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Author Topic: X-Com Chimera Squad  (Read 733230 times)

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4455 on: February 09, 2016, 11:46:55 am »

Yes they do. Also misko, the officer skulljack isn't /too/ bad. Its the later one that brings doom to the unprepared squad.
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JimboM12

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4456 on: February 09, 2016, 11:54:34 am »

Sooooo.....the difficulty rating on missions is kinda borked. Moderate, huh? Some elites and mutons probably.

6 heavy alien MECs and 2 archons. lolnope.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4457 on: February 09, 2016, 12:40:26 pm »

Sooooo.....the difficulty rating on missions is kinda borked. Moderate, huh? Some elites and mutons probably.

6 heavy alien MECs and 2 archons. lolnope.
meh.

Piece of cake. MECs are worthless. Archons spend too much time whacking mimics to be feared. Just mind control them or use emp or mimic or whatever.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4458 on: February 09, 2016, 12:55:24 pm »

Protip:  Don't get Deadeye.

I have three high-rank sharpshooters on my team, two with lightning hands and one with deadeye.  While lightning hands has become less and less important as my guys have gotten better atkilling stuff from extreme range, the one with Deadeye has literally never hit it.  Not even a single fucking time in the entire campaign.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4459 on: February 09, 2016, 01:06:02 pm »

Really? Man, you're unlucky. You can easily one-shot all sorts of annoying enemies with it. I like using Deadeye to deal with the worst enemy in any given ambushed pod, leaving the other, weaker foes to be Overwatch'd to death. In the early game, with standard sniper rifles, it's virtually a guaranteed kill on Sectoids and stun lancers have no chance of surviving.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4460 on: February 09, 2016, 01:09:48 pm »

Protip:  Don't get Deadeye.

I have three high-rank sharpshooters on my team, two with lightning hands and one with deadeye.  While lightning hands has become less and less important as my guys have gotten better atkilling stuff from extreme range, the one with Deadeye has literally never hit it.  Not even a single fucking time in the entire campaign.
Yeah, Deadeye is pretty shit. I've used it three times and only once did it hit. And the damage boost isn't that great either.

I have a ranger called Steel who's got a really grizzled voice and has that jaded attitude where he just glares at you while hunched over. Anyway, I really like the guy (which takes some doing considering how much I dislike rangers) and made him pink because I think it was a nice accept to how angry he seems to be. However, after about 5 missions with him I noticed a few things:

1. He never misses.
2. He never gets injured no matter how much I try to kill him.

Then after the fifth mission he unlocked his secret skill. Fucking. Kill. Zone. =O So I gave him a superior autoloader and now the guy is some kind of fighting god. He can clear entire squads by himself.

Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4461 on: February 09, 2016, 01:15:59 pm »

Deadeye is ok. Synergizes pretty well with aim upgrades and Holotargeting, so I've had it do some good work for me. I also have it on the sniper who's gun has an Advanced Stock, so she's reliable at damaging/killing people. Works very well with Deadeye when I either need it OHK'd or at least damaged a bit so someone else can take it out. It's surprising how often the functional difference between 2 and 4 damage is often 0.

At least early in the game with regular weapons.
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kilakan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4462 on: February 09, 2016, 03:03:03 pm »

With the don't move and get aim perk you get way down the tree for snipers, and a bit of high ground/flanking bonus I've had dead-eye be 100% shot to kill a couple times on my super sniper.  Certainly not as consistently useful as lightening hands, but not all that terrible either.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4463 on: February 09, 2016, 03:04:27 pm »

Giving snipers a little bit of armor pierce is pretty nice, as it turns out.
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Crystalline (SG)
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Quote from: RedKing
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.

BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4464 on: February 09, 2016, 03:38:03 pm »

I have a sniper with shredder and a grenadier with killzone.

Fucking bullet wizard squad.
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4465 on: February 09, 2016, 03:38:55 pm »

Yeah, killzone is dumb good. Couple that with the last skill = kill everyone during your turn + kill everyone during their turn.

Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4466 on: February 09, 2016, 03:46:51 pm »

The "second" skulljacking went very well for me. I wasn't expecting it, but I did it on the last enemy I saw, on the very start of my turn.
RIP, alien scum.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4467 on: February 09, 2016, 04:04:01 pm »

Just finished my first mission with a "--" for most shot at. The alien scum did not get a single shot or other power off.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4468 on: February 09, 2016, 04:08:19 pm »

Protip:  Don't get Deadeye.

I have three high-rank sharpshooters on my team, two with lightning hands and one with deadeye.  While lightning hands has become less and less important as my guys have gotten better atkilling stuff from extreme range, the one with Deadeye has literally never hit it.  Not even a single fucking time in the entire campaign.
I put a scope on the Deadeye, and it seems to workout. Not all the time, but fairly often I think.

You know, that actually just convinced me to put a better scope on my sniper. Before I was like "She hits most of the shots anyway", but now I'm thinking about Deadeye, and those times when she gets like 22% chance on some enemy in cover.

Skulljacked an officer. It was pretty painful, but not because of the thing that spawned, but because it was on a mission that was already pretty hectic to begin with. Almost lost people even with multiple re-loading (which I ordinarily don't do), and I only got through the last time because my Ranger finally took advantage of that dodge PCS. I'm happy it got rid of an avatar pip though, and I feel satisfied with how Codex fit in to the foreshadowing in the tutorial. Now I'm off to destroy the Eastern Europe facility when I get out of class again.

I'm really curious about the Shadow thing for the avenger. Tell me only one thing: Does it need Engineers? Because I'm trying to play around with my base design, and I would like to know.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4469 on: February 09, 2016, 04:25:57 pm »

No.
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