Conclusions on XCOM2

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Ihateregistering1

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Mar 30, 2011
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nomotog said:
So mods.

Can anyone recommend me some good mods? Is there a training roulette mod?
Yep, I think there's one called "Second Wave Reborn", that brings back a lot of those options (including training roulette).

The ones I basically refuse to play without are "True Concealment" (this causes the countdown timer to not start until you break concealment) and "Timertweaks" (increases the mission timer). As you can tell, I wasn't a huge fan of how they handled the timed missions.

Other ones I like:
Experimental Item unlock: Once you create a new experimental ammo, armor, grenade, etc. in the Proving ground, this allows you to rebuild that particular item later (not for free though). It never made sense to me that you invent a really effective grenade or whatever, and then it just becomes random chance that you can make another one. Isn't that why I have all these scientists and engineers on staff?

Enemyloot expanded loot: I like this one because it allows you to get small amounts of supplies and alloys from enemies you kill. This made a lot more sense to me. I get that X-Com can't use their weapons, but it still seems like they'd be able to take apart their armor and equipment and salvage it for parts. This is supposed to be a Guerrilla force, after all.

As you can see, these do tend to make the game a little easier, but I don't think they make it game-breakingly easy (it's still very much a challenge on Commander difficulty level).