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Author Topic: X-Com Chimera Squad  (Read 733640 times)

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4050 on: February 06, 2016, 03:17:14 am »

Spoiler: lol, operation name. (click to show/hide)

Edit:  gonna have to take the easy mission this time - 1 sharpshooter and 3 rookies is all I have to send, infirmary is busy as.
« Last Edit: February 06, 2016, 03:21:46 am by Darkening Kaos »
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4051 on: February 06, 2016, 03:19:41 am »

So I spent some time messing with the character creator today and came up with the following soldiers that I would gladly lead into battle:

Samus Aran, from Metroid.
A guy named Spehss "Ultra" Mahreen.
a certain skeleton from a certain indie game
And last but not least, the Mario brothers. Also made an anthropomorphized Bowser to serve as a Dark VIP, just for gits and shiggles.

Each of them have bios written up as well. I might just be spending more time here than in the game proper :P
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Aseaheru

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4052 on: February 06, 2016, 03:24:21 am »

 Fraxis really missed the boat with that. Some sorta standalone character creator would have undoubtedly boosted their sales.
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4053 on: February 06, 2016, 03:34:51 am »

Just had another impossible mission lol

Get dropped down. 8 turns to get to intel across the map. First move immediately breaks concealment because we're surrounded. Get shot up on 3 sides INCLUDING 4 turrets, 2 snakes, a bunch of ADVENT, and a codex teleporting around that used the ammo draining psyonic power on 3 of my guys. Also there was an ADVENT infantry drop mid battle.

Managed to survive and forced to EVAC with no chance to get to the objective in time. I got out with 5 wounded, 3 gravely, no losses.

Sometimes the RNG just screws you long and hard.

Aseaheru

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4054 on: February 06, 2016, 03:36:47 am »

That sounds like you A) have a mole, or B) they learned how to look up hen they hear the dropship.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4055 on: February 06, 2016, 03:40:08 am »

I'm curious if failing a mission is as bad in this as it was in EU.  In EU on impossible fleeing a single abduction mission could doom the whole run even if no one got so much as shot at.

I know you can definitely fail to stop dark events and be fine (for some definition of fine).  Guerilla missions seem less so.  Not sure what happens if you fail a retaliation strike, because I always bring my A game to those.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4056 on: February 06, 2016, 03:51:32 am »

I'm curious if failing a mission is as bad in this as it was in EU.  In EU on impossible fleeing a single abduction mission could doom the whole run even if no one got so much as shot at.

I know you can definitely fail to stop dark events and be fine (for some definition of fine).  Guerilla missions seem less so.  Not sure what happens if you fail a retaliation strike, because I always bring my A game to those.

It is by far the least harmful to lose missions... in that except for SOME missions (and which ones they are is obvious) there is no penalty for leaving missions except... failing them.

And even the ones that you CAN fail have obvious penalties but they are not enhanced by difficulty.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4057 on: February 06, 2016, 04:04:12 am »

Just had another impossible mission lol

Get dropped down. 8 turns to get to intel across the map. First move immediately breaks concealment because we're surrounded. Get shot up on 3 sides INCLUDING 4 turrets, 2 snakes, a bunch of ADVENT, and a codex teleporting around that used the ammo draining psyonic power on 3 of my guys. Also there was an ADVENT infantry drop mid battle.

Managed to survive and forced to EVAC with no chance to get to the objective in time. I got out with 5 wounded, 3 gravely, no losses.

Sometimes the RNG just screws you long and hard.
Heh, I pretty much just had that happen. I had a nasty 8 turn mission, I set up an ambush on a muton and his sectoid buddies. Launched a gas grenade, and I guess my some quirk of the AI not wanting to take cover in gas, he stood in the open and didn't move, so he didn't trigger my overwatch. Another pod of enemies rolled up, and I even after they took position still 2 of my soldiers looking at the muton never even activated their overwatch. Next turn, four soldiers shoot at that muton, and they ALL MISS. FLANKING. Then the next turn, MECs and SNECKS all show up like, "Hey, why are you picking on this poor defenseless muton?"
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RAM

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4058 on: February 06, 2016, 04:22:48 am »

Btw Xenonauts 2. has been announced but it will be 3D [Unity3D].  ::) :-\ F*ck that!
Unity worries me, it sounds as though they have pretty much given up on destructible buildings. But who knows, maybe they can pull off something wonderful, the engine does have physics, in theory, theoretical physics? But it really doesn't sound like they are ripping off X-com: Apocalypse, which seems sad to me. Why so many attempts to recreate the legendary game that is already loved by all just the way it is when its good-but-could-have-been-so-much-more sequel is just sitting there waiting for the clones to spring forth?
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4059 on: February 06, 2016, 04:50:25 am »

First base defense. Currently fighting the tailback of an entire berserker football team, as well as their stun lancer buddies.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4060 on: February 06, 2016, 05:00:01 am »

I'm curious if failing a mission is as bad in this as it was in EU.  In EU on impossible fleeing a single abduction mission could doom the whole run even if no one got so much as shot at.

I know you can definitely fail to stop dark events and be fine (for some definition of fine).  Guerilla missions seem less so.  Not sure what happens if you fail a retaliation strike, because I always bring my A game to those.

It is by far the least harmful to lose missions... in that except for SOME missions (and which ones they are is obvious) there is no penalty for leaving missions except... failing them.

And even the ones that you CAN fail have obvious penalties but they are not enhanced by difficulty.

I am 60% sure that failing resistance missions (such as convoy raids) will cause you to lose contact with a region.  Not sure what ignoring them does.

While we're discussing gameplay mechanics, anyone know if the rapid construction scanning bonus improves excavation and by how much?  I'd really like to build my new power generator onto of that power coil...

Edit: Can confirm that it does both excavation and construction, by about 2x.  So that's pretty handy...
« Last Edit: February 06, 2016, 05:15:16 am by EnigmaticHat »
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4061 on: February 06, 2016, 05:02:29 am »

Okay, the Black Market is pretty cool. Nothing like halving the research times for (what I assume are) your next tier of weapons and armor!

Plus they paid I think double what they normally would for my Advent trooper and stun lancer corpses, which were mostly just taking up space.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4062 on: February 06, 2016, 05:45:21 am »

Also Firaxis get off your butt and fix the game for all the people who can't play!

I actually feel guilty enjoying it.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4063 on: February 06, 2016, 05:51:29 am »

JUST LOST SECOND RUN ON COMMANDER DIFFICULTY

I THOUGHT THIS GAME WOULD BE EASIER

I WAS WRONG

SO WRONG

Calmer edit: also it was my fault.  Lot of little mistakes on the same mission.  Triggered two packs when I didn't have to, split damage between multiple enemies, decided to attempt to complete objective when it should have been obvious the danger was too great.
« Last Edit: February 06, 2016, 05:55:19 am by EnigmaticHat »
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

~Neri

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4064 on: February 06, 2016, 06:15:29 am »

Flashbangs are amazing. Always bring two on any given mission. Especially when you start to encounter Codexes. They lockdown all their abilities and basically turn them into high health advent troopers until disorientation wears off.
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