Zero Company - Star Wars XCom

General Antony

Ahn'Qiraj Raider
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Off topic but seeing this come out made me dust off xcom2 and midnight suns which I probably bought on a sale and never played.
What is it about these games that they need to fill them with so much crap that prevents you playing the game? relations, base building, click through menu after menu, cut scene after cut scene, when all I want to do is get to the action?!

/rant

Do not pass go, do not collect $200. Go straight to jail and get this:
 

General Antony

Ahn'Qiraj Raider
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Its probably easier as long as you understand the mechanics on the strategy layer. The abilities can be much stronger or synergistic, I think they curated the xcom row a bit in more recent versions but you could get some cracked combos before.
 

Fight

Ahn'Qiraj Raider
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Patch fixed pretty much all my issues. Haven't crash, haven't had the game hang up, the graphics look better, and no hitching. Game is great now.
 

Raes

Vyemm Raider
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mando.png
 
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mkopec

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So just finished this one up. Its pretty good but its no xcom. I would give it 7/10. Pacing was good, story was good, music was good, the star wars sounds were great. The companionship system was cool and lead to some nice upgrades.

Now to the negs...

The combat, while cool and all needed more "tactical" shit going on. There was not enough of it. The classes I tried all played the same almost. Shoot or melee, then over watch if possible. The Jedi and mando were the only ones that played different, they needed way more of this, not only for combat variability but also replay ability.

Needed more weapon and mod options. This would have helped. Like for example the trooper dude you did a few missions with, why cant I have the nade launcher? Why cant I use dual wield blaster pistols?

You never got enough cash to make any meaningful purchases, from the black market or your upgrades. You were always broke, or at least I was. Why cant I grind some missions for cash to make more purchases? It was all on a timer and pretty much could only do one generic mission before the story one would kick in next. Also, you never got a chance to use any of the other dudes you had because you always wanted to bring your A gamers. Having a bit of optional grind in there would have made this more possible. Like evryone else mentioned here, yeah having an option to send 6 would have been nice even if they spiked the difficulty and added more mobs to missions. Like I would have brought the droid to a few to check him out. But with only 4 possible slots, why would you bring him?

I ended the campaign with a ton of un-purchased stuff. This does not sound balanced to me. I dont think you should have everything maxxed by that point, but definitely more than I had.

Which brings me to the other point, the black market was a dud. I mean, I did not have it fully upgraded, but from what I saw was mostly all shit and expensive as fuck. Im not spending an entore missions profits or even 2 missions profits for some gadget that gives you fuck all. I did use the ones that were given to you through the campaign but only purchased like 2-3 items in total. Thats how shit they were.

But yeah, a solid game, aside my gripes it played well and I enjoyed it. It just left me wanting more from the game and the combat.
 
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Talenvor

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I’m not that far into the game, think cycle 12?, but I had the same issue/question about money. I’m always broke and have just enough to do the next den upgrade. I can’t really afford to splurge on the black market items. I’m running as many optional operations as I can between the timed required story missions. Is there not a way to just grind credits or anything? I really hate when games push timers that rush playthroughs.
 
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mkopec

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I’m not that far into the game, think cycle 12?, but I had the same issue/question about money. I’m always broke and have just enough to do the next den upgrade. I can’t really afford to splurge on the black market items. I’m running as many optional operations as I can between the timed required story missions. Is there not a way to just grind credits or anything? I really hate when games push timers that rush playthroughs.
Yep, they have like 3-5 missions to run every cycle, but yet you do one and are forced to do the story one next. They prob did this for the 'replayability" but from what I saw of this game I dont see how I would play it different next time, so why replay it anyway?
 
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Raes

Vyemm Raider
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So just finished this one up. Its pretty good but its no xcom. I would give it 7/10. Pacing was good, story was good, music was good, the star wars sounds were great. The companionship system was cool and lead to some nice upgrades.

Now to the negs...

The combat, while cool and all needed more "tactical" shit going on. There was not enough of it. The classes I tried all played the same almost. Shoot or melee, then over watch if possible. The Jedi and mando were the only ones that played different, they needed way more of this, not only for combat variability but also replay ability.

Needed more weapon and mod options. This would have helped. Like for example the trooper dude you did a few missions with, why cant I have the nade launcher? Why cant I use dual wield blaster pistols?

You never got enough cash to make any meaningful purchases, from the black market or your upgrades. You were always broke, or at least I was. Why cant I grind some missions for cash to make more purchases? It was all on a timer and pretty much could only do one generic mission before the story one would kick in next. Also, you never got a chance to use any of the other dudes you had because you always wanted to bring your A gamers. Having a bit of optional grind in there would have made this more possible. Like evryone else mentioned here, yeah having an option to send 6 would have been nice even if they spiked the difficulty and added more mobs to missions. Like I would have brought the droid to a few to check him out. But with only 4 possible slots, why would you bring him?

I ended the campaign with a ton of un-purchased stuff. This does not sound balanced to me. I dont think you should have everything maxxed by that point, but definitely more than I had.

Which brings me to the other point, the black market was a dud. I mean, I did not have it fully upgraded, but from what I saw was mostly all shit and expensive as fuck. Im not spending an entore missions profits or even 2 missions profits for some gadget that gives you fuck all. I did use the ones that were given to you through the campaign but only purchased like 2-3 items in total. Thats how shit they were.

But yeah, a solid game, aside my gripes it played well and I enjoyed it. It just left me wanting more from the game and the combat.

Most of your complaints have been fixed by mods, but should have been in the base game. Tactical maps need to be bigger, bigger squad, more enemies. Even then, combat as you said is pretty basic.

The Black Market is crap, and even if you buy the "better items" upgrades, it doesn't actually kick in until around cycle 30. I've done like 8 runs now, on one of em I was using a basic fucking medpac until cycle 34. It seems like they wanted this RNG to add replayability, but it just makes some runs suck in stupid ways. And the ability to add utility/weapon mod slots seems to be placed kinda arbitrarily. One reason I would remove Den Levels.

Leveling through Bond xp is retarded.

I think the lack of credits (and some other things) is due to content being cut. Feels like the game was originally slated for 50 or 60 cycles, until they ran out of money.

The game kinda feels like a TBS entry level game for SW fans. In that it succeeds, I think.

I've been running modded after my first 3 playthroughs. I have a six man squad, dual pistols, and the grenade launcher/repeater/longarm. Dual pistols makes Cly even more OP.
 

mkopec

<Gold Donor>
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Most of your complaints have been fixed by mods, but should have been in the base game. Tactical maps need to be bigger, bigger squad, more enemies. Even then, combat as you said is pretty basic.

The Black Market is crap, and even if you buy the "better items" upgrades, it doesn't actually kick in until around cycle 30. I've done like 8 runs now, on one of em I was using a basic fucking medpac until cycle 34. It seems like they wanted this RNG to add replayability, but it just makes some runs suck in stupid ways. And the ability to add utility/weapon mod slots seems to be placed kinda arbitrarily. One reason I would remove Den Levels.

Leveling through Bond xp is retarded.

I think the lack of credits (and some other things) is due to content being cut. Feels like the game was originally slated for 50 or 60 cycles, until they ran out of money.

The game kinda feels like a TBS entry level game for SW fans. In that it succeeds, I think.

I've been running modded after my first 3 playthroughs. I have a six man squad, dual pistols, and the grenade launcher/repeater/longarm. Dual pistols makes Cly even more OP.
Waht are these mods and where can I get them? I would def do another play if I could do more shit with squad and combat.
 

Talenvor

Molten Core Raider
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PS5 needs to have mods become a standardized option. Only thing that really sucks vs PC gaming for me personally.
 
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Cybsled

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Like for example the trooper dude you did a few missions with, why cant I have the nade launcher? Why cant I use dual wield blaster pistols?

You actually do get the nade launcher option that one Clone trooper had if you do all of Trick's missions. He comes back in the Recon armor and has a special gun you can't mod, but it's a sniper/nade launcher/repeater all in one.
 

Raes

Vyemm Raider
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You actually do get the nade launcher option that one Clone trooper had if you do all of Trick's missions. He comes back in the Recon armor and has a special gun you can't mod, but it's a sniper/nade launcher/repeater all in one.

You don't have to do any of his missions, just maybe the Rex/Baker mission. He just has to not be dead.
 
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goishen

Macho Ma'am
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I was playing under the delusion that "increases the Operator's First Movement by x" referred to Movement taken in the first turn.

I was just like, "Man, they are really shoving this whole first turn thing a little far, aren't they?"
 
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Fight

Ahn'Qiraj Raider
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So just finished this one up. Its pretty good but its no xcom. I would give it 7/10. Pacing was good, story was good, music was good, the star wars sounds were great. The companionship system was cool and lead to some nice upgrades.

Now to the negs...

The combat, while cool and all needed more "tactical" shit going on. There was not enough of it. The classes I tried all played the same almost. Shoot or melee, then over watch if possible. The Jedi and mando were the only ones that played different, they needed way more of this, not only for combat variability but also replay ability.

Needed more weapon and mod options. This would have helped. Like for example the trooper dude you did a few missions with, why cant I have the nade launcher? Why cant I use dual wield blaster pistols?

You never got enough cash to make any meaningful purchases, from the black market or your upgrades. You were always broke, or at least I was. Why cant I grind some missions for cash to make more purchases? It was all on a timer and pretty much could only do one generic mission before the story one would kick in next. Also, you never got a chance to use any of the other dudes you had because you always wanted to bring your A gamers. Having a bit of optional grind in there would have made this more possible. Like evryone else mentioned here, yeah having an option to send 6 would have been nice even if they spiked the difficulty and added more mobs to missions. Like I would have brought the droid to a few to check him out. But with only 4 possible slots, why would you bring him?

I ended the campaign with a ton of un-purchased stuff. This does not sound balanced to me. I dont think you should have everything maxxed by that point, but definitely more than I had.

Which brings me to the other point, the black market was a dud. I mean, I did not have it fully upgraded, but from what I saw was mostly all shit and expensive as fuck. Im not spending an entore missions profits or even 2 missions profits for some gadget that gives you fuck all. I did use the ones that were given to you through the campaign but only purchased like 2-3 items in total. Thats how shit they were.

But yeah, a solid game, aside my gripes it played well and I enjoyed it. It just left me wanting more from the game and the combat.
I agree. It is a totally solid game, 7/10 worth the purchase. It never disappointed me, it just lacked in a few areas.

1. Economy: The economy was a bit broken. You never earn enough credits to do a lot of the things you want to do. The Black Market just seems like a pretty big miss. There are entire branches of the base upgrades that are pointless (Crew Quarters, Med Bays, etc). You basically have to pick if you want to invest credits into Base/Team/Weapons/Black Market and just maximize that area while ignoring the others.

2. Operator's: You find your core group and you just use them. Why would anyone ever expand up to the 20 operator max, or buy more than a few extra's? It's just a waste of resources and spreads your Bond points around too much.

3. Cly: She is too good. The whole team just revolves around generating Advantage Points for Cly and her shocking groups of enemy's for the win. Then you end up with all 4 of your operators running the Scout 2ndary class, which limits variety of gameplay even more.

4. Loadouts: There are entire lines of utilities and equipment that kill droids, but then you go on a mission where there are no droids. There needs to be more flexibility with equipment before/after you launch a mission. But at the end of they day, it doesn't really matter, because Cly just kills everything.

5. Influence and Operations: The zones of influence aren't balanced very well. There should be a very appealing reward at the end of every tier 3 influence zone... and there just aren't. These systems are meant for min-max'ing, because that is fun, but what I realized at the end was that all my min-max'ing was largely meaningless.

6. Classes: I think the best way to balance the classes is to give each one of them a powerful and unique buff that the whole squad benefits from. A lot of this is balance issues. Make the game hard, and give the players powerful abilities to combat it. Some idea's:
  • Sharpshooter has an aura that increases hit chance from range and decreases chance to miss targets behind cover.
  • Heavy gives the group an armor buff and extra chance to shrug off Melee debuff effects.
  • Gunslinger has a chance to proc extra attack's.
  • Medic has an Innate Moral boost buff.
  • Assault has +crit chance and proc wildfire that can deal splash damage to enemies adjacent or behind your target.
  • Scoundrel has a chance for +Action Points proc anytime you do an action/attack.
  • Scout has a chance for +Advantage Points proc anytime you do an action/attack.
  • Soldier gives the squad additional Utility item uses and an extra Weapon Mod slots.
  • Droid gives the ability to replenish used utility or once per mission abilities every so many turns.
  • Jedi options to increase group Regen each turn, or Dodge chance, or Movement.
Each class has so many abilities, but you don't end up using them because they simply aren't the most power option (buff Cly...), so you level them up and still never get used because they are not optimal. Instead, give every class something innate, unique, powerful, and have the entire squad benefit from it. Then i don't think you even need the 2ndary class band-aid. Also, give an option for a base upgrade that scouts your missions ahead of time and you can pick which classes you want for the mission ahead of time that is most suited for the mission.

Overall, the base game feels like a Blizzard game from 1998-2002. Solid base game, but requires the expansion to flesh out the full experience. Fill in gaps, correct broken systems, and add more content. They have a winner here, I just hope its not one and done.
 
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Raes

Vyemm Raider
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The problem is it's the packaging that makes the game "decent". Take away the Star Wars IP, the voice acting, the snazzy UE graphics and animations, and what's left? An indie game that no one would have noticed. The actual game, both the base building, and the tactical missions, just fall short when compared to X-com, Gears Tactics, Phoenix Point, etc.

I'm about to dive into Cyberknights: Flashpoint, which seems to have the opposite problem. Much deeper gameplay, but low budget presentation. Wish more games had both.
 

Gavinmad

Mr. Poopybutthole
46,514
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The problem is it's the packaging that makes the game "decent". Take away the Star Wars IP, the voice acting, the snazzy UE graphics and animations, and what's left? An indie game that no one would have noticed. The actual game, both the base building, and the tactical missions, just fall short when compared to X-com, Gears Tactics, Phoenix Point, etc.

I'm about to dive into Cyberknights: Flashpoint, which seems to have the opposite problem. Much deeper gameplay, but low budget presentation. Wish more games had both.
The Trese brothers have never disappointed me and I think their graphics are charming.