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Jacobkosh

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I'm curious then why you didn't engage/hire him as a beta tester and get his thoughts directly.

This seems like a weird question to me, dude. When I write fiction or draw art, I'm inspired by certain people, but it doesn't mean I'm racing out of the house to hire them to do it for me.
 

ED-209

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I never said anything about "doing it for them". He's not a game designer. I was suggesting they hire him to critique their work. And given the preponderance of threads complaining about how bad the AI is and how low the difficulty is, that's seemingly something they could have benefited from.
 

veevoir

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No one has as many friends as the man with many cheeses.

And Beaglerush has them all, if anyone was to discover every possible cheese tactics in HBS BT - my money is on him! Beagle is savage in TBS games, watching him xcom is making me sad about the way I xcom.
 

MeiSooHaityu

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...After seeing Chris Odd start XCOM 2 in early 2016 and play Legendary Ironman exclusively since then, I must admit to being rather shocked to see him struggle so much with Battletech (in an entertaining fashion, mind you, but struggle all the same)...

After watching Odd's latest post to YouTube (Ep.12), I think the game is starting to click with him now. He is questioning things that he should be (like his over armoring/under gunning of his VIndicator) and he is getting a better sense of strategy (he jumped behind an AI BlackJack that rushed in and core it out in the back).

He is still unsure about some things, but overall I feel he is getting a good grasp of it.
 

Chromedbustop

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I'd like to see Beaglerush try out Battletech as he's one of the more entertaining TBS gamers to watch, but I kind of think he won't invest much time in it. Beagle is already a master of finding cheese tactics (it was pretty entertaining watching him solve X-COM 2's "impossible" difficulty in like an hour) and I think with Battletechs unlimited farming missions (which could potentially make it EZ mode for most anyone) he won't really feel challenged by the game.
 

Mojo Amok

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Glad I'm not the only one looking forward to it and we do have some scoop here. Looks like he's not getting it pre-launch (booo!!!), but will be starting up soon (unfortunately, the timing corresponds with me not watching streams as I'll already have the game).

Still, this could sell some copies to the XCOM Reddit peeps and fuel some Success™

DmIMr4H.png


In the long run, he'll need some mods, but he's pretty good about looking for those and then tinkering with the text files himself, so he well might stick with Battletech once things settle.

After watching Odd's latest post to YouTube (Ep.12), I think the game is starting to click with him now. He is questioning things that he should be (like his over armoring/under gunning of his VIndicator) and he is getting a better sense of strategy (he jumped behind an AI BlackJack that rushed in and core it out in the back).

He is still unsure about some things, but overall I feel he is getting a good grasp of it.

I probably just had overly high expectations based on watching Odd previously. I was about to say "if Quill18 started and was bad, I wouldn't be surprised, even though I love his videos..." but then I just remembered Quill made some videos of the Battletech Beta and I believe actually read the manual (*gasps*). I haven't watched the story missions in any of the campaigns, but he did seem quite a bit better in Video 12 than in the previous proc-gen mission.

I guess Battletech has too many systems to learn if you're coming from zero knowledge and the Mechlab is a total trap for new players. There's almost no chance of a new player coming out of the Mechlab with a design that makes more sense than the stock configurations.
 

Delta Assault

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I guess Battletech has too many systems to learn if you're coming from zero knowledge and the Mechlab is a total trap for new players. There's almost no chance of a new player coming out of the Mechlab with a design that makes more sense than the stock configurations.

I don't know about that. You don't think someone can come up with a better design than the default stock Shadow Hawk? Pack on fewer, bigger weapons?
 
Last edited:

Warspectre

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The thing I most take away from both playing XCOM: Long War & watching Beagle, vs playing XCOM 2 & watching both Odd & Marbs play XCOM 2, is that the hand-made maps of XCOM added so much to the experience that was just lost when they decided to use procedural maps in the sequel.

The Pet Cemetery, Murder Street, the farm, the Bar & Grill, the Pizzaria, Burger King, The bank, The Mumbai Train Yard... each of those maps had a character to them, and even though a given procedural map might be as interesting in terms of gameplay as a hand crafted map, the loss of that character & sense of familiarity takes a noticeable amount of fun out of the experience.
While I agree that the handmade maps had character, they also became repetitious and predictable and tanked replay value. The only way a game company could avoid that is either spending way too many resources creating maps or resorting to procedural mapping. I got to the point on XCOM 1 where I knew where pods would spawn and I could just fire a rocket and kill them without lifting the FoW.

So there are trade-offs to everything. I prefer procedural maps and their replayability because they also tend to be more challenging when you don't always know where the enemy is going to be.
 

MacroNova

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While I agree that the handmade maps had character, they also became repetitious and predictable and tanked replay value. The only way a game company could avoid that is either spending way too many resources creating maps or resorting to procedural mapping. I got to the point on XCOM 1 where I knew where pods would spawn and I could just fire a rocket and kill them without lifting the FoW.

So there are trade-offs to everything. I prefer procedural maps and their replayability because they also tend to be more challenging when you don't always know where the enemy is going to be.

This has been discussed a lot in the XCOM community. First off, Long War randomized where the pods spawned which helped with this problem a ton.

Second, many of us think that there wasn't enough variety in how the prodecurally generated maps felt. There were no distinctive buildings (except the church), no interesting LOS obstacles, no open spaces. Just lots of littler buildings with lots of windows, and lots of streets with lots of little cover objects. If you're going to play a bunch of XCOM and you want as many distinctive map experiences as possible, a lot of us would argue you get that more with XCOM 1 than 2.
 

gavicola

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This has been discussed a lot in the XCOM community. First off, Long War randomized where the pods spawned which helped with this problem a ton.

Second, many of us think that there wasn't enough variety in how the prodecurally generated maps felt. There were no distinctive buildings (except the church), no interesting LOS obstacles, no open spaces. Just lots of littler buildings with lots of windows, and lots of streets with lots of little cover objects. If you're going to play a bunch of XCOM and you want as many distinctive map experiences as possible, a lot of us would argue you get that more with XCOM 1 than 2.

I think XCOM1 was better than XCOM2, but neither really were that captivating without their longwar mods.

Longwar 2 > Longwar 1 in my opinion. I just dont get sick of playing longwar 2. Its got an interesting strategic layer. The missions are varied and can be extremely tough. THere is a lot of variety. Just a great mod to a good game.

Also, i have to say Beagle's Ironman Impossible Longwar 2 was my favorite of his runthroughs, but I guess that probably just my bias given that its my favorite version of XCOM.