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Author Topic: X-Com Chimera Squad  (Read 733146 times)

Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4485 on: February 09, 2016, 07:39:15 pm »

Can grenadiers walk through buildings? No? That's what I thought.

Alternatively grab some codices (?) and use their unlimited teleport to be an obnoxious flanker.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4486 on: February 09, 2016, 07:42:22 pm »

Replace the Exosuits with Ghost suits?
Sadly, you can't customize your loadout to that extent, or I'd be tossing out Mimic Beacons and Flashbangs like candy. NEITHER OF WHICH YOU CAN USE IN MULTIPLAYER HNG
Use psi ops and mind control all the things.
That's my backup squad; two PsiOps and a Combat Hacker, in case they play a mech squad.
Can grenadiers walk through buildings? No? That's what I thought.

Alternatively grab some codices (?) and use their unlimited teleport to be an obnoxious flanker.
They can blow up buildings, which is close enough.
BRB gonna make a team of 5 Codexes.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4487 on: February 09, 2016, 08:05:35 pm »

My current problem: I want to download the Mod tools, but they are SO HUGE. So huge. Literally insane. I had to uninstall a bunch of other stuff to make it fit.

I'm now wondering if I can keep all or part of it on a flashdrive.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4488 on: February 09, 2016, 08:14:20 pm »

But sectopods are so expensive, and they provide one big, easy target for the enemy team to focus fire on, while three Grenadiers in Exosuits have enough grenades and rockets for each member of the enemy team and their cover.
They also have more armor than three grenadiers in exosuits and can blow the shit out of a team stupid enough to not get out of the way. Also they can gain a height advantage as a free action.
« Last Edit: February 09, 2016, 08:16:30 pm by Aklyon »
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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.

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4489 on: February 09, 2016, 08:15:09 pm »

Plus automatic overwatch.
I'm really glad I never got past, say, the alien base in EU.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4490 on: February 09, 2016, 08:22:52 pm »

Just realized that the difficulty setting got reverted when I had to go back to an older save to avoid a crash point. Herp. That's fixed now. Still not hard enough though, probably going to make it so more boss-tier enemies spawn in the normal/mook pools.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4491 on: February 09, 2016, 08:27:59 pm »

A friend and I are going to play multiplayer against each other, and I'm planning on using a three Demo Expert (with plasma grenades to round out the point count) and one Chryssalid team. Any advice?
Yeah. Don't.

The MP is currently in an almost unplayable state. It crashes constantly and do you know how stupid the process is to connect with one another?

To save you the grief, it's like this:

1. Both of you create a squad.
2. Both of you host a custom game room.
3. Both of you invite each other to the room. BOTH. So you invite him then when he accepts he invites you.

It took my friend and I an hour just to figure out how to join each other's game.

But don't worry because it'll crash every single time! Sometimes right at the beginning. Sometimes after a few turns. Sometimes near the climax.

Not to mention the netcode sucks ass and it can take up to 5 minute just to resolve a turn after you've done it.

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4492 on: February 09, 2016, 08:37:52 pm »

Good to know. Thanks for the info. I was worried that the problems that I had had with randoms were on my side exclusively.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4493 on: February 09, 2016, 09:30:36 pm »

Oh hey, protip.

There's a known bug in the Forge mission (you'll know it when you get there) that causes persistent crashes if you load a game inside the mission.  So save before the mission and if you have to reload reload that one.

Also, don't answer this, but I'm putting this here ahead of time so I have it when I turn out to be right.

Spoiler (click to show/hide)
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4494 on: February 09, 2016, 09:32:36 pm »

Umm... and if I happen to be doing ironman?  Geez...  Guess I'll have to do it in one go.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4495 on: February 09, 2016, 09:36:23 pm »

Went off to the final mission. The game crashed. This is Enemy Unknown all over again.

The forge mission was kinda easy. Though with maxed psi ops and colonels the others weren't very difficult either. The endgame is still too easy. Well, I'll see if those words will still be true for the last mission.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4496 on: February 09, 2016, 09:46:40 pm »

The forge is kind of easy.  It feels bigger and sparser than some of the other missions.  Like the convoy ambush was a clusterfuck cause there were so many guys packed into it.  This one I was able to take each pod one at a time.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4497 on: February 09, 2016, 09:54:21 pm »


EDIT: Didn't feel like making a new post, but sheesh. The XCOM 2 SDK is impressive. I just started looking at the quick start guide and it's extremely extensive.
« Last Edit: February 09, 2016, 09:59:33 pm by Chiefwaffles »
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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!

Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4498 on: February 09, 2016, 09:57:27 pm »

Spoiler: Psi ability comment (click to show/hide)
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4499 on: February 09, 2016, 09:58:50 pm »

The forge is kind of easy.  It feels bigger and sparser than some of the other missions.  Like the convoy ambush was a clusterfuck cause there were so many guys packed into it.  This one I was able to take each pod one at a time.

That mission had my first sectopod, and my hacker took over it immediately and I marched it straight to the objective, pausing only to see what sort of damage its lazor does. Three turns of complete mayhem.
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