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#Xcom 2 pc interface bug how to
Some of these aliens are absolutely vicious, and the AI usually knows how to use them effectively, especially on higher difficulty settings. But considering what they’re up against, they don’t feel overpowered. Augmenting those abilities with weapon upgrades is also excellent: I combined a Sharpshooter’s Killzone skill with a high-capacity ammo mod, which lets him take up to an incredible six reaction shots in one turn.
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The Specialist’s remote hacking and healing abilities, for instance, sets them completely apart and introduces some interesting risk-reward opportunities, especially against robotic enemies. XCOM’s easy to understand two-move-per-turn system returns, and while these five soldier classes may be similar in theme to their Enemy Unknown counterparts, they play very differently thanks to new and diverse ability sets. That’s fantastic, because not only is the AI displaying a rare will to survive, it gives you another thing to think about when engaging: leave no survivors, or the next fight might be harder. I can’t say I ever had a mission where I lost because the map wasn’t fairly laid out (though I definitely had some tough-to-cross stretches thanks to my use of explosives).Ībove: We play two missions with Firaxis.Plus, when you take out two of the three aliens in a group, the last one is sometimes smart enough to retreat and group up with another nearby group. Some missions have turn timers that force you to make risky moves, or to make a hasty retreat. Without knowing ahead of time where an objective will be or the location of the enemy, you’ll attack and defend, extract or kill VIPs, and blow things up. The same goes for the high-quality procedurally generated maps, and a good variety of mission types. Will you get incendiary grenades, which are great for disabling enemy special abilities and inflicting damage over time? Or poison rounds, which impair accuracy while also dealing steady damage? Or trace rounds, which increase accuracy on top of their other upgrades? You can’t count on anything, but you will get something, and having to adapt to make use of what’s available is a constant challenge. I have a GTX 5-something.“Likewise, every time through the 20 to 30-hour campaign you’ll see a random assortment of weapon modifications, soldier stat boosts, special ammo and grenade types, psionic powers, bonuses for covering continents with your resistance network, and more. Same, I have had no problems, and also using a gamepad.
#Xcom 2 pc interface bug drivers
With how popular it seems to be, I doubt it'll take long before new drivers and patches fix things up. Shame to hear that the game hasn't been properly optimized across the board though. Runs smooth as butter for me, and outside of the limited and wonky looking animations and clipping errors, it's pretty too. I'm running a 5870 in my system, which was pretty much the gold standard DX11 card for over a year when DX11 first got introduced, and pretty much all games seem to get optimized pretty well for it. I'm using a gamepad though, because it seems to me like much of your problems are related to how the mouse input is too jittery for how the game adapts the environments relative to the cursor's position in the environments.Īs for the graphical bugs, could be any number of things, but most certainly lacking optimization for your specific hardware. Again I dont think this is a bug, but just a limitation on how many animations they 20 hours of play, I had none of that. So they just clip through it like nothing happened. One thing that also bothers me, but I think is just part of the game is how soldiers and enemies will do their normal shot animation when there is a wall or other structure in their face. The roof one is annoying since I cant see what's going on even though I purposefully put a soldier inside the building at that spot so I can see what the enemy is doing (i.e. There are a few others, but those are the ones I've run into the most often. I've still had the roof issue a few times since then.
#Xcom 2 pc interface bug Patch
On the 10/11 patch notes it says Various visibility/hiding optimizations. The camera follows them as if they are moving, giving me their location, but I cant see the enemy models until the end of their turn. Sometimes it hard to tell also if enemies are being rendered correctly when they move during their turn or if my soldiers just cant see them. right where enemy is) that should make the roof transparent and the inside of the building is visible. Roofs of buildings changing from transparent to solid during animations very rapidly, this occurs even if I have soldiers in the area (i.e. Has anyone else been experiencing some weird graphical bugs on PC?Įxamples include, thin man model cycling from upright to on its side (entire model is horizontal to ground) during its shot animation.