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Author Topic: X-Com Chimera Squad  (Read 733065 times)

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4530 on: February 10, 2016, 11:09:15 am »

Too bad you can't give the psi ability of immunity to explosions and other damage types to others. Would be a neat thing if you could do that for a turn, so someone could run through acid or whatever.
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kilakan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4531 on: February 10, 2016, 11:09:40 am »

So, I'll try and get a picture of it but neonivek can attest because he's been watching this happen in my games but....

Does anyone else's grenadiers who have the +2 damage on grenades ability turn flashbangs into some sorta horrific miniature sun that does 2 damage to all the aliens in it's radius?
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4532 on: February 10, 2016, 11:11:06 am »

fragmentation flashbangs
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4533 on: February 10, 2016, 11:11:49 am »

So, I'll try and get a picture of it but neonivek can attest because he's been watching this happen in my games but....

Does anyone else's grenadiers who have the +2 damage on grenades ability turn flashbangs into some sorta horrific miniature sun that does 2 damage to all the aliens in it's radius?
....I want this now, this is hilarious
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4534 on: February 10, 2016, 11:12:51 am »

I've always wanted to try a flashbang in a launcher.  Combining it with all the other Grenadier upgrades sounds even better.  Salvo comes to mind as something exciting to combine it with.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4535 on: February 10, 2016, 11:32:38 am »

Flashbang in launcher is great. Gigantic range, same flashbang effect, plus you get some chip damage.
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4536 on: February 10, 2016, 12:16:14 pm »

They can even crit for 4 if you got the grenadier upgrade where explosives can crit. The range is also gigantic.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4537 on: February 10, 2016, 01:05:33 pm »

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Djohaal

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4538 on: February 10, 2016, 01:30:17 pm »

I learned two things with Xcom 2:

1: overwatch sucks.

2: Grenadier aim sucks even more.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4539 on: February 10, 2016, 01:35:46 pm »

Eh? I've never had problems shooting things with my Grenadiers. Of course, they don't often need to, considering that they all have 3x grenades, their W.A.R. suit weapon, and
Spoiler: this (click to show/hide)

But seriously though, Grenadiers are great. Just slap on Superior Autoloaders and Expanded Magazines, then shred anything not clustered enough for grenades.

By the by, if you folks like the flashbangs, try the fully upgraded gas bombs. The radius is about the same size as the screen. Literally WWI levels of chemical warfare.
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jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4540 on: February 10, 2016, 01:38:20 pm »

So i was having a good time during a retaliation strike, but 3 mec poped out right at the edge of my view and went on overwatch. I took my ranger closer ( he was laging beind since he was exploring another side of the map, i always move my furthest unit closer first to see what i have as option beofre going flank etc ). I have a crap shot to them, and my grenade is shy of hitting them, i check that shredder canon from the heavy tier 3 suit and i can hit them!. Alright go for it. 3 of them get hit removing the overwatch, and just behind them i see 4 other hits, wtf was that, check the death counter on civilian? Well you guessed it... i killed 4 civilian in the fog of war... why the heck were they all cramped up next to each other like that.... I finished the mission with 6 saved but that was a funny and utterly WTF moment for a few seconds haha.

I can see the next vid com with a survivor calling us and accusing us of working with them.
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4541 on: February 10, 2016, 01:47:24 pm »

It's funny how outside of terror missions command doesn't even blink at civilian casualties. It would have been interesting to have a public opinion meter that affect the amount of resource drop or something.
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4542 on: February 10, 2016, 01:51:45 pm »

Since when did terrorists care about bodycount? :P
I would say they probably do, but you could interpret it as acceptable collateral damage when a few civilians die in a non-urgent, super-public "oh god they're murdering us, what the fuck, advent, help" mission. Whereas in said "what the fuck, advent" missions, civilian casualties are exactly what the aliens want, and should be avoided so the general public doesn't flip a shit.
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LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4543 on: February 10, 2016, 01:58:02 pm »

I think its because the other missions were covered up/majorly-edited by ADVENT to keep panic down. Terror missions are strategically timed/placed so they do so much damage and have such a great effect ((i.e. During a filmed live event, doing so in town square etc.)) that its impossible for ADVENT to keep under wraps, and any attempts to do so would make them look bad.
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Īlul Thuveg-Ellest
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Kar Pum-Sisha

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4544 on: February 10, 2016, 02:00:41 pm »

Oh, I
I believed Advent was doing the terror missions, like in EU
Then I guess it's because in the secret missions, whoops people die, nobody finds out. But people getting murdered by these "heroes" in broad daylight would hurt their image, so XCOM tries to not do that?
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