It's still early days for XCOM 2, but there are already a bunch of mods worth looking at. Most of these are smaller improvements to the base game, rather than major overhauls (like the original Long War for Enemy Unknown), but we think you'll want them installed all the same.
Mods included: Free camera rotation, Evac All, Capnbubs Accessories Pack, Muton Centurion Alien Pack, SMG Pack, Leader Pack, Disable Timers & Timer Tweaks.
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5:08 Agreed. Having to kill 10 alien enemies including 2 gate keepers and 3 sectopods (okay maybe something less scary) in one turn makes the game way more fun. I personally like the timed missions more, although they do tense me up a little bit which can be annoying. Basically a way of making it harder but more interesting at the same time, wouldn't recommend disabling timers, tho extending them could be useful for players who feel it's just too much.
Jeremy Corban leader unit mod;
will never fight back, even if attacked first
will claim victory after failed missions
*passive overconfidence trait* reduces opponent leadership abilities
*rifle of marx*
when fired, steals experience points from highest ranking xcom soldier, give 20% to lowest ranked xcom soldier, keeps 50% for self, 30% is thrown away (if lowest ranked soldier was ever taxed, this trait will not apply to them)
I played the xbox version, and it's ad we don't get the centurion, especially with the war of the chosen expansion coming. On top of the that, it'd be cool to see the long alien mod too, the extra aliens, like the sidewinder, sectoid commander and chryissild soldier would be cool to see. It's just even more weird because the Centurion was made by XCOM 2 devs, but I'm not sure about the long war aliens.
I think the game needs more wpn types, not too many. Grenadiers should be able to alt between a gatling or a lmg (gat would do more dmg but suffer mvt penalties), all rookies, spc, and hunters should have the smg available (smg has 2 shots per/mag but shooting/overwatch r free and do slighty less dmg than the AR). Only 2 different wpns than can created massive micromanagement (move faster for turn limit mission at the cost of dmg, move slower for more dmg during strong enemy missions, etc.).
I'm admittedly the minority here, but as for the Evac All mod, I don't want to install it because when I complete a mission, every squad member has gone through hell to get there and you bet I'll be evac'ing them one by one. I have to take my time the whole damn mission why rush the end?
Timers and turn limits are bullshit...especially mission and objective fail timers and turn limits.
Enemy within did it right with resource collection, defending civilians is also a great way to introduce some added pressure, take a risk and ya might get a reward, two meld on every mission or dash forward and ya might save an extra person etc...
I personally was always happy if I collected one meld on every op because I never used the super soldiers only the mechs and only then much later in the game and as for civilians well ya save the ones ya can and let the devil take the rest lol
Xcom 2 has fucked it all up with the excessive turn limitations...99% of the time ya not getting guys killed or getting ya ass kicked because you fucked up and suck or the A.I is now so much better or that there's more of em coming out of the woodwork than ever before no it's just because now ya have to rush and be sloppy as fuck just to even get close to the objective.
can't...contain...the rant...any longer UrGh!
THE WHOLE FUCKING POINT OF A GAME LIKE THIS IS TO TAKE YA TIME, THINK SHIT THROUGH AND ENJOY THE PRESSURE AND SUSPENSE OF EVERY MOVE..way to ruin the whole vibe and my enjoyment of the game.
I'm surprised they didn't add the turn timer from fucking multiplayer...hell I'm sure there are some masochists who like that idea but not me...where is my standard vanilla option to turn that shit off, hell there is a obvious reason impossible mode and iron man aren't fucking mandatory so why the fuck are all these turn limits?...and why the fuck on they on literally every mission?
Ya know what they could have done with the turn limits...escalation, the aliens aren't invaders any more right? they're a full blown long term occupation, it's practically their home turf now and they're on defence this time...so why not just have limitless "pods" and ever tougher groups swarm in one after another and on top of each other when you're detected, if ya don't kill em within the turn limit then their numbers grow and they eventually overwhelm you, that would be much better than having the objective mcguffin explode all the fucking time, I mean why are we still sweeping and clearing anyway they aren't landing or crashing any more, we're supposed to be insurgents and shit get in and get out, kill counts shouldn't matter any more only priority targets, which the game doesn't really have.
P.S the new armour and equipment designs look like shit too...someone watched way too much elysium and edge of tomorrow when they were doing the art style for this game, it looks like shit...bring back the titan, ghost and jump pack armour.
Someone mod that shit
timers are cool in normal mode but i like playing hard mode with iron man mode cause i am a masochist i finished all xcom games i could get on the hardest mode then xcom 2 came along and i cant cause all the reseach time is doubled and aliens make progrees twice as fast and suddenly i am rushing hard missions with rookies using basic equipment cause i dont have the time to get resources i gave up when i realised i am in the late game and i dont have a single soldier with rank higher than sergant and i cant even afford mag weapons cause i gotta rush the game so avatar project doesnt fuck me over and end up loosing soldiers so by the late game i am so understaffed and underequipped i might as well get a bunch of random peasants and have them throw peebles and the aliens cause with armored aliens my weapons are useless anyways
The camera thing isn't really a big deal. The evac thing doesn't seem like a big deal because just like the last xcom if you just press the buttons, then the next button, then press it again. A moment longer can get them all in. Before even starting I did download the camo pack for skins though. Was looking for a no advent project mod. I do agree with these mods on timers the most. Some people, like me want to be able to crawl across the map and lose nothing but more time.
As a noobish peon of a scrub who needs to "git gud", man up and get the sand out of his mangina, I wholeheartedly approve of the Timers Tweak / Disable Timers mod. I would play XCOM for fun, not to feel rushed by timers. I know that timers add a challenge of time management and pressure that many players appreciate, but I don't. I wouldn't play with timers, personally. And we SHOULD have had the option of disabling timers in vanilla to begin with. And I really appreciate that such a mod exists. Timers are the one thing that turned me off about this game.
Game might be Ok for a mid-range PC, but the overall experience is `Meh` due to the Forum (when you interact with information with other customers) having a Mod (`SamBC`) that seems incapable of being reasonable in relation to mild humor to an avatar name; and will permaban (and lie in his `reasoning`) you from the Steam forum for your honesty.
Maybe you know who I am talking about, as other people told me the same about that same hypersensitive sorry excuse for a human.
I guess (in a previous life) he would have been at the front of the queue to crucify Jesus.
Personally, I find True Concealment WAY better than the Timer Tweaks.
This mod makes it so that the turn counter does not tick down while in Concealment, allowing you to get a few turns to set up that perfect ambush before you have to race the turn counter. It's great and does in fact give you enough time that you can afford to be a LITTLE bit less frantic and reckless in timed missions, while also preserving the timers, so that you can't just overwatch creep the whole time.
Also, it adds a new Dark Event that drastically cuts the Turn Counters down on Concealment missions if it goes live. It happened to me once. It was horrifying. :o
Wow strawman much? "I think the addition of turn timers are good because they encourage players to do more than move and overwatch".
Players are complaining about the timers because they limit the ability of players to choose how and when they engage the aliens, the timers force players to make bad decisions which is inapposite with the purpose of a turn based strategy game, and players who hate the turn timers hate them because they want to take time to flank the enemy and scout the map a little before engaging and committing everything. It is the asshats like you who think turn timers are good who are the ones that do nothing but move and overwatch which is why you think the only thing people do is move and overwatch because your tiny minds are unable to comprehend any other type of strategy.
+GeorgeMonet That's why I use True Concealment. It offers the best of both worlds, IMO.
Timers don't tick down while in Concealment, allowing you to scout the map a little more and set up a perfect ambush as well as functionally giving you a few extra turns as a result, and it also preserves the timers so that you DO need to keep moving and take some risks. It's great.
Not a fan of the timers. Long war punished you severely for getting a soldier wounded, especially gravely wounded (can you say permanent will reduction and a month or more healing). Timers = unnecessary risks. Unnecessary risks = memorial wall filling up FAST
+Phoenix Fire Or maybe Imperial guard and all the aliens made into Tau xD would actually fit in quite nicely. You start in planet that tau has conquered and work in resistance. Maybe get few space marines to help you out on the way.
lol this only came out 15 days ago and already 1, the capnbubs accessories pack has more stuff, there is a overwatch all AND i highly recommend a mod called "free the hood" witch frees up the upper and lower face options while using helmets,/hoods/hats whatever and works with capenbubs item pack there is also a mod i love to use that unlocks all the accessories at the start and lets you fully customize your guys right from the start also voice packs are fun XD right now i have serious sam, duke nukem, deadpool, a ultra marine from warhammer 40k, jc denton and gordon freeman (using the mind of freeman voice pack XD) there only more stuff to come i really hope for the day that just totally overhauls it into a warhammer 40k game XD replace all the armor with there power armor and all the guns with bolters and the swords with chain and power swords that would be awesome!
+FlakiCiociGosi what i had said a few times is that there ability deal at most 11 damage and the weakest enemy on your difficultly has 11 hp without armor, they have no armor shared ability aside from grenades witch everyone can use and they just use normal plasma rifles and have no other ways to support the rest of the unit other than buffing vs debuffs witch is nice but over all boils down to be a weak unit and if i have to have a weak unit it will me the specialist as they can hack, heal and has a nice AoE that that deals a solid about of damage and can disable mechs and then i can devote my other 5 members to murdering others so unless your playing with a highly moded game and using more than 6 units witch is pretty much cheating they have no place on the battlefield
+James King Your original statment (psionics being bad) is just an opinion.
Now I am sorry but I have made my point as clear as I could for you, and I have nothing further to add to it.
You may either choose to try and understand it, or not. Regardless I am done here. Please take care.
that's not my opinion i had a max rank phi the most damage i seen it deal is 10! that's the most damage there ability deal! and they only crit for so much more let alone one shot things! they cant take down a pod with 40 HP and 6 armor at most they will do 4 damage to it! there best ability is mind control and even that is only so useful because i rather just straight up kill a target unless its a pod in witch case i can hack it with my support!
+FlakiCiociGosi yes and that is a waste of a unit 1 the insta kill rarely works as it only does 10 damage were grenadiers deal way more than that and in larger area with nades and rockets on top of that a marksman can murder any left over, like all of them not just 2-3 ALL OF THEM and if i see a nece big juicy mech my supports hack skill is high enough so i can just make it mine, i kill everything i come across in one turn and more on and kill the next group in one turn over the phi are just like the sword USELESS
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