Regarding the Slingshot Pack DLC, is it better to have finished one play-through of the game before purchasing it?

If you own it, it adds a bunch of new gear in addition to giving you the option of playing the new mission. The new mission is pretty high risk/high reward, so you might want to opt out of it your first game, but the extra stuff in the DLC is actually pretty nice.

What new gear? The reviews only mention the missions, and the ability to capture a Fusion Core before you get a downed Battleship.

Yeah, most people seemed to ignore it, but it adds a new armor look, 5-6 new helmets, and a few other odds and ends to the unit editor.

Oh, cosmetic stuff. I thought you meant new weapons.

Ah, yeah, sorry for the misunderstanding… just cosmetic stuff.

I thought Slingshot made it easier to get the blaster bomb?

The Blaster Launcher requires a Fusion Core. From what I have read, that is the reward for finishing the three Slingshot missions, a Fusion Core earlier than normal. That’s not a new weapon, it’s an existing game weapon earlier, and only if you do the missions. Which presumably you would, otherwise why buy the DLC?

I finally finished this.

The ending wasn’t good, but it wasn’t disappointing either. For me, the game dragged on way too long, it over stayed its welcome, so i was glad to finally finish it.

The combat engine was good, but the geoscape sucked and felt fake. I didn’t feel like my actions on the geoscape had any affect on battles.They could have just completely removed the ability to shoot down ufos and i wouldn’t have noticed the difference. I didn’t care for the skill system and equipment systems either. The equipment system is basically a straight upgrade system, there is no equipment choice. The skill system is plagued by must have skills and useless skills. For example, your sniper is going to take the two shots per turn skill. Your heavy is not going to take the crappy beyond belief suppression related skills (which are worse than the missile skills even before you get a certain missile launcher and once you do get that better missile launcher, they become godly).

I was also annoyed that psychic trained soldiers seem of minimal use. For one thing it takes so much time to train them. Maybe i was unlucky, but i spent months trying to train a new, full psychic squad before giving up with half of my squad trained. The psychic skills (other than the special one) are just weak and they don’t seem to have much more willpower, so i eventually didn’t think it was worth it when i had a squad of max level normals.

The last level felt completely tacked on. It was a huge plot twist completely out of nowhere and it was barely present. It wasn’t expanded on enough to be more than a what the heck moment and it wasn’t supported at all. It is like at the last second someone decided they wanted to have some sort of story competent to the game.

The final fight was also similarly disappointing. I remember in xcom apocalypse how epic the end was. You fight the enemy back from the city you’re defending and then take the fight to the enemy dimension, fighting through an alien, organic city in heated battles with enemies coming from everywhere. I won’t… spoil it (if that is possible), but on normal my sniper killed the boss in one turn, easily. Head shot (critical) + normal shot. It also wasn’t a unique enemy! They dared to make the final boss just a normal enemy without even added health! What the hell! did you get rid of the development team before completing the last level and have the B team finish it up?

Anyway, this was a good sequel overall. I wish a lot of things were better and it was a bit disappointing as an xcom game (ie it wasn’t as good as the originals), but we could have got A LOT worse. This is no dragon age 2 or sanctum 2 where the developer tells their fans to fuck themselves in a cheap sequel. It is clear firaxis was trying to make this an Xcom game first and foremost, and while not perfect, they did a rather good job at it in my opinion. This was no troll sequel where the developer buys the rights to an old classic and then makes a completely different game (other xcom reboot i am looking at you!).

Oh and the blaster launcher was nearly good enough to make me consider taking three heavies, tempered only by the fact that assaults are really good too. This game seems to really push you for a 2 assault, 2 heavy, 1 sniper, 1 medic group. Heavies are just uber good though. Later on the most deadly enemies are all robots so their +100% damage skill is godly. With it and the blaster launcher, you can nearly one hit even some of the strongest enemies and it is area effect! A medic is pretty much required as a single support and same with sniper. Sniper is the ultimate at position defense, often able to kill two people a turn, but obviously they can’t move forward much.

The original X-Com was worse in this respect. While the conventional equipment varied quite a bit, but at the end game everyone was carrying a Heavy Plasma, because it was strictly superior to anything but a Blaster Launcher.

While Double Tap is nice, In The Zone is a fantastic skill in the right situations. It’s a big deal when you take down 3 enemies in one turn, and it’s amazing if you’re taking down 5. It works every turn, where Double Tap only works every other turn, so even when you’re killing 2 enemies at a time it can be higher firepower. Even when you’ve only got one target, it lets you shoot and then move, which the Sniper can’t normally do.

The main drawback of In the Zone is that the target must be exposed. Flying critters don’t take cover, period, and a rocket attack can both clear away cover and weaken the targets enough to make one-shot kills likely.

If you don’t like suppression and Mayhem, it’s because you’re not using them correctly. Suppression may not do damage, but it can save lives. With Mayhem it does automatic, cannot miss area effect damage. “Can’t miss” is huge in this game.

That’s definitely a “you’re doing it wrong” issue, because psi attacks are in fact quite powerful. At a guess, it’s because you were using soldiers with relatively weak Will. Being psychic does not increase your Will. Rather, you want to test the soldiers who have high Will first, because those are the guys who are going to be useful if they turn out to have Psi.

Will is random - all Rookies start with 40 Will, and gain 2-6 points before Iron Will per rank, and 4-12 afterward. This means you really must start a new squad after buying Iron Will, because your Colonels are only going to have 64 Will on average, and 76 at most, which is very weak. You want 90+ Will on a good Psi soldier.

Mindfray is 5 points of damage, which isn’t a lot in the late game, but you can usually get a 100% hit on the target regardless of cover. The 25% to-hit penalty can be quite significant, as you may have noticed if any of your guys get Mindfrayed. It also weakens Will - it’s possible to mind control an Ethereal, but it requires several Mindfrays to soften them up first.

Psi Inspiration is +30 Will, area effect. It’s not a defensive ability, it’s an offensive one. You boost your psionic comrades to really high Will levels so they can take down more resistant targets.

Panic is powerful, but dangerous. Used right, it’s a crowd-control ability that lets you completely shut down a hostile for 2 turns. The problem is that they may panic-fire, so you only want to use it on targets somewhat behind the enemy line, so they’ll shoot at other aliens instead of you.

Mind Control is awesome. Take out an enemy, and use them to kill the others? What’s not to like? The main drawback is that while you can make them throw away grenades, you can’t get them to throw away their weapon, so they’re dangerous on the turn they revert. At least you can put them out in an exposed area that last turn.

TK field is “everyone around me is in High Cover.” The main drawback is that it works on enemies who close enough to be included in the field, so it works best for longer range firefights. What’s more, Will doesn’t matter, so even low-Will psi soldiers can use this.

The last level does rather suck. While I think the base assault mission is also repetitive when you play the game a second time, it’s better than the highly scripted last level.

That’s why you like rockets so much - you’re playing on Normal, where rockets can reasonably one-shot enemies. The game changes on Classic. Normal is good to learn the game, but you have to play much more tactically on Classic, because anything less than High Cover is an invitation to die.

I finished the game yesterday (started back in October. It’s definitely been an on/off afair between XCom and me) and overall really enjoyed it. I have to agree that the highly scripted last level probably won’t be much fun to replay if I go through again though.

As for “In the zone” and “Suppression”, I have to agree with Gus. I love those skills. In the zone can let you kill multiple enemies or move / overwatch after a kill. And the suppression + AOE damage is a very good debuff. Add the holo targetting bonus and the softened up, suppressed group is suddenly a lot more manageable.

All in all, the game told a good story. And the ability to name my squad after my guildies and specialise them as I saw fit was great. It allowed me to play through exciting life and death stories throughout the campaign, down to the last heavy to die just before completing the final mission.

Wendelius

Pretty much what Gus said. :)

I played half the game on classic. Didn’t notice a huge difference (besides a bit more yelling at my screen when i missed a point blank shotgun shot with no enemy cover and then someone head shots me behind cover a mile away with a pistol). Suppression was certainly never useful for me and i tried making a heavy focused around those skills.

It is true that i never used missiles until i got the blaster launcher, but even then, i never used suppression related skills because just shooting the enemy was nearly always better. This is probably mostly the fault of the cover system where you can be suppressing someone, he steps out in the open, out of cover and shoot you in the head, but you never fire on him because he was doing a cover shot. This was probably the last time my suppression focused heavy saw action.

Shredder rocket was also always extremely useful.a

In general the map design in this game was rather poor. Pretty small areas, uninteresting maps, not related at all to the geoscape, no special care taken with special mission design to make them stand out, repetitive map design.

Anyway, in my opinion, this game has almost no replayability due to being extremely repetitive. The level design, the geoscape problems and the lack of many choices in research/equipment/skills all kind of add to this. Obviously opinions differ though.

All I can say is “bwuh” since it was night and day for me. The fact that you can’t kill Thin Men or buffed Sectoids easily with assault rifles on Classic is enough, let alone how much more deadly the enemy is.

My problem with mind control (unless something changed in a patch since I last played, which was long ago) is that you can’t target aliens under your control. So, no rounding up mind-controlled aliens and taking them out execution style. It’s an odd limitation (probably a side effect of no free-aim targeting), and it means that any mind-controlled alien is a ticking time bomb. I guess you could have it thrown down a 'nade on itself (or use one of your explosives, but I’d argue that’s a waste of such a tactically useful weapon with limited ammunition), but that’s not always enough to kill high-health aliens.

This is definitely an issue, which is why it’s usually more trouble than it’s worth to mind-control a single enemy. The only real compensation is that you can put that alien in a no-win, high-risk setup when the timer finally counts down. They’re out in the open, and you have multiple guys under high cover watching them, so if they take a step they die.

I also finished it some weeks ago. I already exposed my opinion in the launch, that’s why I didn’t want to repeat myself (never mind my opinion wasn’t exactly popular :P).

I will just say that after finishing, my opinion didn’t change. Decently entertaining for a playthrough, I will give that, but… that’s it. The incredibly streamlined strategic part have barely any decisions to make except the obvious ones, the campaign is presented in a more linear/scripted way that subtracts replayability, the alien attacks/geoscape system feel much more scripted and ‘fake’, breaking the immersion, and the tactical combat is so abstract that you feel constrained in the tactical possibilities, making the battles feel repetitive and samey and the first two dozens. And god, did I wanted a “speed up animations” option after a while…

You summed it up nicely, TurinTur. I don’t care if our opinion is unpopular because I know we’re right :)

There is a huge difference on a full campaign on classic and a half and half. Also no mention of ironman? My classic ironman victory felt pretty awesome - though I wouldn’t recommend it.

I’ve never understood ironman, even on games that actually have some degree of replayability.

I don’t have unlimited time to game anymore. I’m not going to play the game over again just because i got unlucky. This is particularly true in xcom on the higher difficulties where it was very common to miss stupid easy shots (This guy is touching my shotgun… BUT MISS!) due to an xcom initiative to recruit blind soldiers.

I also don’t feel playing on classic adds that much to the experience, if anything really. Obviously YMMV.