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Author Topic: X-Com Chimera Squad  (Read 732752 times)

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4695 on: February 11, 2016, 07:14:34 pm »

Can I just say that from my first skulljacking, I'm sure the hacking screen and the melee animation look really cool.  But when I did it the ADVENT officer glitched into the air and my soldier rammed the skulljack firmly into his penis.  That is not where the human mind is located.  Although I can see how you might make that mistake.
Spoiler: also (click to show/hide)
Meh, she's not supposed to be a difficult fight to begin with.

The fact that she cuts her health by half every time she clones is just silly. Makes the fight a joke, even on legendary. Add to the fact that the only thing she ever does is use that rift which makes you need to reload.

If this was XCOM: EU such an ability might actually be scary. But in this? Who even needs ammo? Grenades, pistols, drone zapper, etc.

Even later in the game when they come in sets of three and four it's still a joke. In fact, when there's so many they're actually quite liable at teleporting into each other's rifts.

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4696 on: February 11, 2016, 07:15:46 pm »

I've never seen a Jane Kelley survive the first mission. She always seems to get critter in cover or flanked due to over eager use of the sword ability.
Mine is a major.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4697 on: February 11, 2016, 08:36:41 pm »

GODS I HATE FORGETTING THAT CONCEALED ASSAULT UNITS WILL NOT ASSIST IN AMBUSHES!!!

Seriously, how many times have I forgotten that setting an Assault into Overwatch will have them NOT take part cause they want to stay concealed, thus resulting in one or so guys staying up and then gunning down my crew...
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4698 on: February 11, 2016, 08:57:16 pm »

WOOT! Avatar project has been permanently suspended, thanks to the valiant effort of the men and women of SAVEScom.
37 successful missions, 0 failures.
446 dead ayys, no dead soldiers.

83% shot accuracy.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4699 on: February 11, 2016, 09:03:04 pm »

I've never seen a Jane Kelley survive the first mission. She always seems to get critter in cover or flanked due to over eager use of the sword ability.
Mine is a major.
     Mine is a colonel and has been on every mission, she's had her share of, fortunately, light injuries.
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LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4700 on: February 11, 2016, 10:16:56 pm »

So...... I was playing 2, and was messing ariund with the specialist.... When i realized.... Why doesnt Xcom just equip the GREMLINS with guns? They're fast, agile, dont panic, and relatively replacable.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4701 on: February 11, 2016, 10:18:39 pm »

I was spoiled for it too (Codex), although honestly, at this point, my initial reaction to any new enemy is "flashbangs out". I actually got caught off guard by it by a recent mission, it got to clone once and use a rift, which I was moderately impressed by. It struck me as something that gets increasingly dangerous the longer she's alive.

The Spokesman is disappointed in my progress. Why? I'm doing great. Establishing new regions, building relays, etc. I think that because I delayed the dark events by two weeks, I had less stuff to do (no retaliation for example), so it seems like I'm doing less. I'm really being highly productive here. I also got a lead on the New Mexico facility (meaning I don't actually have to contact the resistance there), so that gives me a nice buffer. Still uncomfortably close to the avatar project finishing, but I'm on the verge of building the shadow chamber, which might do something.

GODS I HATE FORGETTING THAT CONCEALED ASSAULT UNITS WILL NOT ASSIST IN AMBUSHES!!!

Seriously, how many times have I forgotten that setting an Assault into Overwatch will have them NOT take part cause they want to stay concealed, thus resulting in one or so guys staying up and then gunning down my crew...
Honestly, that's never been a concern for me. I was really worried about it initially, but my phantom is probably the biggest help on any given mission.

On the other hand, I just had another retaliation mission, and this one had the first Crysallids I've seen. Buggers were pretty damn unimpressive when they just ran at me full-force and got shredded, but the whole "burrowing" thing through me for a loop, twice. It's just so unusual that aliens get to attack on the turn you see them, I got really messed up and two of my squad were dying because of the poison (and on an unrelated note, that poison. Jesus.). Both times it was my Phantom ranger who set them off, fortunately the second time the Crysallid went for someone way in the middle of my pack instead of my exposed Ranger, cause she would not have survived. As it stands, I still needed to call in an evac for my wounded, or they would have been killed by the poison.

Meanwhile, Shadow-Chamber yay. But I'm sooo low on, well, basically everything. Not nearly enough supplies, elerium, alloys, intel, etc. I mean, at least I have the infrastructure to replace it, but damn.
I've never seen a Jane Kelley survive the first mission. She always seems to get critter in cover or flanked due to over eager use of the sword ability.
Mine is a major.
     Mine is a colonel and has been on every mission, she's had her share of, fortunately, light injuries.
Mine is also a colonel (with Blast Padding). She's been injured pretty heavily though, like right now she is working off a huge wait in the AWC (like half my entire base).
« Last Edit: February 11, 2016, 10:40:43 pm by misko27 »
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4702 on: February 11, 2016, 10:20:23 pm »

Extra resources required, the fact that they become big targets with them and having a specialist with no Gremlin in the middle of a firefight because it got shot down would be bad, it makes no sense to have some guy waste his time telling his robot to shoot instead of shooting himself, adding an AI to them would cost more resources and be counterintuitive...
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4703 on: February 11, 2016, 10:23:41 pm »

Fun fact, if you get a grenadier with run and gun, get the salvo skill. You get to grenade, get the salvo effect. Then you run and gun, throw another grenade without moving. you STILL get salvo, then shoot, nade or do wathever with the last action. My grenadier is pretty much one maning pods now, at least while he gose some grenades left.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4704 on: February 11, 2016, 10:25:12 pm »

My theory about phantom is that's meant to be a solution to the "you can't flank without revealing" problem from EU/EW.  Unfortunately, all my good rangers died or were captured a long time ago so I'll have to wait till next run to test it.

Another theory i have is that you could rush upgrades for a specific class and use the GTS to create a lot of rookies of that class.  For example the proving grounds, muton autopsy, and whichever upgrade gives grenade launcher MK 2s (don't remember), would be all you need to make some truly facewrecking grenadiers.  Those upgrades all seem pretty attainable...
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4705 on: February 11, 2016, 11:02:22 pm »

Can I just say that from my first skulljacking, I'm sure the hacking screen and the melee animation look really cool.  But when I did it the ADVENT officer glitched into the air and my soldier rammed the skulljack firmly into his penis.  That is not where the human mind is located.  Although I can see how you might make that mistake.
Spoiler: also (click to show/hide)

Glad to see I'm not the only one in charge of a PervCOM
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4706 on: February 11, 2016, 11:38:45 pm »

Spoiler: This is my life now (click to show/hide)

That was 43% of the enemies on a bog-standard VIP extraction. And ~3-4 of them are hidden in the fog. I love easy-edit config files~
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4707 on: February 11, 2016, 11:45:27 pm »

Wow.

So there are two cinematic (or whatever you call the non-prerendered cutscenes) pieces in the trailers that I don't think I've seen ingame. More specifically, one is a shot of ADVENT soldiers storming a house, pointing their guns at civilians w/ hands up. Another is alien bombardment of a city. (It may be one of the 'flashback' shots at the beginning, but the citizens look like they're wearing ADVENT clothing.)

Has anyone seen these shots ingame?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4708 on: February 11, 2016, 11:52:07 pm »

So, I just saw a new alien.  No spoilers, no trailers, not in oldcom.

Spoiler (click to show/hide)
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jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4709 on: February 12, 2016, 12:05:51 am »

So, I just saw a new alien.  No spoilers, no trailers, not in oldcom.

Spoiler (click to show/hide)
If you just saw it and say they appear far in the campaign, either you play on very easy cheat mode to storm the strategic element, or you dont really know how long the campaign is. The archon appear like at middle game, muton early middle game. Hell i even had the
Spoiler (click to show/hide)
before the mission it is first supposed to appear... And god was i in for a suprise when i saw that, hell i prefer sectopods and archon ANYTIME.....
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