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I think this could be achieved by making the Shadow Chamber research independent from the main research (so it doesn't slow down your tech progression), and by upping the rewards for completing the story missions (to justify 'spending' fatigue on them). Blacksite and Forge could provide a large intel dump (you did learn a lot while doing them) and the Gateway mission could provide Supply Raid rewards (since it's not an extract mission, and it seems odd that there would just be a gateway and literally nothing else in the area).
The Shadow Chamber can still require research and build time, as it's mission projections does provide valuable information on it's own, apart from being necessary for story progression.
People might still skip it, but at least there will be enough incentive to consider doing them, which would go a long way to preventing that end-game slog.
The only thing that makes them a tiny bit stronger is Warlock's Rifle and Skirmisher Improved Attachments Order.
There's an argument to be made that you don't need to shoot, just use PSI, so you are exactly as strong as you were.
Even if true, 6 Psi Ops takes a long time to train. I suppose 6 isn't too bad if you skip the more boring skills for them, but even then, by the time you have 6 of them, you could have finished the game ages ago, and are probably already dragging out the end-game. If you're okay with that, then you're probably not worried about the length of the end-game phase.
Oh yah, definitely. I feel the game is on edge until I can kill the first Chosen, usually when I'm somewhere between T2 and T3. That keep things challenging for much longer than Vanilla, and the game is still a bit tricky until they're all dead. Avenger Defense (whether from UFO or Chosen) is a lot more threatening when you tire out so many soldiers doing it. So I'd say the game is overall improved in difficulty, and the expansion is an improvement compared to Vanilla.
I just think I'd be much happier with a mod to encourage mid-game playing of GP missions. I actually kind of wish the Gateway mission had two Gatekeepers, simply so you could build a T3 Psi Amp from doing it. Would give you incentive to do it ASAP. Also, they could rebalance it by removing the Chyrsallids, which are more unfair and annoying than challenging.
I think of XCOM Enemy Within here, where the Alien Base was a part of the story, but since you needed to complete it to get Psionic Soldiers (which were simply a flat upgrade to regular soldiers) you had plenty of reason to do it right away. There's just no incentive like that anywhere in XCOM 2 story progression.
I dont think they can beat Templer+Ranger Teams.
If there is a reinforcement point fot eh enemy i usualy move a ranger and a Templer at exactly this point and they kill everything that lands in the enemys Turn.
@ Topic: I think part of the problem are the new classes. I love the new Classes. They are cool and badass and all that. But they also make the game to easy. You have an Invisible scout that can sitz between 100 Aliens 2 steps away.
You have a Templer that can teleport your Boss Enemys in the middle of your Waiting Squad to kill it.
Once i got the teleport the Chosen are a joke.. they appear.. i teleport them into my team and the whole team killed them. You can even have Rangers, Skirmishers and other Templers stand right next to the teleporting Templar and as soon he teleported the melee skills all start to slash him the moment he appears.
My Templar has bladestorm and that other ability that psi ops have (the one that makes you immune to explosions etc)
Hes my go to guy when i see a flare.
That would be Hard if they would not be immune or even go through the Armor. At some point of the game a explosion right next to a Ranger is 2 days Hospital maximum. The same time they are tired.
The first step was Outsider Shard, which could be obtained through the normal course of play, since you already had plenty of incentive to obtain the Arc Thrower. You would then spend time researching the Outsider Shard to be able to access the Alien Base. The Alien Base was necessary to complete in order to learn Psionics, and gave you a guaranteed chance at capturing the Sectoid Commander in order to hasten that research. You could also recover a number of items here that were reasonably valuable on the Black Market.
While this would be followed up by the Base Defense, this mission was best done sooner rather than later, since the extra soldiers you got were using T1 gear. The earlier you did it, the more useful those bonus soldiers would be.
Next was to install the Hyperwave Beacon, which functioned like the Shadow Chamber in giving you pre-mission information. Useful on it's own.
It also unlocked the Overseer, the next story mission, which besides being another valuable UFO Capture mission, allows you to access the Ethereal, who can be autopsied for a Mind Shield (which also boosts Psionic power of the wearer) and interrogated for halving all of your remaining research.
Every step along the way provided some boost to your tech progression. Psionics, mission previews, and Mind Shield. You also had a very controlled circumstance under which to capture a usually difficult to capture enemy for getting a hold of the Ethereal and Sectoid Commander, who both provided very good Interrogation rewards.
While you could put off these missions, and there was reason to do so, there was incentive to do them early. Furthermore, unlike the Shadow Chamber, which will eat up around a month of research time over the course of a game, Enemy Within only required you to research one thing for purely story progression. After that, all story critical research and buildings have their own use. Psionics and Psi Armor are necessary to beat the game, but are useful on their own. The Hyperwave Relay is needed to beat the game, but is useful on it's own, and the story mission it unlocks is not without valuable spoils.
The sole exception is the Gollop Chamber, which unlocks the final mission, but that doesn't distract you from research like the Outsider Shard did (and the Outsider Shard provided non-story bonuses to it as well).
I think XCOM 2 always needed it's story missions to provide some tech progression rewards, and the reduced threat of the AVATAR Project in WotC has only made this problem more obvious.
Also, you should install a Pod Increase mod. It'll make your endgame a lot harder.
I planned things out from previous partial play thrus. So overtime i got as many recruits early as i could. I ended up with like 30 total. I did not build psy opps to chese thru it till recently and now its tuff even with that. with 60 enemys each mision and all chosen in play it makes many missions brutal. I don't have enough medkits.
I like the idea of Grim Horizon, but some Dark Events are DEVASTATING if they become permanent. Black Market shuts down? Ouch. Still might try it out sometime, and just make absolute certain that some Dark Events never come to pass.