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Author Topic: X-Com Chimera Squad  (Read 732904 times)

Reverie

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4605 on: February 10, 2016, 05:16:01 pm »

You guys are weird. Leave Shen be :V
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4606 on: February 10, 2016, 05:18:04 pm »

I went a bit far for comedy, but to be fair... competence is attractive.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4607 on: February 10, 2016, 05:22:38 pm »

Hey, that's a spoiler.
Nah, that's not a spoiler. This is a spoiler.
Spoiler (click to show/hide)

Just joking, this is a spoiler.
Spoiler (click to show/hide)

Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4608 on: February 10, 2016, 06:33:53 pm »

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Not true, cannot be proven, true but misrepresented.

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4609 on: February 10, 2016, 06:39:06 pm »

Spoiler (click to show/hide)
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4610 on: February 10, 2016, 06:45:45 pm »

Spoiler (click to show/hide)
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Not true, cannot be proven, true but misrepresented.

origamiscienceguy

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  • WELL! OK THEN!... That was fun.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4611 on: February 10, 2016, 06:50:13 pm »

Spoiler (click to show/hide)
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"'...It represents the world. They [the dwarves] plan to destroy it.' 'WITH SOAP?!'" -legend of zoro (with some strange interperetation)

BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4612 on: February 10, 2016, 06:54:03 pm »

Spoiler (click to show/hide)
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4613 on: February 10, 2016, 07:08:35 pm »

Why are people so reluctant to RULES OF NATURE anyways, it doesn't even do that much damage.

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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
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3. Run Resize Enable

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4614 on: February 10, 2016, 07:09:25 pm »

Why are people so reluctant to RULES OF NATURE anyways, it doesn't even do that much damage.

Weren't you the guy that modded swords to be overpowered?

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4615 on: February 10, 2016, 07:10:04 pm »

Hey, that's a spoiler.
Nah, that's not a spoiler. This is a spoiler.
Spoiler (click to show/hide)

Just joking, this is a spoiler.
Spoiler (click to show/hide)

So you're going to write the ending for the next XCOM, right?
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Twinwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4616 on: February 10, 2016, 07:11:38 pm »

Why are people so reluctant to RULES OF NATURE anyways, it doesn't even do that much damage.

Weren't you the guy that modded swords to be overpowered?
I think the point they were making was the sectopod death-explosion doesn't do much damage.
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4617 on: February 10, 2016, 07:18:41 pm »

Why are people so reluctant to RULES OF NATURE anyways, it doesn't even do that much damage.

Weren't you the guy that modded swords to be overpowered?
What does that have to do with the explosive damage from destroyed Sectopods? That sucker was on two health, even a pistol would have killed it.  :P

But yeah, sort of. I gave the second and third one perfect accuracy and slightly higher crit chance, and gave the third one a bit of armor shred. Basically enough that you can feasibly use them in Legend difficulty against weaker enemies. Buuut then I also tweaked the pod spawn pools so that there's more of everything and they're guaranteed to spawn nastier things, up to and including Psi Witches.

It's a nice medium ground. They still don't compare to vanilla shotguns in terms of raw damage (I'm seeing 19-damage crits on those with the right setup), but the damage is just high enough to combo Colonel Rangers with a grenade to wipe pods of weaker enemies (instead of doing the same thing with a second heavy weapon), insta-kill a medium-weak enemy (Sectoids, weaker ADVENT), or to finish off a larger enemy after it takes 1-2 shots. It's also balanced out by the fact that they're tricky to train up to Colonel without them dying, since they don't get their survival tool for a while.

Basically I balanced them to match sniper/pistoleers for cleaning up crowds of weak enemies and dealing very high single-target damage, with a tad more strength because they're inherently much riskier to use. The chain-killing is really good if the damage holds out, but I've nearly lost one Colonel doing that already when they got stuck in the middle of an open space after their damage fell off too much.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4618 on: February 10, 2016, 07:20:46 pm »

The accuracy bonus makes sense, because how could you possibly miss a sword against, say, a Muton? Or said enormous fucking robot?
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Black lives matter.

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4619 on: February 10, 2016, 07:28:33 pm »

Hey, that's a spoiler.
Nah, that's not a spoiler. This is a spoiler.
Spoiler (click to show/hide)

Just joking, this is a spoiler.
Spoiler (click to show/hide)

So you're going to write the ending for the next XCOM, right?
If I actually wrote the ending for the next XCOM, people would rage over how futile their game was.

It'd probably be something like this:
Spoiler (click to show/hide)

Edit:

Though that being said, I think it'd be kinda cool if they did something with saving and loading, and made it a part of the story. I mean, it already is an integral part to everyone's XCOM experience.
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