obvious. I just don't like the way it surfaces that stuff, I guess? The way it pops up with this huge red pop up to tell you what the current Dark Events are makes it really feel like you ought to be doing something to prevent them, whereas actually the entire system is out of your hands.

    The impression I get is that if you just counter them one at a time you can counter all of them, so maybe it's not a big deal. I just wish the process was a little more active.

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    Colony024

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    Well that was interesting; halfway through my last mission the enemies' AI just decided to up and quit. Aliens would just stand there, doing nothing whatsoever while I was free to act. And while I do appreciate the handful of free and easy kills, I sure hope this doesn't persist when I continue later today.

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    extintor

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    I got about 18 hours in and had been having a growing realisation for the last few hours that I had been making a variety of mistakes/early game decisions that I increasingly couldn't recover from. It's all good. It's a learning process. Time to restart and go again.

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    mellotronrules

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    #296  Edited By mellotronrules

    last night i think i did the most @danryckert thing possible-

    i mindcontrolled an andromedon, charged it into a gatekeeper with his squad of advent goonies, punched it in it's looking-hole, and then remotely detonated the advent mech's missiles that took up overwatch in the thick of it.

    sectopod hanging out on the roof was all "yo wtf bro?" and while it charged it's doomsday gun WHOOPS!, my specialist was all "get HACKED son."

    xcom 2 is a-ok, guys. (psi guys are stupid fun)

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    Cav829

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    So fair word of warning, I found out what causes save corruption.

    There's a bug relating to chrysalids hatching that causes any autosaves generated on missions where they appear to become corrupted. Loading these saves will only load a black screen before crashing the game to the desktop. So a fair word of warning to anybody who hasn't progressed far enough to encounter that enemy type. Might want to make sure you've got some good hard saves going before and after those missions, and be prepared to not save scum during them.

    Thanks for the tip! I just got to the first chrysallid mission last night, so I'll have to watch out for this.

    This game has been consuming every last second of my free time since launch. It's been a while since I've been this addicted to a game. For the most part, I love the changes. In a lot of ways, it feels like XCom 2 got even more "roguelike" than its predecessor. The game is harder, but you and your units have far more potential to deal out damage and control a situation than in the first game. But it takes time to learn the strategies behind that.Like the early goings of EU were rough when you were relying on low percentage shots. In 2, grenades and blades can get you through the first month of the game alone if you use them correctly.

    The one thing that feels a bit off (besides some of the classic XCom percentages being off hilarity) is the aim penalty for overwatch feels a little bit too harsh. My memory on this might be bad, but it feels harsher than the first game. I've had numerous situations where an enemy has charged wildly into five of my soldiers in overwatch, and they manage to dodge almost every shot. Of course, I only just realized you could buff overwatch aim on specialists last night, so I'll see how that goes.

    Knock on wood, I haven't hit any of the more serious bugs others have mentioned. I have a 390, and the game runs fine other than the occasional animation jank. I did bump AA down early on though based on the amount of suggestions out there.

    One last thought: I've been impressed with how well the game has been running over my Steam Link. This is the first "recent powerhouse" game I've really tried to play over it, and I've had no real issues with it save some severe latency issues one day last week during a snow storm. But the game was also running poorly on my downstairs PC for that mission, so I don't know what the heck was going on there.

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    Ben_H

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    I'm really digging it so far. I haven't run into any of the performance issues somehow, though I did immediately disable vsync and turned down the anti-aliasing, something I do for pretty much every game I play since I prefer a better framerate to a couple jagged looking edges, when I first started playing it (I'm using a 970 on a 2560x1440 screen so I was expecting worse performance than I got).

    For the game itself, I haven't lost a team member yet outside of the tutorial mission at the start on the default difficulty so I'm thinking of cranking the difficulty up (I may wait until my second play through). It seems like you can abuse sharpshooters almost as badly as in Enemy Unknown and Longwatch is super strong still. I like how all the classes work, especially the Specialist. I often take two Specialists, one who is specialized in hacking, and one a medic. I'm still quite early so I'll be interested to see where this all goes.

    I have run into a couple weird bugs though. Halfway through a mission once the enemy AI just stopped working. It would go to the enemy turn, sit there for a few seconds and then go to my next turn. It took restarting the game to fix that.

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    OurSin_360

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    I've noticed a few weird things when it comes to the character pool and created characters. For one you don't get access to the Resistance warrior pack stuff since they don't let you equip armor, so this really limits your options. I've also noticed that Scientists and Engineers you create still have there armor instead of lab coats etc, which looks really odd to me and there doesn't seem to be a way to edit them anymore once they import as engineers. Nothing major but kinda annoying all the same, i wish cosmetic and armor were just separate options all together.

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    Zevvion

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    @thomasnash: They tell you which ones they are working on, then you can counter one of them. That's pretty much it.

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