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Author Topic: X-Com Chimera Squad  (Read 733593 times)

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4245 on: February 07, 2016, 07:28:42 pm »

Melee is a bit useless as you get higher up, the damage is proportional in the early game but its damage just doesn't scale with the higher tiers and particularly skills you can get for shotguns.
It'd be nice if they made swords ignore armor (for some reason) or inflict bleed / rupture.

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4246 on: February 07, 2016, 07:29:46 pm »

The better swords don't do much more damage.

Alson this might be a bug: I can keep on training my psi ops, I think they'll soon have all the skills.

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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4247 on: February 07, 2016, 07:32:08 pm »

The better swords don't do much more damage.

Alson this might be a bug: I can keep on training my psi ops, I think they'll soon have all the skills.
It's intended I think. It's why they're by far the strongest class. It's just RNG what they get and it can take quite awhile for them to be useful but once they have their skills they're so strong.

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4248 on: February 07, 2016, 07:35:04 pm »

So early on one of my best heavies got mindjacked and killed one of my other soldiers. She would go on to become X-Com's best so far, a Lieutenant.

Except....except she, and her entire squad just hit Code Black. Because blood never dies. Never.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4249 on: February 07, 2016, 07:40:26 pm »

Also this might be a bug: I can keep on training my psi ops, I think they'll soon have all the skills.
Nope its intended. Psi-ops, like wizards, get better by studying things in a giant tower helicarrier instead of having to shoot things in their face-equivalent.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4250 on: February 07, 2016, 07:44:14 pm »

I got my raiden guy in a mission.  Even though it's not the best way to do him I'm having him go pure blademaster.  He also got hail of bullets as his AC ability which is pretty sweet on the shotgun.

I'm kind of feeling that +2 damage on melee attacks.  He has 9-11 damage on the arc blade which is enough to one-shot most of the kinds of enemies I'm fighting at this stage.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4251 on: February 07, 2016, 07:45:32 pm »

I got my raiden guy in a mission.  Even though it's not the best way to do him I'm having him go pure blademaster.  He also got hail of bullets as his AC ability which is pretty sweet on the shotgun.

I'm kind of feeling that +2 damage on melee attacks.  He has 9-11 damage on the arc blade which is enough to one-shot most of the kinds of enemies I'm fighting at this stage.
Oh my god getting hail of bullets on shotgun. =O

Kruniac

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4252 on: February 07, 2016, 07:48:58 pm »

Well, that game is done. Pretty good.

Checked into mods after I beat it - they have a disable timers mod, so no problems with the timers.

Psionics is just imbalanced. I ran around with three psychics, two rangers, and a specialist (Healing). Gross.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4253 on: February 07, 2016, 07:54:40 pm »

Well, then they WILL learn everything. Though I already got some rookies to take their place once they finish. Or die. Though I haven't lost someone for a while now.

If a shaken soldier gets hurt on their next mission, will they ever be able to recover? Or should I just send them to genetherapy defend one of the havens? I think I made it through a mission with her, but I am not sure if she got a kill.
I had others, of course, but I managed to get them back up. Or they died.

Those that are already at colonel, can they get their out of class ability somehow? Or are they screwed and will be inferior to those that come later.

I also got hail of bullets on a sniper rifle, but I think it doesn't work with squadsight
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4254 on: February 07, 2016, 08:06:23 pm »

If they fail to unshake the first time due to getting hit (and didn't panic-death or get mind controlled by a sectoid), then they'll probably survive a second attempt at being un-shaken. Probably.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4255 on: February 07, 2016, 08:17:05 pm »

I got my raiden guy in a mission.  Even though it's not the best way to do him I'm having him go pure blademaster.  He also got hail of bullets as his AC ability which is pretty sweet on the shotgun.

I'm kind of feeling that +2 damage on melee attacks.  He has 9-11 damage on the arc blade which is enough to one-shot most of the kinds of enemies I'm fighting at this stage.
Oh my god getting hail of bullets on shotgun. =O

That and immunity to overwatch, I dunno if I'll be able to go back to Coyote Fugly, my original ranger who's laid up right now.  He can just run into overwatch range, pop the dude, and let his teammates move in behind him.
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miljan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4256 on: February 07, 2016, 08:17:52 pm »

I am surprised that the game is getting mixed reviews, got impression the game is good after watching TB video.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4257 on: February 07, 2016, 08:19:01 pm »

Well, then they WILL learn everything. Though I already got some rookies to take their place once they finish. Or die. Though I haven't lost someone for a while now.

If a shaken soldier gets hurt on their next mission, will they ever be able to recover? Or should I just send them to genetherapy defend one of the havens? I think I made it through a mission with her, but I am not sure if she got a kill.
I had others, of course, but I managed to get them back up. Or they died.

Those that are already at colonel, can they get their out of class ability somehow? Or are they screwed and will be inferior to those that come later.

I also got hail of bullets on a sniper rifle, but I think it doesn't work with squadsight
You can give the mindshield to shaken people so they don't panic or get psi attacked. Other than that just keep them away from trouble. There's actually a benefit to it I think as the description says when you cure they they get MORE will.

As for that other question, I think they are boned.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4258 on: February 07, 2016, 08:21:51 pm »

I think the cross-class ability will be granted at the end of their first battle post AWC if they're already high enough level.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4259 on: February 07, 2016, 08:31:13 pm »

I am surprised that the game is getting mixed reviews, got impression the game is good after watching TB video.
My opinion?

Its really, really good.  Its more dynamic than before, the strategic game actually has meaningful decisions and plays out differently with each playthrough.  All the classes are beefed up (this game makes me excited about supports).  Stealth is... secondary, sure, but it adds an element of control to when you trigger pods and that's always a good thing.  Visually its got this cool style that mixes several genres of sci-fi.  Its more difficult than before but you the player have more control.  Overall it feels like they took what they were trying to do with EU and made a much more polished product.

But, its also flawed.  The mission timers are too low (you have about 3 turns to fuck around and you have to spend the rest literally dashing towards the objective, that's one turn to deal with each pod sometimes).  The timers can result in good,intense missions sometimes but then you get an unlucky level setup and its like WTF game.  I can't contribute much to this conversation yet but the consensus seems to be classes aren't balanced and lategame isn't balanced either.  Load times are bad and, oddly, the performance in the "ant farm" strategic view seems worse than the performance in the battles.  Overall its like Witcher 2 or Empire Total War; it can theoretically look miles better than the previous game but there isn't a PC on earth that can run it at max settings.  The graphical *style* is better tho even if it has technical issues.

So, in short?  Better than EU.  Lord knows EU was a flawed gem from the start, and this apparently makes modding so easy you can tweak the relevant values yourself.  Also less brutal line of sight and pod pathing glitches.
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