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Author Topic: X-Com Chimera Squad  (Read 733416 times)

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4380 on: February 08, 2016, 06:40:52 pm »

the TRUE thin men were future xcom all along
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Black lives matter.

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4381 on: February 08, 2016, 06:41:00 pm »

Where'd you get the men in black gear?
I don't know. They appeared when that guy showed up.

Cthulhu

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Re: X-Com 2: Enemy Known
« Reply #4382 on: February 08, 2016, 06:43:58 pm »

An ungifted collaborator ADVENT rookie snake-loving professor and pacifist was teaching a class on the Uber-Ethereal, known alien.

 "Before the class begins, you must get on your knees and worship the Uber-Ethereal and accept that he was the most highly-evolved being the galaxy has ever known, even greater than the Volunteer!“

 At this moment, a brave, patriotic, pro-xenocide Assault Colonel champion who had cleared 1500 terror missions and understood the necessity of the long war and fully supported all military decision made by X-Com stood up and held up an alloy cannon.

 "How old is this alloy cannon, pinhead?”

 The arrogant professor hissed like a Thin Man and smugly replied “4.6 billion years, you stupid human”

 "Wrong. It’s been 20 years since Raymond Shen created it. If it was 4.6 billion years old and aliens, as you say, are people… then they should have made it first."

 The professor was visibly shaken, and dropped his cyber-chalk and copy of Species of the Collective. He stormed out of the room crying those ADVENT crocodile tears. The same tears ADVENT cry for “Valhen's prisoners” (who today live in such luxury that most own human genes) when they jealously try to claw justly earned meld from the deserving squaddies. There is no doubt that at this point our professor, Ayy Lmao, wished he had pulled himself up by his bootstraps and become more than an alien-lover species traitor. He wished so much that he had a laser pistol to shoot himself from embarrassment, but he himself had helped the Ethereals confiscate them!

 The students applauded and all joined X-Com that day and accepted the Volunteer as their lord and savior. A MEC Trooper named “Close Combat Specialist” flew into the room and perched atop the X-Com Sigil and shed meld on the chalk. The Universal Declaration of Human Rights was read several times, and the Commander himself showed up and declared human monodominance across the Milky Way.

The professor lost his tenure and was fired the next day. He implanted by a stray Chryssalid and was burned to death by X-Com.

Vigilo Confido.
 p.s. There is no god but the Commander and Bradford is His prophet.

That Assault Colonel's name?  Albert Einstein.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4383 on: February 08, 2016, 06:45:01 pm »

I'm playing as MexCOM and got the All In 20% supply drop boost for North America.

On capture or kill missions is there any penalty for killing your target instead of capturing them?
If you kill them you don't get any Intel.

I'm thinking of not training any rangers on my new game, they are alright but the only real unique value they have is with conceal/phantom and they cost a lot to keep upgraded with the swords + shotguns. With some battle scanners and scanning protocol, you get plenty of scouting and with some luck someone may get phantom as a bonus skill.

I just give my rangers rifles and don't bother spending supplies on upgraded shotguns. The savings have been really nice so far.
You should. Once you get Superior Laser Sights and Talon Rounds on the Storm Gun you have a base 55% crit chance, and extra crit damage to boot. It's crazy even if you aren't lucky enough to have a Ranger with Shredder.

Oh, and hey, I just found a chest o' loot in a City Center. That's nice.
I looted one and couldn't tell that I actually got anything despite it saying I got something (can't recall exactly what, but it wasn't obvious).  Was it because I was on an evac mission?
Same on my end. I'm not sure if they actually give you anything (though I'm sure mods will fix it if they don't).

Got Vulture from the Guerrilla Tactics School (more loot from those who drop). I'm not impressed. Only about 10% of the enemies in any given mission seem to drop anything, and I'm not even sure the ability's working in the first place. Just killed a Viper, and she only dropped an Elerium Core: wouldn't Vulture increase drops to a minimum of two items per event?

Also, it seems engineers need some sort of protection when excavating around exposed power coils, according to Shen's off-hand comment. Is that true or is it just fluff?
It's worth. Most of the drops I get now are four-item ones. That said, I'm pretty sure there's a limit on how many drops you can get per mission (in the sense of how many enemies will drop stuff), capped at one. Might dig around in the config files to see if I can find that defined anywhere.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4384 on: February 08, 2016, 07:07:21 pm »

Ohh gawd!

I just realized...

Xcom 2 has one of the worst horror movie tropes in existence!

Spoiler (click to show/hide)
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4385 on: February 08, 2016, 07:17:12 pm »

I assume the explanation is the power of the psionic network, but... yeah.  I really did WTF hard when those arrived.
And again, Tygen didn't seem AT ALL surprised.
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IronyOwl

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4386 on: February 08, 2016, 07:28:35 pm »

Soooo....Vipers are complete bullshit. What other unit gets to move, tongue grab a target through 2 heavy cover walls, and damage-bind all in the same turn? Nothing, that's what.
Everything else seems to obey the same rules as your units; move and fire or something in 2 ticks. But Vipers? Nah brah.

Vipers are annoying in the early game, but have a low ceiling of difficulty. Bladestorm procs if they tongue you, which is hilarious, as the animation gets stuck.

I'm assuming the armor plate which does damage to melee attackers affects them, and as any damage to the snake will release the victim, it essentially counters them.

Now that I think about it, a stock should break the hold since it does damage on a miss. Get grabbed, shoot at viper with stock, do damage, have person released, person unloads point blank into the snake's face. GG.

Never had a problem with vipers. Having my entire team devoid of ammo at once (Codex) or having a few mechs Overwatch while an orb storms us, now that's pain.
Playing on Veteran, Vipers are really team-dependent on both sides. 2 damage is much better than a rifle to the chest, and it disables the Viper just like it does your guy. It tends to drag both of them out into the open, though, which means that either you shoot the flanked Viper and your guy goes about his business or the Viper's buddies shoot your flanked guy and then you don't have to worry about him being constricted any more.

The rest of their package helps make them obnoxious- poison spit AND Dodge AND tongue doesn't end their turn so if it fails hey just shoot them. But a Viper on her own is 2 damage on one guy and free flanking for everyone else, which isn't a bad deal if you're letting her take shots at you in the first place.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4387 on: February 08, 2016, 07:33:58 pm »

Will enemies attack the soldier who's being strangled?  I assumed they wouldn't...
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4388 on: February 08, 2016, 07:34:46 pm »

I haven't seen it happen.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4389 on: February 08, 2016, 07:36:46 pm »

Nope.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4390 on: February 08, 2016, 07:55:12 pm »

And again, Tygen didn't seem AT ALL surprised.

Nothing surprises Tygan.
Literally nothing. Dude takes any new SHOCKING REVELATION/TWIST and goes "How about that" at best. Most of the time he kind of acknowledges it and moves on. Did you see him during one of the first shadow chamber projects?
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4391 on: February 08, 2016, 08:09:25 pm »

Will enemies attack the soldier who's being strangled?  I assumed they wouldn't...

Yes.  Had a turret unload on a bound soldier; boy am I glad I had just gotten better armor.



Also, Vipers would be worse if a freed solider didn't get a full turn, like XCOM EW Seekers didn't let you have.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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IronyOwl

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4392 on: February 08, 2016, 10:17:12 pm »

Will enemies attack the soldier who's being strangled?  I assumed they wouldn't...

Yes.  Had a turret unload on a bound soldier; boy am I glad I had just gotten better armor.



Also, Vipers would be worse if a freed solider didn't get a full turn, like XCOM EW Seekers didn't let you have.
This on both counts, except the better armor didn't save her.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Kruniac

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4393 on: February 08, 2016, 10:33:00 pm »

Will enemies attack the soldier who's being strangled?  I assumed they wouldn't...

Yes. Advent melee dudes will poke you with their zappy sword.

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4394 on: February 08, 2016, 10:35:33 pm »

You can also Gremlin heal a bound soldier, which will *not* free them.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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