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Author Topic: X-Com Chimera Squad  (Read 733604 times)

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4200 on: February 07, 2016, 02:13:52 am »

Are these cross-class abilities in addition to their normal selections, or do they replace a normal class ability?
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Star Wars: Age of Rebellion OOC Thread

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Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4201 on: February 07, 2016, 02:19:09 am »

Are these cross-class abilities in addition to their normal selections, or do they replace a normal class ability?
In addition.
There are also some none class tree perks you can get. I managed to get lightning reflexes on a specialist.
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4202 on: February 07, 2016, 02:35:19 am »

So far I'm about to start mission three and...

I think I need to up the difficulty honestly. I just had a mention go flawless, and found a Superior Stock (which, if it does what it says it does, is going to eat ADVENT troopers for breakfast, at least in the early game) and I'm concerned that it isn't challenging enough. I might bump up the difficulty, although I'm concerned about waiting: on one hand, doing a couple more missions to test things out seems wise, because literally the exact same thing happened in my first Classc EW run, and after like the third mission without even minor problems in a row, I suddenly got swamped and nearly lost my squad, and I started losing even really important people every mission; on the other, if the game is primarily harder in the early months, waiting to bump it up might give me too much of an advantage.

Wat do?
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The Age of Man is over. It is the Fire's turn now

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4203 on: February 07, 2016, 03:23:00 am »

Keep on it.  It's not like you'll die if you keep playing that save, the game's all about replayability.

There are tons and tons of surprise jump scare enemies that will make things harder going forward.
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Shoes...

Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4204 on: February 07, 2016, 03:42:52 am »

I'm glad I didn't go ironman on my first playthrough, some of the surprises have been rather brutal.

Aid protocol with the free overwatch upgrade is probably one of the best skills in the game. You get to use it AND still get an action, so its pretty much 1 attack, 1 overwatch and 30 defense.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4205 on: February 07, 2016, 04:23:04 am »

Welp, just lost a soldier to
Spoiler: mild surprise (click to show/hide)
So far Xcom is doing surprisingly decent despite the four man capture incident.  Just got a cross-class skill which causes the soldier to hunker down automatically if they don't attack.  Never seen it before, anyone know if firing a grenade launcher counts as an "attack"?  How about suppressing or overwatching?
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4206 on: February 07, 2016, 04:28:15 am »

Beat Legendary Ironman
Spoiler (click to show/hide)

What the fuck is that final mission.

Seriously what the fuck.

Who designed that shit. Is he psychotic?

I swear I killed more aliens in the final mission than in the last five of my previous missions combined. Thank god psychics and mimic grenades are so broken.

---------------------

Edit: Bonus pic of Bay12's Scriptwolf in the final mission:
Spoiler (click to show/hide)

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4207 on: February 07, 2016, 05:14:23 am »

OHHHH that is what we should TOTALLY do!

Make a collection of Bay12 people for X-com 2!

People can Download it and use it for their game.
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PanH

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4208 on: February 07, 2016, 06:31:32 am »

OMG, you already beat Legendary ? I'm pretty sure I would die at Commandeer.

@PanH
B-but the teaser video made it look so good!
They don't get cover (though yeah, there's a corresponding aim penalty for overwatch...  I assume it's still a little better?  I hope)
There's no aim penalty for overwatch out of concealment, but keeping a ranger for a slash attack or stuff like that is much more efficient I found.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4209 on: February 07, 2016, 06:52:44 am »

    @umiman: congrats.  What are you going to do now?
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4210 on: February 07, 2016, 08:05:51 am »

Mod and make it harder :P

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4211 on: February 07, 2016, 09:45:47 am »

So, is it just me, or is the game really short? Maybe it's just me being used to Long War, but it feels like this is supposed to be over or lost by the time you're halfway through EU.

Still on my Extra Long War campaign, to be fair--I'd have lost if I ignored the Doom metagame this much--but it still took so little time to hit top-tier everything that I didn't even have time to build a lab before I finished all of the research. Probably going to finish this off sooner rather than later, jump up to Legendary, and tweak the config files to make everything take longer.
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Retropunch

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4212 on: February 07, 2016, 11:54:46 am »

So, is it just me, or is the game really short? Maybe it's just me being used to Long War, but it feels like this is supposed to be over or lost by the time you're halfway through EU.

Still on my Extra Long War campaign, to be fair--I'd have lost if I ignored the Doom metagame this much--but it still took so little time to hit top-tier everything that I didn't even have time to build a lab before I finished all of the research. Probably going to finish this off sooner rather than later, jump up to Legendary, and tweak the config files to make everything take longer.

Unfortunately, I think the overall shortness might be the reason they gave the Long War guys early access to it to make their mod.

I'm enjoying it overall, although the difficulty seems rather variable (especially in the beginning) and I'm a bit tired of being led around so much rather than being allowed to do my own thing. I think this is going to be one of those things that improves greatly with an expansion and a few mods. The timer tinker mod (which adds a few turns onto all mission timers) I downloaded has already massively improved my experience as I was able to be more tactical and feel less like I just had to throw my troops into the grinder.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4213 on: February 07, 2016, 12:06:05 pm »

I might just give that mod a whirl, because I got very frustrated already.  I won everything (with 1 exception that I loaded from due to a bug, where I literally died to the timer) but I keep taking losses because the timers are so strict.  Gotta sprint into the dark sometimes, and I haven't yet memorized conditions where it's safe or necessary (some missions are really tight, and some are safe at the beginning).

Besides which, most of the timers are nonsense when the squad's infiltrated.  I *like* that response forces will cut off evac, but why the heck are we arriving at all these objectives just a couple minutes before they deactivate?  It's really forced at times.

I lost another mission last night but I was really sleepy, and also was completely unprepared for what happens when you brainjack.
Spoiler (click to show/hide)
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4214 on: February 07, 2016, 12:19:56 pm »

Theres also a new mod that might interest you guys: True Concealment. Its supposed to halt the timers until you get revealed, but also shortens them for some reason.
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