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* DisposableDecoyDoppelganger: It's possible to research an item of equipment called the Mimic Beacon, which creates a holographic double of the soldier who activates it. The double draws the fire of any enemy within line of sight until it's "killed".
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* PointOfDivergence: In this timeline, the original iteration of X-COM was able to last against the initial invasion up until the Base Defense, and the defense's failure paved the way to Earth's surrender.
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** In [=WoTC=], your soldiers can get skills from other classes in the newly-added third skill tree. However, the skills from this tree are randomized for each soldier, making it possible for you to get either completely useless skills you wouldn't even pick on their original classes or totally broken combinations (like Serial + Death From Above + Chain Shot + Dead Eye on a Ranger) that trivialize the rest of the game.
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** Instead of individually producing upgraded weapons, you now pay a flat fee for everyone to upgrade to the next tier.

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** Instead of individually producing upgraded weapons, you now pay a flat fee for everyone to upgrade to the next tier. In addition, if a weapon has been modified to improve its aim, damage, etc., those modifications will be transferred to a weapon of the new tier, instead of forcing the player to continue using the old weapon or lose the mods.
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** However, it's played straight when it comes to the final mission. [[spoiler:The Informant warns you that the Elders are about to enact a plan that will result in the extinction of the human race, which will be triggered by a public announcement from the ADVENT Speaker.]] Despite the urgency, you're free to continue to do your thing under the usual restrictions; however long you take, the day you choose to do the endgame mission will be retroactively always have been the day that [[spoiler:the Speaker's announcement]] was scheduled.

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** However, it's played straight when it comes to the final mission. [[spoiler:The Informant warns you that the Elders are about to enact a plan that will result in the extinction of the human race, which will be triggered by a public announcement from the ADVENT Speaker.]] Despite the urgency, you're free to continue to do your thing under the usual restrictions; however long you take, the day you choose to do the endgame mission will be retroactively always have been the day that [[spoiler:the Speaker's announcement]] was scheduled.
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clarifying details


** However, it's played straight when it comes to the final mission. [[spoiler:The Informant warns you that the Elders are about to enact a plan that will result in the extinction of the human race.]] Despite the urgency, you're free to continue to do your thing under the usual restrictions; the plan will not begin until you choose to enter the mission.

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** However, it's played straight when it comes to the final mission. [[spoiler:The Informant warns you that the Elders are about to enact a plan that will result in the extinction of the human race.race, which will be triggered by a public announcement from the ADVENT Speaker.]] Despite the urgency, you're free to continue to do your thing under the usual restrictions; however long you take, the plan will not begin until day you choose to enter do the mission.endgame mission will be retroactively always have been the day that [[spoiler:the Speaker's announcement]] was scheduled.
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** The ''War Of The Chosen'' expansion properly introduces three new factions opposing ADVENT, including the hunter-survivor Reapers and the rebelling ADVENT soldiers who become the Skirmishers. [[spoiler:That the Skirmishers are made up of alien-human hybrid warriors is common knowledge among the factions, and we get to see them without helmets very early. This makes the story wildly contradicting when XCOM investigates the ADVENT Forge facility, 'discovering' that ADVENT are cloned, not born or modified humans. You can even take a Skirmisher on that mission! However, as the Reapers are canonically responsible in ''War Of The Chosen'' for locating the Commander, and their lore is deeply intwined with the Skirmishers and Templars (who themselves are set up to play a large role in the sequel,) this makes the Forge facility mission (A mandatory part of the story) outright ridiculous in context. ''Chimera Squad'' patches this discrepancy by revealing that there are two ways to create ADVENT troopers: some are former humans, while others were cloned.]]

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** The ''War Of The Chosen'' expansion properly introduces three new factions opposing ADVENT, including the hunter-survivor Reapers and the rebelling ADVENT soldiers who become the Skirmishers. [[spoiler:That the Skirmishers are made up of alien-human hybrid warriors is common knowledge among the factions, and we get to see them without helmets very early. This makes the story wildly contradicting when XCOM investigates the ADVENT Forge facility, 'discovering' that ADVENT are cloned, not born or modified humans. You can even take a Skirmisher on that mission! However, as the Reapers are canonically responsible in ''War Of The Chosen'' for locating the Commander, and their lore is deeply intwined with the Skirmishers and Templars (who Templars[[note]]who themselves are set up to play a large role in the sequel,) sequel[[/note]], this makes the Forge facility mission (A -- a mandatory part of the story) story -- outright ridiculous in context. ''Chimera Squad'' ''VideoGame/XCOMChimeraSquad'' patches this discrepancy by revealing that there are two ways to create ADVENT troopers: some are former humans, while others were cloned.]]
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* AlternateTimeline: The game takes place in a timeline where XCOM lost the war, with the point of divergence from the original plotline as the XCOM Base Defense mission from ''Enemy Within'', which was failed.

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* AlternateTimeline: The game takes place in a timeline where XCOM lost the war, with war [[LesCollaborateurs after being betrayed by the point Council]]. In this version of divergence from events there was no SortingAlgorithmOfEvil and the original plotline as the aliens brought their A-game immediately, destroying France in a terror attack [[CurbStompBattle two months in before XCOM Base Defense mission from ''Enemy Within'', which was failed.even developed lasers]] and prompting Earth to surrender.

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** The ''War Of The Chosen'' expansion properly introduces three new factions opposing ADVENT, including the hunter-survivor Reapers and the rebelling ADVENT soldiers who become the Skirmishers. [[spoiler:That the Skirmishers are made up of alien-human hybrid warriors is common knowledge among the factions, and we get to see them without helmets very early. This makes the story wildly contradicting when XCOM investigates the ADVENT Forge facility, 'discovering' that ADVENT are cloned, not born or modified humans. You can even take a Skirmisher on that mission! However, as the Reapers are canonically responsible in ''War Of The Chosen'' for locating the Commander, and their lore is deeply intwined with the Skirmishers and Templars (who themselves are set up to play a large role in the sequel,) this makes the Forge facility mission (A mandatory part of the story) outright ridiculous in context.]]

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** The ''War Of The Chosen'' expansion properly introduces three new factions opposing ADVENT, including the hunter-survivor Reapers and the rebelling ADVENT soldiers who become the Skirmishers. [[spoiler:That the Skirmishers are made up of alien-human hybrid warriors is common knowledge among the factions, and we get to see them without helmets very early. This makes the story wildly contradicting when XCOM investigates the ADVENT Forge facility, 'discovering' that ADVENT are cloned, not born or modified humans. You can even take a Skirmisher on that mission! However, as the Reapers are canonically responsible in ''War Of The Chosen'' for locating the Commander, and their lore is deeply intwined with the Skirmishers and Templars (who themselves are set up to play a large role in the sequel,) this makes the Forge facility mission (A mandatory part of the story) outright ridiculous in context. ''Chimera Squad'' patches this discrepancy by revealing that there are two ways to create ADVENT troopers: some are former humans, while others were cloned.]]
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* BaitAndSwitch: The tutorial section of the game delays the introduction of Chief Engineer Shen until after the second tutorial mission; by that time, Shen has been mentioned multiple times, but always carefully worded so that a player who is familiar with ''Enemy Unknown'' (and hasn't seen anything in advance about this game's characters) is encouraged to assume that it's the same Dr. Shen who served under the Commander as chief engineer of XCOM in the earlier game, an assumption that's strengthened by the presence of Bradford in his old XCOM role. During this time, Lily appears on screen several times without being identified, and when she speaks over the comm during the first tutorial mission her comm feed is labelled only "Avenger". After the second tutorial mission, the Commander is finally introduced properly to Chief Engineer Lily Shen, who explains that she's Dr. Shen's daughter, and their first conversation suggests that the Commander had made the same assumption.


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* GenderConcealingWriting: The tutorial section of the game has a short-lived example, avoiding the use of any gendered pronouns when referring to Chief Engineer Shen. A player who is familiar with ''Enemy Unknown'' (and hasn't seen anything in advance about this game's characters) is encouraged to assume that it's the same Dr. Shen who was chief engineer of XCOM in the earlier game, and it's only after the second tutorial mission that the player character learns that Dr. Shen is dead and the current chief engineer is his daughter, Lily.
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* ObligatoryEarpieceTouch: In the opening cinematic, Bradford always touches his ear when he's speaking on comms to the other members of his covert operation. At one point, he does it while standing face to face with an ADVENT trooper, who doesn't appear to notice what he's doing.
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** The flack jacket customization option for first tier SPARK armor makes them look uncannily similar to [[Manga/AppleSeed Briarios Hecatonchires]] (or possibly the Ingrams in ''Anime/Patlabor2TheMovie'').

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** The flack flak jacket customization option for first tier SPARK armor makes them look uncannily similar to [[Manga/AppleSeed Briarios Hecatonchires]] (or possibly the Ingrams in ''Anime/Patlabor2TheMovie'').
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** The flack jacket customization option for first tier SPARK armor makes them look uncannily similar to [[Manga/AppleSeed Briarios Hecatonchires]] (or possibly the Ingrams in the second ''Anime/PatLabor'' movie).

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** The flack jacket customization option for first tier SPARK armor makes them look uncannily similar to [[Manga/AppleSeed Briarios Hecatonchires]] (or possibly the Ingrams in the second ''Anime/PatLabor'' movie).''Anime/Patlabor2TheMovie'').
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Crosswicking

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* ModularDifficulty: The expansion ''War of the Chosen'' has its own "Advanced Options" for difficulty, some of which address player complaints about the base game being too focused on a hard time limit (both the Avatar Project and timers in missions can be expanded using these options). There's also an option to expand health pools, and three options to start with one of the resistance cells (Reapers, Skirmishers or Templars) already in contact with XCOM.

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* BreatherLevel: While all Dark Events are bad, some are significantly less annoying than others.
** Gone To Ground: The Black Market will be unavailable for 6 weeks. This can be frustrating if you need to sell gear for supplies, or if you need to buy additional gear, but it's far less painful than some events.
** Vigilance: Enemies have a larger detection radius during Concealment. Since most operations will go loud anyway, this is less of a disadvantage than it seems, only really forcing you to set up your initial ambush from farther away than usual.
** MidnightRaids: Increases the cost of recruits. Unless you've just lost an entire squad, this is less of a problem than it is a relief when it comes up. In addition, this doesn't affect the random scanning missions that grant free recruits when completed, or Guerilla Ops that reward you with a soldier.



* ButThouMust: At some point during the story path, a UFO will spawn that will always catch the player[[note]]More specifically, the chance of interception is hard-coded at 100%.[[/note]]. Before then, [=UFOs=] as a result of the "Hunt XCOM" Dark Event have a chance to be evaded.[[note]]The chance starts at 50. If it is successfully evaded, then the next UFO will have a different chance of interception: 50% on Easy and Normal, 75% on Classic, and 100% on Impossible.[[/note]]

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* ButThouMust: At some a certain point during the story path, [[spoiler: when you analyze the Codex Brain in the Shadow Chamber]], a UFO will spawn that will always catch the player[[note]]More specifically, the chance of interception is hard-coded at 100%.[[/note]]. Before then, Other [=UFOs=] spawned as a result of the "Hunt XCOM" Dark Event have a chance to be evaded.[[note]]The chance starts at 50.50%. If it is successfully evaded, then the next UFO will have a different chance of interception: 50% on Easy and Normal, 75% on Classic, and 100% on Impossible.[[/note]]



** The Grenadier's Blast Padding does not scale with armour tier, unlike its counterpart Shredder. Considering how many lategame foes can shred armour, the measly one Armour point it grants won't go far. Fortunately, [[http://steamcommunity.com/sharedfiles/filedetails/?id=657441902 there's also a mod for that.]]

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** The Grenadier's Blast Padding does not scale with armour tier, unlike its counterpart Shredder. Considering how many lategame foes can shred armour, the measly one Armour point it grants won't go far.far[[note]]Though the damage reduction from explosives gets more important the farther into the game you get[[/note]]. Fortunately, [[http://steamcommunity.com/sharedfiles/filedetails/?id=657441902 there's also a mod for that.]]



* DiminishingReturnsForBalance: Engineers and scientists suffer from this effect. Your first scientist can reduce your research times by a maximum of 33%[[note]]at level 10+, only obtainable via console commands[[/note]]. The second one only nets another 25% tops, then 20%, 17%, 13% and so on. The same happens the more engineers you allocate to clearing rubble from the same room.

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** Killing the Viper King during the first Alien Hunters mission to [[spoiler: Vahlen's]] ruined lab. It's difficult for reasons unrelated to actual combat: the Viper King is designed to run after he loses about 33% of his hit points, which means that you need to drop the hammer on him hard and fast, but you're also up against the Ruler Reaction system, which gives him an action after every one of ''your'' actions, and which you might not be familiar with. The best way to keep him from running is to ''surround'' him so that he ''can't'', which is difficult if you don't have the full 6-person team (which you likely won't this early in the game), because he'll enjoy hitting you after everyone moves up to him, and he has no problem squirming through any hole you forget about. Your biggest advantage is the fact that Bradford is ''massively'' overpowered for this mission, and his Bladestorm ability can activate every time the Viper King moves. If you give Bradford the Hunter's Axe, use Frost Grenades, and get lucky with stunning shots from the Boltcaster, then you'll be rewarded with the Viper King armor ''well'' in advance of when you would normally get Predator armor, and while Vipers are still considered rare enemies, meaning the strongest enemy on the battlefield has a good chance to ''freak out'' when they see your Viper Armor-clad soldier running up to them.
* DiminishingReturnsForBalance: Engineers and scientists suffer from this effect. Your first scientist can reduce your research times by a maximum of 33%[[note]]at level 10+, only obtainable via console commands[[/note]]. The second one only nets another 25% tops, then 20%, 17%, 13% and so on. The same happens the more engineers you allocate to clearing rubble from the same room.room, though that tops out at 3.


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** While the Alien Hunter weapons deal with NecessaryDrawback, they are much better than the base weapon equivalents. The Boltcaster does more damage than the shotgun and can stun 25% of the time. The Shadowkeeper is more powerful and accurate than the base pistol, making it very effective in Lost missions (especially when paired with Between The Eyes for guaranteed kills). The Hunter's Axe is stronger than the Sword and gives a single use ranged attack. The upgraded versions can be cost prohibitive as, unlike standard weapons, they have to be upgraded individually, but for how early you get them, they are very powerful.
** Repeaters are insanely effective. They take up a modification slot on the gun itself (which can mount a maximum of four if you're lucky), but they give you a small but consistent chance to outright kill ''anything'' you shoot, from the lowliest ADVENT Trooper to [[spoiler: Avatars]] and Alien Rulers, regardless of how much HP they have left. The Superior Repeater, combined with the bonus to increase effectiveness, has a ''one-in-five chance'' to simply erase any problem it hits. And you can get Advanced Repeaters (10% chance, 15% chance if you have the bonus) in the ''first month'' if you're lucky.
** The Breakthrough that increases damage for all weapons of a specific type. Regardless of what you're going for in terms of speed, having +1 damage to all rifles, shotguns, sniper rifles, or cannons (and rarely bullpup rifles and Vektor rifles) is excellent early in the game, when your base weapons are ''just'' a little too weak to reliably kill anything more than an ADVENT Trooper. And the damage bonus carries over to all upgraded weapons as well.
** The Rapid Collection and (to a lesser extent) Resistance Network resistance orders from the Reapers. Rapid Collection means supply drops are collected instantly, and Resistance Network means new regions are contacted instantly. While this might not seem like a big deal, Supply Drop collection takes 3 days and requires you to move the Avenger, meaning it will take about 5 days total to get to the drop, get the supplies, and get back to what you were doing. And that's every 21 days, meaning a quarter of your time is spend getting needed supplies. Region contacts take between 4 and 7 days, with generally equal movement time. Being able to do those things ''instantly'' means you can spend more time scanning for rumors, allowing you to get more caches of other things, like recruits, intel, rare alien tech, weapons mods, and more.

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* BadassBoast: In the ''War of the Chosen'' expansion one of the new features includes the ability to make propaganda posters featuring your soldiers with slogans like "[name] Advent's leading cause of death"

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** The Colonel rank healing power for Specialist, Restoration, is very powerful, being a one-use-per-mission full team heal. However, it's ''only'' one use per mission, and it's rare that you'll be in a position where you need to heal ''everyone'' on the same turn. While lower-rank Specialist heal abilities are the definition of BoringButPractical, Restoration is much, much more situational. Not helping is the fact that the other Colonel rank ability, Capacitor Discharge, has much more utility.
* BadassBoast: In the ''War of the Chosen'' expansion one of the new features includes the ability to make propaganda posters featuring your soldiers with slogans like "[name] Advent's leading cause of death"death."


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** The Rocket Launcher: you get it for free when you design a suit of armor with a heavy weapon slot. It's a one-shot explosive weapon about on par with a plasma grenade, but with better range (though requiring direct line of sight). Other heavy weapons are luck-of-the-draw from heavy weapon development, as you can't choose a particular one to develop, and there isn't a single mission where having a long-range explosion won't be helpful ''somehow''. Other heavy weapons are better but generally more situational, while the Rocket Launcher works in many situations. The Blaster Launcher is just a better version of the Rocket Launcher.

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** Vulture from the Guerilla Tactics School. One extra piece of loot every time you kill an enemy that drops loot. It adds up quite well over time.

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** Vulture from the Guerilla Tactics School. One extra piece of loot every time you kill an enemy that drops loot.loot (and that extra piece will frequently be an Elerium Core). It adds up quite well over time.


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** Bluescreen Rounds (and to a lesser extent EMP grenades): they do no extra damage to organic enemies. Against mechanical enemies, they will ignore armor, inflict extra damage, and make the enemy more vulnerable to hacking. This is useful against MEC Troopers, and ''extremely'' powerful against Sectopods. [[spoiler: And Gatekeepers count as mechanical enemies.]] Bluescreen Rounds are also infinite during a mission.
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* TheAllegedCar: When the Commander takes the helm of ''The Avenger'', it's almost a miracle the ship is functional after the fierce battle to capture it. At the start, entire rooms are filled with rubble and exposed circuitry, many decorations and furniture show wear and tear befitting a guerrilla group, and it even has "quirks" that Shen has grown attached to.

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* TheAllegedCar: When the Commander takes the helm of ''The Avenger'', The ''Avenger'', your CoolAirship base, is a captured alien ship, retrofitted by Lily Shen and her father, but it's almost a miracle not exactly shipshape: there's massive amounts of debris in the ship is functional after non-critical areas that needs to be cleared out, the fierce battle to capture it. At the start, entire rooms are filled with rubble and exposed circuitry, many decorations and furniture show wear is best described as "used", and tear befitting a guerrilla group, and it even has "quirks" Lily notes that Shen the reactor output has grown attached to.a tendency to drop precipitously under full load, making flying it a difficult proposition. And Bradford is ''not'' a pilot, so everyone complains about his flying. But it's home.

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