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Author Topic: X-Com Chimera Squad  (Read 737115 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4665 on: February 11, 2016, 08:01:43 am »

I'm imagining a Faceless throwing a car and missing.
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Folly

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4666 on: February 11, 2016, 08:06:23 am »

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Well past day 1...how's that neko porn coming along?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4667 on: February 11, 2016, 08:54:53 am »

Do soldier's personalities get switched to twitchy after being captured by ADVENT?  Because I don't remember my sniper being twitchy...
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4668 on: February 11, 2016, 11:33:51 am »

Who wouldnt change after that?
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Wiles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4669 on: February 11, 2016, 11:37:51 am »

Do soldier's personalities get switched to twitchy after being captured by ADVENT?  Because I don't remember my sniper being twitchy...

I've never had any of my guys captured by advent, but I have had them turn twitchy before. Maybe there's a chance of it happening when they get "shaken"?
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jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4670 on: February 11, 2016, 11:45:12 am »

Do soldier's personalities get switched to twitchy after being captured by ADVENT?  Because I don't remember my sniper being twitchy...

I've never had any of my guys captured by advent, but I have had them turn twitchy before. Maybe there's a chance of it happening when they get "shaken"?
I like to RP my specialist as some kind of Overabuser of redbull hacker. And they mostly use overwatch unless they have a sure shot or gaanteed kill and i imagine them when an enemy move giving a *AH!* and just shoot out of reflex due to being over exited and then ask is he killed him. A bit like Tweek in south park haha
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4671 on: February 11, 2016, 01:20:35 pm »

Do soldier's personalities get switched to twitchy after being captured by ADVENT?  Because I don't remember my sniper being twitchy...
I've noticed sometimes they can change to twitchy.

I had a guy get grievously injured and when he recovered he changed from happy go lucky to twitchy.

Then there's that thing where every time they get injured they get scars.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4672 on: February 11, 2016, 01:42:49 pm »

Heh, my two best Grenadiers both have that hesitant wallflower voice where they're always like, "Uh... o-okay, if you say so!" or w/e.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4673 on: February 11, 2016, 01:45:26 pm »

Started a 2nd game, this time on commander (3rd rather, if you count the one where I lost 3 out of 4 in Gatecrasher). Everything is going smoothly, no losses at all, despite 2 unlucky stealth spottings. Then the 2nd retaliation hits. Almost no civilians in range, so my ranger is way ahead to find some. The other 4 (2 grenadiers, a specialist and a sniper) deal with 2 enemy squads, one injured, everything else is fine. In order to distract them from the civilians I attack a squad of 2 lancers and a muton which the ranger sees with my sniper. Doesn't work terribly well, as of course others take over civvie killing duty, but hey, it is basically free shots. Things are looking up, as the ranger can see quite a few civilians. Only that civvie no. 4 is of course a faceless. So the muton kills the ranger, and near one of the grenadiers another faceless says hello. He seems really happy to see us, waves and slaps (I presume accidently) the grenadier in the face. Who is angry and proceeds to kill him with a little help from his friends. By now I must save 3 out of 5 or 6 civilians. I can see one now, who was next to the faceless, so the grenadier goes and rescues him in the 2nd story of some farmbuilding. Opening a door he can see another 2 civvies. Those would do! He rescues one, but activates a squad of officer, trooper and lancer. The 2nd grenadier flashbangs them all, so half cover should be fine. Meanwhile the sniper and specialist kill the faceless and one of the lancers from near the late rangers position. 2nd lancer and muton are probably on their way as well.
Well...even flashbanged the trooper kills the grenadier. In a last attempt to save the civilian the other grenadier runs over, but it is too late, he was the last one alive and a stunlancer kills him. Mission not accomplished. Still, there are aliens left, and I won't leave until they are dead. Luck is on my side with the muton and lancer combo. The muton wounds the specialist, who runs into better cover and ducks. Might still get flanked, but the sniper kills him (the specialist had wounded him) with a ~30% shot. Three enemies left, 2 die quickly. Only the officer left. He survives 2 flankshots, and then proceeds to kill the specialist with a crit (not that that was neccessary) behind full cover. Central chimes in and says the objective isn't worth the excessive losses. Objective? Which one? The one we failed a couple turns ago? Anyway, the sniper ends this drama, and two soldiers and three bodybags fly home.

And I really had to go to the blacksite. But that was a lot easier, no one died, they forgot to deploy any lancers or mutons, so my less than experienced squad managed with only some minor injuries.
Now I have a tough choice between viper rounds for advent soldiers, doubled intel costs and something I forgot. Add to this that I haven't got a single scientist yet, though I have a few engineers, which is nice. Doomclock it at 8 after the blacksite, I think.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4674 on: February 11, 2016, 01:58:24 pm »

It's going really well right now. Hit the Eastern Europe facility to stop the doom clock and set back Avatar for a whopping 3 pips, prevented a Major Breakthrough Dark Event, and built a relay, and I just generally have things under control. My brilliant scheme to fix my base design has paid off, and now a workshop has solved my power problems for the forseeable future, and will soon fix my resistance communications problem too. I also now have a Psionics Lab, so time to get busy making a recruit ascend.

Can I just say hacking is a lot of fun? It's a lot of fun. I can instantly change a timed VIP mission from troubling to a walk just by hacking a Heavy MEC and having it handle all the trouble. Also, the rewards for hacking a door? "50% Scanning time reduction, or set back all dark events by two weeks". Both at 100%. Absolutely fantastic. Also one of the damn weapon upgrades finally came through for me: Between Hair Trigger and Implacable, I could immediately evac my wounded ranger.

The only issue is the stupid UFO flying all around. I don't feel comfortable with a base defense at this point, so I'm not willing to trigger it. If I get a defense Matrix I'll let it happen, but until then it seems too troubling.

Unrelated: I feel like my Gunslinger always does the most damage to cover with her pistol. I mean, it's a magnetic pistol, but it's still a pistol right? When she misses, entire facades collapse.

NINJA-EDIT: Also, I realized my Hard Luck Grenadier is actually visiting a friend in the AWC. Huh. That's actually really cool. He looks really broken up about it too, never saw that side of him.
« Last Edit: February 11, 2016, 02:03:23 pm by misko27 »
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4675 on: February 11, 2016, 02:22:27 pm »

I like the various reactions in the skyranger.  Beyond just smiling when win and beat up when lose, they look really somber when they win with casualties.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4676 on: February 11, 2016, 02:38:13 pm »

I like the various reactions in the skyranger.  Beyond just smiling when win and beat up when lose, they look really somber when they win with casualties.
Is it different from the one where only one guy comes back?

That guy looks like he's dead.

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4677 on: February 11, 2016, 02:55:35 pm »

As annoying as it is to have your tough-as-nails Space Marine become twitchy and full of doubt after getting shot at one too many times, that and the various Skyranger reactions listed above add quite a lot to the immersion for me. Your soldiers seem much less robotic when their successes and failures affect their mood. Also when they return from a mission; wounded soldiers can do anything from limp slightly to collapse at the debriefing line, depending on how severe their injuries are. They've basically been keeping themselves going through sheer adrenaline and can now rest.
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4678 on: February 11, 2016, 03:17:09 pm »

A body bag in the skyranger when you bring back the corpse of a comrade would be a nice touch. Maybe not actually, let's assume they have a specialized storage for such a common occurrence.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4679 on: February 11, 2016, 04:03:08 pm »

I like the various reactions in the skyranger.  Beyond just smiling when win and beat up when lose, they look really somber when they win with casualties.
Is it different from the one where only one guy comes back?

That guy looks like he's dead.

I don't think I've seen that one yet, but no.  They move around and look at the camera but they're clearly not happy.
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