XCOM 2
Odd S9: Season 9 Gameplay Collection
Archmage MC 27 Dec, 2024 @ 12:30am
This isn't a very fun modlist.
There are quite a few problems with this modlist, the biggest just being how underpowred XCOM is with buffed aliens.

Too many classes with most of them being hot garbage with Amalgmiation making them even worse. You'll rarely get any good classes let alone class combos. This is the biggest problem with the mod by far and you'll be spending a lot of time in the GTS and a LOT, and I mean a LOT of supplies just adding and dismissing rookies until you get a class combo that can put out any reasonable amount of damage.

You have so few missions but have to have multiple squads up and you've gotta rush your weapons above everything. The problem is that mobs just greatly outscale what you can do since most classes are again, hot garbage.

The Corrupt XCOM 1 enemies hit way harder than they should when they appear in month 4. 7-9 with 90% base accuracy, and if your unit survives they leave a dot you can't remove that disables abilities. Oh, and they can fire on your turn as they get return fire for free, but with their 7-9 90% accuracy main weapon. Nothing like seeing a disoriented muton hitting a unit in high cover with smoke with 45% accuracy and oneshotting it.

Chosen are either a free kill, or you get unlucky and Warlock gets the agile trait and moves every time he takes damage, gets a debuff, or is suppressed. And once hes far away, his AI forces him to teleport, flank, and get a free kill. So very poor Chosen balance with their abilities.

First terror mission in month 1 is on the difficulty of a month 4 terror mission. Your stuck with 6 squaddies vs stun lancers, advent gunners/grenaders/engineers, a hostile sitrep, and the buffed Chosen. Its very easy to lose your whole squad here if you get unlucky through no fault of your own or have an entire restart because something like the point above happens.
Last edited by Archmage MC; 27 Dec, 2024 @ 12:35am
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Showing 1-10 of 10 comments
kmanno 2 Jan @ 9:33am 
I think the modlist is quite good as a base. Of course it can't be to everyone's taste as is and should be customized to your liking. Mods removed, added and configs modified. For example, more amalgamation classes can be added and then allowed combos adjusted in the ini. Then install pistol slot mod so the third specialization equipment can be used. Some think that makes it too easy. Maybe, but it's fun. The modlist w/o customizing is meant to be very hard. We should appreciate the work of building the modlist has been done and shared. Much easier to modify than build from scratch.
Exactly. It also doesnt help I don't want to buy the one DLC I didn't buy for it to stop crashing. I'm not paying $4.99 for some face paints and hats because someone wanted a very specific mod that makes no sense. I also think its unbalanced af. Its built to be random and hard, which I get, but a bad roll not on the battle field will kneecap an entire play through. It also only picks up some of the classes from Amalgamation and not the ones that kinda balance things out a bit. Its more frustrating than it is challenging. Good watching Odd play though it, but Strippen took the same list and added more of the classes and its still pretty ass to play. A 15 minute load time for a game is bad.
I will say that there does need to be a rework of the list. Because you shouldn't be facing even advanced stuff in the first three months. There should be a trigger for that. Like have to have magnetic weapons AND armor researched. Otherwise, only face standard enemies, even Exalt.
Jean 24 Jan @ 2:38pm 
skill issue
Exodus永 13 Mar @ 12:56pm 
severe skill issue
Dead 3 Apr @ 2:24pm 
Literally just don't get the mods you don't like and that's it. For example I didn't get proto armory because I already did a playthrough with it and found it annoying having to spend resources for each soldier. The modlist got me back to Xcom tho after a year of not playing it
maybe its supposed to be difficult, and it's not fun cause you need to think it through a lot more.
Saladin 15 May @ 11:28am 
I know this is an old post, but to the OP or anyone curious about this pack, I am running through the hardest difficulty right now (no ironman, I'm not that good) and with a bit of save scumming I am just barely keeping my head above water. Narrowly avoided an avatar progress defeat by a few days.

This mod is very very difficult but the key to doing better is that extraction is instant. So if you're ever in trouble, just bug out right away.

You don't fail the mission even if the description says "eliminate all hostiles." Unless that is actually the mission, like in a haven defense, all you need to do is accomplish the objective and then get out.

Half the new classes have absolutely absurd stealth abilities. And so the key to winning is saving your strong troops for missions where you need to kill things, and using stealth soldiers pretty much the entire rest of the time. I got through Black Site and a number of other difficult missions by saving my concealment right up until the final objective, and then bugging out either the same turn or the next one.

It's kind of like a real resistance. You are not going to beat the aliens, they are stronger than you. Do the mission, do some damage, get out.


Tl;dr use stealth, it's required
Uuqlele 16 Jun @ 10:00am 
I completely agree with the author of the post. The main problem is the garbage classes. Sure, you could call it a skill issue, but it’s really not. You *can* squeeze some value out of any class, but it’s just not fun - it’s constant suffering and leads to clunky, inelegant solutions.

Very often, a soldier’s role in combat gets blurred: they end up being a jack of all trades and, at the same time, useless at everything.

There’s also a problem with how quickly Advent’s strength scales, which forces you to rely on stealth far more often than the game was ever designed for - both mechanically and logically. A simple example: it’s impossible to hack a device or open a transport with a prisoner without triggering enemy activation if they’re nearby. Sure, you can always find a way to reposition, try to re-enter concealment somehow, but none of it is particularly fun, and it all falls apart with a single bad Advent turn.
Saladin 11 Jul @ 8:59am 
Just completed my legend campaign. After finishing, I have to say I can't really recommend this mod list as is.

I actually don't mind the classes or other gameplay changes. They're fine.

It's just the damn Requiem enemies.

They're completely unfun to fight, and are particularly obnoxious in this edition. Specifically things like the gunship mean you can shoot at it, it gets to do an action on your turn, which is wrath cannon, and because of spooky scary sectopods, it gets to shoot one action later. It does 20+ damage and usually kills even late game elite soldiers. Cool.

Towards the endgame, every. single. mission. has a Legate, an Altar, or a Mechapede. Sometimes more than one of them. These enemies are strong enough that, were the AI not completely stupid, they could wipe an entire squad by themselves in a single turn.

Worse still, they're not actually all that difficult. They all have silver bullet solutions so long as you bring a soldier with the right skills or gear (disable, banish, maim, sabot rounds, marauder, etc.). But they also require incredibly tedious setup to accomplish so you don't accidentally get your soldiers killed in your own turn.

Requiem is genuinely a terrible mod. It's the completely wrong approach to increasing difficulty in the game, which should be about tactical decisions and not just one approach solutions to ♥♥♥♥♥♥♥♥ enemies that will otherwise kill multiple soldiers.

An enemy should feel inherently dangerous based on how it works as a game piece. If you had to give them 80 health, 100 aim, inherent 50 crit, 500 will, immunity to stun, freeze, poison, fire, acid, disorientation, mind control, and panic, (on top of 3 ap and the ability to act during your turn), you have failed to make an interesting enemy.

It's like if the entire game was just alien rulers, but they don't go away after 30 dmg, and they're on *every* mission in the late stages.
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