X-COM, XCOM and their derivatives - Including: Xenonauts, Phoenix Point, and assorted tactical turn-based alien shoot-a-thons

:stress: Wait that's rare? IS my luck really this bad that I've had quite a few mission where atleast 2-3 aliens are outside the skyranger ready to potshot the first unlucky meat shield to walk out.
Generally, I've found that it's the monthly Terror missions where you exit your craft to often find a literal firing squad of aliens arrayed on all sides. On the other missions, there might be an alien or two in the vicinity of your starting point but it's rather uncommon to take a step and get reaction-fired by some alien you couldn't see that manages to accidentally kill several members of your squad other than the one it was aiming at. I feel it's more often the case of an alien spawning not directly in sight of your craft, and on their turn they move out and gun down your soldiers out in the open that obviously aren't quite in cover yet.

That really only applies to UFO Defense, though. In TFTD, it's safer to assume that you're just boned no matter what as aliens have much better stats and see farther almost all of the time. On some maps, aliens literally spawn in tiny closets and will never move from that closet until you open the door at which point the alien kills whatever unlucky sod got door duty.
 
That really only applies to UFO Defense, though. In TFTD, it's safer to assume that you're just boned no matter what as aliens have much better stats and see farther almost all of the time. On some maps, aliens literally spawn in tiny closets and will never move from that closet until you open the door at which point the alien kills whatever unlucky sod got door duty.
Just shoot/blow up all doors from a distance. And if you get the terror mission that's set on a ship, either load a previous save or get ready to take a hit to your monthly score. Bio-Drones at point-blank range for fucking days.
 
  • Agree
Reactions: L50LasPak
Based on what I've seen (this is mostly guesswork on my part) you have probably a 50/50 chance of at least one alien spawning in back of the Skyranger, and probably the same chance of one spawning beneath or below it. One alien is normally not that much trouble to deal with, but this seems to hurt players alot because of Sectoids and Ethereals. Both of these enemies have excellent firing accuracy, reactions, and especially the Sectoids have good night vision. Which is why you seemingly end up always faced with an alien that snipes two or three of your squad from beyond visual range. Once Snakemen and Mutons show up, the problem of facing aliens at range is somewhat mitigated.

If you always move your most experienced troops to the back of the Skyranger, don't be surprised if your team has trouble spotting aliens at a distance too. That Perception stat is good for more than just shooting. Generally you should keep at least one soldier with good eyesight close to the front row so you have a better chance of finding enemies, especially in night missions. Have disposable troops take their turns first to burn off enemy reaction fire, then use your more experienced troops to pick off the aliens.

Smoke grenades have never helped me for shit as I've said before. The veterans swear by them though, maybe they're better on Superhuman.

The maps are randomly generated. I'm not sure why your Skyranger is always spawning in locations with no cover, in my playthrough it fairly often spawns near a wall, a fence, sometimes those annoying hedges and occasionally a building. It also pretty often just spawns right next to the UFO. Even if you're without any cover at all, you should use the Skyranger itself as cover, particularly its wheels which have saved my ass more times than I can possibly count. Wheat fields also obscure your troops to some extent as well, though I find relying on those for cover is iffy.
It's been 25 years and I still remember my routine. Getting of the skyranger and kneeling at the backwheel didn't take many TUs so there was plenty left for overwatch. It would ALWAYS be four dudes covering the ramp before anyone else exited and started making their way into the map. When that was done they would start moving. Always repeating that opening move actually became a bit tedious and in some games, like OG X-Com, I wish there was a sort of user controlled macro-functionality to execute certain things. It would be good for generic actions like "you two, form up on that door".

Yes. Been there, done that, got the shirt.


I see everybody talking about overwatch spam in NuCOM, but I rarely if ever did shit in the OG X-COM without half my squad reserving TUs for overwatch. Anyway...

I enjoy both games, because in the end X-COM: UFO Defense and XCOM: Enemy Unknown are different. The OG X-COM relies a lot on praying for good RNG and making the best out of a bad situation. It's stressful but rewarding. But the new XCOM, to me at least, is a tactical puzzle game (and vastly more forgiving, which I like). Since I know I'm not likely to get my entire squad completely wiped out by a random grenade from an unspotted alien I can do cool shit like stack my guys up in position to open/breach a door, or do a focused push up one side of the map to try to find the aliens.

Of course, that half-puzzle aspect of the game has its limits. XCOM2 tried way too hard to focus on it, and it's one of the reasons I just don't care for it. The ambushes at the start of a mission can be cool, but with so many missions being timed and with some of the wonky-ass mechanics associated with the "stealth" system, it just feels like a hassle.
Breaching in OG X-Com was fun, especially the variant where you blow up a wall and start blasting into a barn at a couple of surprised snakemen.

Another fun situation is finding the tiny UFO and looking inside to see 3-4 aliens. I want to salvage all that tech but... fuck it, start tossing grenades in there, it's too dangerous.
 
Whoever recommended Othercide is a gentlemen and a scholar. No idea how I missed this coming out.

Another fun situation is finding the tiny UFO and looking inside to see 3-4 aliens. I want to salvage all that tech but... fuck it, start tossing grenades in there, it's too dangerous.
That small ship with no internal partitions is the most dangerous situation in the game imo. Though grunts are 10k a pop versus alien tech being worth hundreds of thousands of dollars :tomgirl:

In TFTD, it's safer to assume that you're just boned no matter what as aliens have much better stats and see farther almost all of the time. On some maps, aliens literally spawn in tiny closets and will never move from that closet until you open the door at which point the alien kills whatever unlucky sod got door duty.
TFTD it's best to just land and skip terror missions. A much weaker game, imo, though the underwater aspect was neat and the cthulu mythos wasn't so commonplace. I think I would prefer to play Enforcer rather than vanilla TFTD.
 
I'd like an XCOM game in space, honestly. Like you can travel to different planets or space stations or what.. Be able to blow out windows on a ship or station to suck xenos into the vacuum, cool shit like that.
 
  • Like
Reactions: Judge Dredd
That small ship with no internal partitions is the most dangerous situation in the game imo. Though grunts are 10k a pop versus alien tech being worth hundreds of thousands of dollars :tomgirl:
The crew in the medium scout UFO must just love their jobs. I mean, who wouldn't want to fly around at supersonic speeds with a detonation-happy elerium core right in the middle of the crew compartment?

The really fun missions were when one of those ships got shot down and there was basically nothing left of the ship except for the floor and the crew (which somehow escaped the blast by virtue of being spawned after the terrain is generated).

TFTD it's best to just land and skip terror missions. A much weaker game, imo, though the underwater aspect was neat and the cthulu mythos wasn't so commonplace. I think I would prefer to play Enforcer rather than vanilla TFTD.
I wouldn't go so far as Enforcer, but yeah. That game is rough, but it had such great themes. Ironically, UFO Defense was loaded to the gills with cliches when it was released, and TFTD was way more innovative with the Lovecraft-inspired aliens. If it had been released today, TFTD would be just another tentacle-a-palooza in a world full of Lovecraft pastiches (including a TV series where the real horror isn't the malevolent cosmic entity looking down upon you, it's actually just racism).
 
That small ship with no internal partitions is the most dangerous situation in the game imo. Though grunts are 10k a pop versus alien tech being worth hundreds of thousands of dollars :tomgirl:
But then you have the veterans with really, really nice stats that is worth well above 10k. I remember the terror of one of your super-dudes getting in a bad spot or getting blindsided and then trying to rush other people there to get him out while others are taking blind desperation shots from across the map. To make this worse, for me, was that I never knew that I could save mid mission even though I played that game A LOT. With the exception of getting nuked within the first few turns and reloading from before the mission started I just ate the loss and replaced them with newbies. That actually made it more tense and it could be tough to claw my way back using a fresh set of slow retards that couldn't hit anything(they were often equipped with rocket launchers for that reason).
 
I'd like an XCOM game in space, honestly. Like you can travel to different planets or space stations or what.. Be able to blow out windows on a ship or station to suck xenos into the vacuum, cool shit like that.
I am ready, willing, and able to take Central up on his suggestion that we invade the aliens. Make it fucking happen, Firaxis.
 
I am ready, willing, and able to take Central up on his suggestion that we invade the aliens. Make it fucking happen, Firaxis.
That's one thing OG X-COM has on NuXCOM: we always end up invading the aliens.
  • UFO Defense? Off to Cydonia to kill the Mother Brain.
  • Terror From The Deep? Kick in the doors of T'leth and kill Cthulhu The Alien Mastermind.
  • Apocalypse? Dive through the portals and start breaking their city for a change.
XCOM: Enemy Unknown ending with a simple "destroy the mothership, save humanity!" mission instead of taking the fight to the aliens was such a lame cop-out compared to the ultimate in third-act revenge of the original games. It was blatant sequel-bait, but then they realized they couldn't write a sequel to a victory and decided to go with the nonsensical "hey, the aliens have an iron grip on Earth but we still have a flying base!" losing scenario instead.
 
And it felt like they were often in the same location on those maps.
They do, and they have set patrol routes that are curiously small. If you run one guy up and aggro a pod, you can just run back to your group and deal with that pod and you'll never run into the other ones. I played vanilla nuCOM2 this way, which was probably good to learn the ropes on. However, by the end, I was getting bored and had figured out the OW creep shit. There are however some mods that add in more maps to offset this issue of predictability. Looks like I'm running four mods just dedicated to extra maps.
I think the rational was to stop people from gunning aliens down in the first turn since they start in the open.
And this is a part of where the mods come in. At least, for 2; all I know is nu-2 shit. There's one called Dynamic Encounter Zones that both changes where the aliums can spawn and changes their patrol patterns... by essentially widening out the range of possibilities. It turns out where a pod spawns and how it patrols are actually somewhat random, but decided at the generation of a map based on certain realms of 'acceptable' movement. This mod vastly widens the realm of acceptable spawn and movement so that you could have them stacked atop each other moseying around, or far and wide apart - walking anywhere on the map.
I'm relatively certain there is, but I haven't gone looking for that specifically just yet.
There's both Ruler Reactions Revised and several chosen fixes to clean these up without necessarily making them easy cakewalks.
Ruler Reactions Revised re-works ruler reactions: movement will never trigger a reaction, reloading or hacking or evacing will never trigger a reaction. Defensive actions - overwatch, hunker down, healing, using a shield, so-on have a 50% chance to give the ruler a reaction. And offensive attacks will always give the ruler a reaction -- so you avoid the issue of 'just gun the thing down before it can respond' without it shooting every time you make a step. The berserker one still seems to get cheesed by stacking poison and acid grenades some of the time, though: it just bugs out and stands still.

As for the chosen, the big one is Wrath of the Chosen AI Pack. It gives them 3 action points, turns don't end when firing, chosen can daze and abduct in the same round if you're not careful, and broadly makes them less prone to stupid AI decisions. The sniper gains long watch & sentinel and can fire on his own from fog of war half the map away, and I'm not sure if mods like Gotcha (which show when you will walk into overwatch fire, as LoS is really fucking wonky in nu2) show where he can fire. Assassin actually fires the stupid gun she has, and is smarter about staying in cover while using it to flank - and using the sword in the same turn as shooting. Warlock will actually use his damn rifle and do more than summon zombies. This stacks with another fix, A Better Chosen. It continues to improve their AI alongside giving them more abilities and behaviors.

To compensate for some of those offsets, there's other ones to pump in: Restored Chosen Traits puts back in some shit that didn't make the final cut, which I guess was because the devs thought they were too mean or something? As well, there's the Chosen No Forced Bleedout Tweak, which means the Chosen will actually kill your soldiers rather than just inconveniencing you. Chosen Weaponry Fix also gives them the perks of their unique weapons, which previously they didn't benefit from (yet XCOM did).
The "pod" system systematically undercuts the tactical battlesystem since all strategies boil down to "activate pod when ready, don't activate pods if not ready." The AI cannot initiate anything, the player is always in total control.
Yellow Alert Gameplay is a mod that fixes this one up. So by default, pods are either green or red. They've not spotted XCOM and they're taking a leisurely stroll, or they've spotted XCOM and they're running to gun you down and be the hero. Yellow Alert changes that up quite a bit - once you break concealment and do something to get one pod's attention, other pods are assigned jobs. This ranges from making their way to the objective and guarding it, guarding the evac zone and attacking you if you get close, making their way to x-com to face them head on to making their way around the side of xcom and flanking it based on the last enemy sighting.

In addition, all pods will react based on their determined job calls to finding corpses, seeing an ally taking damage, hearing sound, hearing civilians yell (even after you've initially broken concealment), seeing an explosion, or seeing alerted allies. This last one is important - enemies will run away, and this mod ensures that they actually come back with the assistance of another pod rather than just hunkering down in some corner of the map doing nothing until the player triggers another pod.

It also somewhat fixes the overwatch cheese by refunding units action points when they trigger. Overwatching from concealment still gives you a big benefit since you'll usually have them out in the open when that triggers, but it makes it much less efficient to do so when you aren't in concealment - shots from that far away are rarely accurate, and they will almost always be given enough action points to move into better cover beyond just their initial scatter - or even to fire on you rather than just sitting around, if they barely moved in the first place.
One exception is if you plug in the Chimera Classes mod (more classes with more expansive choices of abilities, styled like the hero classes) alongside Second Wave Plus. You can give a commando the ability to fire as many overwatch shots as they have ammo, provided that they manage to hit with each overwatch shot. When you get them a perk that gives them bonuses on reaction shots, one that allows them to trigger OW on any action, and you naturally roll godly RNG from SW+, you can have a single unit that singlehandedly annihilates squads. One with AP rounds noticed a sectopod was moving, and he fired a shot for every single tile that it moved and killed it before it finished its move.)

This mod also gives more action points to reinforcements that land, so they have a full turn and they're an actual threat. Apparently it recommends that you fiddle around with other enemy mod files to ensure that those reinforcements don't fire on the same turn they land, but I've just left it that way. It cheesed me the first time it happened, but I just alt-f4'd once I realized the change (ironman) and instead moved my units to cover on that turn's re-do. On the whole it makes reinforcements a lot more stressful and dangerous, rather than the joke that they are in the base game. Especially once you plug in the additional enemy type mods - never know what'll pop up.
The AI would try to move the enemies into view, causing them to get gunned down by the 5 guys on overwatch. Any survivors could be swept up easily, and worst case scenario you could fall back on grenade spam. I find this tactic tedious and try to play the game as intended.
I somewhat wonder if the Lost weren't introduced to the game to fix a lot of these issues, though by making the lost take their turn after the aliens, they mostly just cancel most of the aliens' overwatches rather than my squad's. I think Yellow Alert does fix a lot of the issues with overwatch creep (and the grenade spam thing gets fixed with grenade/rocket scatter mods), but I will also say that the various Raider faction mods make this way less effective when they pop up.

Although Raiders can fight with any unit on the map and you might think to let them and Advent duke it out, Raiders and Resistance Strategic Spawning is another mod that fixes this by having raider factions spawn on the edges of the map and slowly work their way in. More importantly, yellow alert allows raiders to trigger advent and vice-versa without the player having vision of either -- and a triggered unit's LoS is big enough that they will usually avoid walking into obvious overwatch pits. Further, having several groups moving from several positions usually makes those pits less efficient since you're usually open on one side to flanking. Raider mods can be a bit of performance hog, though.

I like in particular the Raider Faction: Marauders and Avent Psi Ops mods for making OW spam dangerous. Marauders are basically just Skirmishers, so they have the pull attack. One of the three Commando units in the Psi Ops mod also has a pull attack, so if you sit around expecting them to come to you, it's pretty likely that they'll just grab someone and turn the tables. Honestly though, just some of the AI fixes (or extra enemy units, like some offered in A Better Advent more specialized for dealing with camping players) resolve a lot of the issues with nucom2's somewhat repetitive sit-and-wait gameplay.
It's funny we talk about disabling the timer in NuCom2. That was literally the first thing I did after the first couple of missions. Just made the game wholly unfun.
A big charm for me in this game is that you can fail missions and the game doesn't just end, so I actually like the timers. I don't always get the goal achieved, and sometimes I even consciously make the decision to fail because I know I'd have to put the soldiers into way too much danger in order to get it done. There are other times where I just barely get to the thing on time and take great risks to do so, and it feels like it really pays off.
 
They do, and they have set patrol routes that are curiously small. If you run one guy up and aggro a pod, you can just run back to your group and deal with that pod and you'll never run into the other ones. I played vanilla nuCOM2 this way, which was probably good to learn the ropes on. However, by the end, I was getting bored and had figured out the OW creep shit. There are however some mods that add in more maps to offset this issue of predictability. Looks like I'm running four mods just dedicated to extra maps.

And this is a part of where the mods come in. At least, for 2; all I know is nu-2 shit. There's one called Dynamic Encounter Zones that both changes where the aliums can spawn and changes their patrol patterns... by essentially widening out the range of possibilities. It turns out where a pod spawns and how it patrols are actually somewhat random, but decided at the generation of a map based on certain realms of 'acceptable' movement. This mod vastly widens the realm of acceptable spawn and movement so that you could have them stacked atop each other moseying around, or far and wide apart - walking anywhere on the map.

There's both Ruler Reactions Revised and several chosen fixes to clean these up without necessarily making them easy cakewalks.
Ruler Reactions Revised re-works ruler reactions: movement will never trigger a reaction, reloading or hacking or evacing will never trigger a reaction. Defensive actions - overwatch, hunker down, healing, using a shield, so-on have a 50% chance to give the ruler a reaction. And offensive attacks will always give the ruler a reaction -- so you avoid the issue of 'just gun the thing down before it can respond' without it shooting every time you make a step. The berserker one still seems to get cheesed by stacking poison and acid grenades some of the time, though: it just bugs out and stands still.

As for the chosen, the big one is Wrath of the Chosen AI Pack. It gives them 3 action points, turns don't end when firing, chosen can daze and abduct in the same round if you're not careful, and broadly makes them less prone to stupid AI decisions. The sniper gains long watch & sentinel and can fire on his own from fog of war half the map away, and I'm not sure if mods like Gotcha (which show when you will walk into overwatch fire, as LoS is really fucking wonky in nu2) show where he can fire. Assassin actually fires the stupid gun she has, and is smarter about staying in cover while using it to flank - and using the sword in the same turn as shooting. Warlock will actually use his damn rifle and do more than summon zombies. This stacks with another fix, A Better Chosen. It continues to improve their AI alongside giving them more abilities and behaviors.

To compensate for some of those offsets, there's other ones to pump in: Restored Chosen Traits puts back in some shit that didn't make the final cut, which I guess was because the devs thought they were too mean or something? As well, there's the Chosen No Forced Bleedout Tweak, which means the Chosen will actually kill your soldiers rather than just inconveniencing you. Chosen Weaponry Fix also gives them the perks of their unique weapons, which previously they didn't benefit from (yet XCOM did).

Yellow Alert Gameplay is a mod that fixes this one up. So by default, pods are either green or red. They've not spotted XCOM and they're taking a leisurely stroll, or they've spotted XCOM and they're running to gun you down and be the hero. Yellow Alert changes that up quite a bit - once you break concealment and do something to get one pod's attention, other pods are assigned jobs. This ranges from making their way to the objective and guarding it, guarding the evac zone and attacking you if you get close, making their way to x-com to face them head on to making their way around the side of xcom and flanking it based on the last enemy sighting.

In addition, all pods will react based on their determined job calls to finding corpses, seeing an ally taking damage, hearing sound, hearing civilians yell (even after you've initially broken concealment), seeing an explosion, or seeing alerted allies. This last one is important - enemies will run away, and this mod ensures that they actually come back with the assistance of another pod rather than just hunkering down in some corner of the map doing nothing until the player triggers another pod.

It also somewhat fixes the overwatch cheese by refunding units action points when they trigger. Overwatching from concealment still gives you a big benefit since you'll usually have them out in the open when that triggers, but it makes it much less efficient to do so when you aren't in concealment - shots from that far away are rarely accurate, and they will almost always be given enough action points to move into better cover beyond just their initial scatter - or even to fire on you rather than just sitting around, if they barely moved in the first place.
One exception is if you plug in the Chimera Classes mod (more classes with more expansive choices of abilities, styled like the hero classes) alongside Second Wave Plus. You can give a commando the ability to fire as many overwatch shots as they have ammo, provided that they manage to hit with each overwatch shot. When you get them a perk that gives them bonuses on reaction shots, one that allows them to trigger OW on any action, and you naturally roll godly RNG from SW+, you can have a single unit that singlehandedly annihilates squads. One with AP rounds noticed a sectopod was moving, and he fired a shot for every single tile that it moved and killed it before it finished its move.)

This mod also gives more action points to reinforcements that land, so they have a full turn and they're an actual threat. Apparently it recommends that you fiddle around with other enemy mod files to ensure that those reinforcements don't fire on the same turn they land, but I've just left it that way. It cheesed me the first time it happened, but I just alt-f4'd once I realized the change (ironman) and instead moved my units to cover on that turn's re-do. On the whole it makes reinforcements a lot more stressful and dangerous, rather than the joke that they are in the base game. Especially once you plug in the additional enemy type mods - never know what'll pop up.

I somewhat wonder if the Lost weren't introduced to the game to fix a lot of these issues, though by making the lost take their turn after the aliens, they mostly just cancel most of the aliens' overwatches rather than my squad's. I think Yellow Alert does fix a lot of the issues with overwatch creep (and the grenade spam thing gets fixed with grenade/rocket scatter mods), but I will also say that the various Raider faction mods make this way less effective when they pop up.

Although Raiders can fight with any unit on the map and you might think to let them and Advent duke it out, Raiders and Resistance Strategic Spawning is another mod that fixes this by having raider factions spawn on the edges of the map and slowly work their way in. More importantly, yellow alert allows raiders to trigger advent and vice-versa without the player having vision of either -- and a triggered unit's LoS is big enough that they will usually avoid walking into obvious overwatch pits. Further, having several groups moving from several positions usually makes those pits less efficient since you're usually open on one side to flanking. Raider mods can be a bit of performance hog, though.

I like in particular the Raider Faction: Marauders and Avent Psi Ops mods for making OW spam dangerous. Marauders are basically just Skirmishers, so they have the pull attack. One of the three Commando units in the Psi Ops mod also has a pull attack, so if you sit around expecting them to come to you, it's pretty likely that they'll just grab someone and turn the tables. Honestly though, just some of the AI fixes (or extra enemy units, like some offered in A Better Advent more specialized for dealing with camping players) resolve a lot of the issues with nucom2's somewhat repetitive sit-and-wait gameplay.

A big charm for me in this game is that you can fail missions and the game doesn't just end, so I actually like the timers. I don't always get the goal achieved, and sometimes I even consciously make the decision to fail because I know I'd have to put the soldiers into way too much danger in order to get it done. There are other times where I just barely get to the thing on time and take great risks to do so, and it feels like it really pays off.
@Rich Evans Apologist?? DISGUSTING.
 
  • Like
Reactions: L50LasPak
That's one thing OG X-COM has on NuXCOM: we always end up invading the aliens.
  • UFO Defense? Off to Cydonia to kill the Mother Brain.
  • Terror From The Deep? Kick in the doors of T'leth and kill Cthulhu The Alien Mastermind.
  • Apocalypse? Dive through the portals and start breaking their city for a change.
XCOM: Enemy Unknown ending with a simple "destroy the mothership, save humanity!" mission instead of taking the fight to the aliens was such a lame cop-out compared to the ultimate in third-act revenge of the original games. It was blatant sequel-bait, but then they realized they couldn't write a sequel to a victory and decided to go with the nonsensical "hey, the aliens have an iron grip on Earth but we still have a flying base!" losing scenario instead.
Oh, undoubtedly. But if nuCOM 3 or 4 just ends up as "X-COM Invades Aliens: the Game", flipping the entire premise on its head? It wouldn't make up the difference, but it would be a nice start.

That aside, I do like that they at least had the nuts to make the "lose" scenario from nuCOM the canon one, and have the sequel be Alahu Ackbar Vigilo Confido Terrorist Simulator - I guess to me that feels less insulting than the organization that not-so-subtly saved the fucking world getting mothballed into uselessness between the OG games.
 
Oh, undoubtedly. But if nuCOM 3 or 4 just ends up as "X-COM Invades Aliens: the Game", flipping the entire premise on its head? It wouldn't make up the difference, but it would be a nice start.
In the ending of Xcom 2 we see a bunch of underwater statues and something coming from below, implying Xcom 3 with be a remake of Terror From The Deep. Then we got Chimera Squad, and made me concerned that Firaxis is too woke to make Xcom 3 what it should be.
 
Last edited:
I'll give them credit for going in an unexpected direction. On the other hand, they did not do a good job with the implementation.

Honestly, they could have done a much better job with a smaller-scale game. Instead of going around the world in their fucking flying base they barely even know how to operate at the start, in a world where the enemies literally came from the stars and have orbital flight-capable spacecraft (and at least one hugeass mothership that was never destroyed), how about we have a game where we are actually the underground resistance?

Give us a base buried deep under the aliens' capital, have us break shit, abduct and interrogate officers, capture/smuggle/produce weapons and encourage rebellion at the heart of the alien presence on Earth, as well, as well as send teams to break things further away but still within sneaking range. Like a reverse X-COM Apocalypse, playing a competent insurgency instead of this weird globetrotting global entity we had in XCOM2.

Also, XCOM2 being set after a loss in XCOM:EU results in that big cliffhanger/sequel hook at the end of XCOM:EU being completely dropped. The one with the ethereals talking about how humanity was finally "ready" and implying they were looking for humanity's abilities to fight some great vague enemy. I wanted to know what that was about.
 
I really want to love XCOM2 but it feels squarely like a step back from Enemy Unknown and Enemy Within. Even with all the DLC and extra content the game is less. And it really sucks because a lot of the quality of life improvements in XCOM2 are great and the animations are super smooth. I wish there was a way to bring the improved fluidity into nuCOM. The destruction was a lot better in 2 as well.

Are there any mods that make XCOM2 more like its predecessor? I have to admit I was not a fan of the global game in XCOM2 and was really only interested in the tactical combat.
 
Also, XCOM2 being set after a loss in XCOM:EU results in that big cliffhanger/sequel hook at the end of XCOM:EU being completely dropped. The one with the ethereals talking about how humanity was finally "ready" and implying they were looking for humanity's abilities to fight some great vague enemy. I wanted to know what that was about.
Same thing there. As much as I dislike wanting to bring up The Bureau, the Ethereal bits there did point to them testing us to see just what we were capable of. An XCOM 2 where we're serving as their elite shocktroopers bossing around the various failures like the Sectoids and Mutons would be a neat twist on the genre. Does anyone else remember the mothership assault having the Ethereals talk about what disasters all their various slave species were in some form or another?
 
Same thing there. As much as I dislike wanting to bring up The Bureau, the Ethereal bits there did point to them testing us to see just what we were capable of. An XCOM 2 where we're serving as their elite shocktroopers bossing around the various failures like the Sectoids and Mutons would be a neat twist on the genre. Does anyone else remember the mothership assault having the Ethereals talk about what disasters all their various slave species were in some form or another?
>beat the Etherials
>become the new Etherials
>humanity fuck yeah(?)
 
Also, XCOM2 being set after a loss in XCOM:EU results in that big cliffhanger/sequel hook at the end of XCOM:EU being completely dropped. The one with the ethereals talking about how humanity was finally "ready" and implying they were looking for humanity's abilities to fight some great vague enemy. I wanted to know what that was about.

Something like a bastardization of the factions of Enforcer(?), where you have the option of siding with the Ethereals against their interstellar enemies the necrons, or you can fuck their shit up and take on the big baddies yourself.
 
I headached about where to get Laser Squad until I realized it was available on Abandonia:
http://www.abandonia.com/en/games/632/Laser+Squad.html
You'll still need DOSBox to run it but otherwise it works fine.

The game is certainly primitive and I wish the interface icons had tooltips like UFO Defense does. (Sadly this fucking problem STILL EXISTS with all kinds of modern software. If any of you people reading this are software developers, PLEASE add fucking tooltips to the subhuman alien hieroglyphics you use as menu icons.) Abandonia also doesn't have the manual so I had to track that down separately on Archive.org. I found this much more user-friendly text-based one here:

Edit: I was wrong, that manual is for the old as fuck Commodore one, here's the DOS Manual:

Short review is, you can't rename your troops, and there's only five missions each with like three or four pages of backstory in the manual. Its extremely easy to lose troops to enemy fire, but some of the missions are also stupidly easy to complete. For instance, the first mission, The Assassins, only requires you to kill one enemy within 20 turns who's in like the third room of the building you're assaulting, and he goes down like any other enemy. Choosing to fire your weapon takes you to a different "line of sight" mode that's unintuitive and just a giant interruption of the flow of the battle.

There's some things XCOM inherited such as the Aimed Shot/Snapshot/Autofire system. I'll admit I grinned a little when I got stuck in front of a door and realized that all I had to do was right click behind it to open it up without walking through it, just like UFO Defense. Autofire is hilariously broken though. You can add as many shots as you want past the first three, at the cost of only one Action Point per extra shot! Your accuracy doesn't seem to suffer much beyond the modifier you get for choosing to do an autoshot in the first place, so you can basically mag dump on any enemy you want.

Its an entertaining little game and its free abandonware. I say go play it yourself, you'll probably beat it in an hour or two.
 
Last edited:
Back