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Author Topic: X-Com Chimera Squad  (Read 733472 times)

LoSboccacc

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4305 on: February 08, 2016, 05:08:23 am »

The previous installment also had that feature.

precisely why I was asking.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4306 on: February 08, 2016, 05:10:00 am »

That and enemies were tanky as shit and could soak up plenty of damage, while armor protected you some of the time. Maybe. If you were lucky, you'd just get a fatal wound and have a few turns to watch your guy bleed out.

For a bit... But as anyone who played multiplayer can tell you

Humans end up FAR outclassing the aliens.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4307 on: February 08, 2016, 05:15:31 am »

That and enemies were tanky as shit and could soak up plenty of damage, while armor protected you some of the time. Maybe. If you were lucky, you'd just get a fatal wound and have a few turns to watch your guy bleed out.

For a bit... But as anyone who played multiplayer can tell you

Humans end up FAR outclassing the aliens.
I think he's talking about oldcom. Which didn't have multiplayer IIRC.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4308 on: February 08, 2016, 05:17:09 am »

That and enemies were tanky as shit and could soak up plenty of damage, while armor protected you some of the time. Maybe. If you were lucky, you'd just get a fatal wound and have a few turns to watch your guy bleed out.

For a bit... But as anyone who played multiplayer can tell you

Humans end up FAR outclassing the aliens.
Except if the aliens are ethereals, and you don't have ethereals when you're playing a proper game.
Also, mechs outclass normal people. My favorite build in EW was the largest mech I can buy, and a squadsight sniper with the biggest gun I can buy. Alternatively, a assault with the chamoflage genemod and a sniper.

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4309 on: February 08, 2016, 05:38:05 am »

     Currently defending the ramp - Advent sent 3 Mk II mecs and an elite officer as reinforcements.  The officer died to overwatch.  On my turn, I haywired control of two of the mecs, shot the other one.  It is a good day to be a combat hacker.
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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...

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4310 on: February 08, 2016, 05:57:23 am »

When it first came out I played with three floaters and two heavy floaters.  That much bulk and firepower was too much for almost any team to handle, even the stupid supersoldier builds couldn't really do anything about it.  Five shots minimum to take them all out, plasma grenades, suppression on all of them, it wasn't fair.

Which is probably why they made floaters more expensive and killed that build.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4311 on: February 08, 2016, 05:59:52 am »

That and enemies were tanky as shit and could soak up plenty of damage, while armor protected you some of the time. Maybe. If you were lucky, you'd just get a fatal wound and have a few turns to watch your guy bleed out.

For a bit... But as anyone who played multiplayer can tell you

Humans end up FAR outclassing the aliens.
Except if the aliens are ethereals, and you don't have ethereals when you're playing a proper game.
Also, mechs outclass normal people. My favorite build in EW was the largest mech I can buy, and a squadsight sniper with the biggest gun I can buy. Alternatively, a assault with the chamoflage genemod and a sniper.

Naw you end up outclassing Etherials, but those are probably the toughest to outclass.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4312 on: February 08, 2016, 06:51:25 am »

    Just had the best bug - doing a VIP extraction and hacked a scanning tower gaining +33 crit chance for the whole squad for two turns.  It's lasted 6 turns so far.  Hope it hangs around until the team gets extracted in a few more turns.
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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...

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4313 on: February 08, 2016, 07:01:50 am »

So am I the only person not being butthurt about the turn limits? I think the evac missions fit the spirit of the game where you are doing commando raids as an underdog. Although I guess it would be nice to see other resistance operators now and then. You know, like mooks with AK's getting slaughtered by aliens in the convoy ambush things.

I think the campaign timer could be a bit longer tho.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4314 on: February 08, 2016, 07:07:02 am »

So am I the only person not being butthurt about the turn limits? I think the evac missions fit the spirit of the game where you are doing commando raids as an underdog. Although I guess it would be nice to see other resistance operators now and then. You know, like mooks with AK's getting slaughtered by aliens in the convoy ambush things.

I think the campaign timer could be a bit longer tho.

The campaign Timer is the one I am butt hurt about... It wouldn't be so bad if say "Turn back the avatar clock" was a possible mission reward outside blacksites.

But otherwise, I don't mind the timed missions. I usually do them with time to spare unless something seriously goes wrong.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4315 on: February 08, 2016, 07:42:46 am »

I haven't been having any trouble with the campaign timer.  I'm reasonably far in the game and it's still at 5. 

So I'm trying to figure something out.  The central avatar icon keeps gaining more squares.  Do those represent permanent progress, or are there facilities the game doesn't tell you about?  I keep getting opportunities to get leads on alien facilities but they're always too low chance to risk.

Also, game's becoming satisfyingly difficult.  Just had my first mission with Andromedons. 

There is so much fucking stuff in this game.  I can't wait for the inevitable long war mod, right now there's so much stuff that it's getting unnecessarily compressed.  Missions are just packed with so many fucked up enemies and gotcha moves that it's becoming hard not to lose people.

I lost one of my veterans, Roadrash the australian lesbian hacker.  Also Kathleen O'reilly, who wasn't really anybody but she's notable cause she got mind-controlled and my overwatching sniper popped her.  And my first psy trooper, Mi Hi Lee.  She got Null Lance as her second ability, so that death hurt.  Killed by andromedon poison grenade.

Also I seem to remember in the first xcom that your base health was tracked behind the armor health and if you only took armor health you wouldn't be laid up afterwards.  Is that still true?  The sheer volume of aoe and otherwise undodgeable attacks has gotten to the point it's almost impossible not to have half my team wounded at the end of a mission.
« Last Edit: February 08, 2016, 07:44:18 am by Cthulhu »
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4316 on: February 08, 2016, 07:46:56 am »

It is permanent progress SO TO SPEAK

Basically there are only so many blacksites in the world. Each time you do them the progress goes backwards... they do not "eventually rebuild them".
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4317 on: February 08, 2016, 08:02:46 am »

I've noticed that the damage type seems to matter? It seems like the guys who get burned always end up grievously injured, even if they suffer only a couple of points of damage. On Reddit they speculated the victim's willpower matters on recovery times, tho. Don't know if that is the case.

Anyway, I kind of like the fact guys get injured and get time in the hospital, since it gives me the chance to spread exp around more evenly.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4318 on: February 08, 2016, 08:27:40 am »

Argh, why can't you skulljack things you mind control? Or at least give up the mind control. That said, the codex just saved my butt by disabling a sectopods weapon. I even psi-inspired it to do that.
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Kruniac

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4319 on: February 08, 2016, 09:22:57 am »

So am I the only person not being butthurt about the turn limits? I think the evac missions fit the spirit of the game where you are doing commando raids as an underdog. Although I guess it would be nice to see other resistance operators now and then. You know, like mooks with AK's getting slaughtered by aliens in the convoy ambush things.

I think the campaign timer could be a bit longer tho.

The campaign Timer is the one I am butt hurt about... It wouldn't be so bad if say "Turn back the avatar clock" was a possible mission reward outside blacksites.

But otherwise, I don't mind the timed missions. I usually do them with time to spare unless something seriously goes wrong.

Yeah, the campaign timer is shit. I'm fairly certain there are guerilla warfare missions that turn back the clock, but since that is one reward out of MANY, I didn't hold my breath.

Ideally, I'd like to see a campaign pace more like the end of X-Com Apoc - you can strike at the Advent and gradually weaken them. I went on the "no going back" mission and was disappointed that it had no mechanical affect on the game.
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