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Author Topic: X-Com Chimera Squad  (Read 732047 times)

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4785 on: February 12, 2016, 09:49:37 pm »

So far my favorite part of the game is how much argumentation on the "right" way to play there is. A game is no fun when everyone agrees what the right thing to do is. It's only fun when some people are going into battle with builds that, to others, are ridiculous. So far the only agreed upon thing I've seen is "Psionics OP" and "Mimic Beacon best Beacon".
AP rounds. There's nothing else to use on snipers, TBH.
Ahh, but Dragon Rounds and Acid Rounds add a straight +1 for damage, which is absolutely golden with pistols.

Meanwhile I only just survived the ridiculous number of Sectopods and turrets in this facility because of Bluescreen Rounds. All of my specialists (and my poor grenadier) are in the hospital, so hacking is a no go and I got to make do with what I got. And what I got is Bluescreen and Venom Rounds. My two, not-sufficiently trained Psionics people pulled their weight too: Stasis is just lovely. I haven't managed to use Domination in a moment where it would really turn the tide though. It's too bad: I got to dominate a Elite Shieldbearer, and that is just glorious, but only AFTER all the tough stuff was dead :(.

NINJA-EDIT: Also the Dark VIP in a mission got killed when an Andromedan shell walked by and blew up his car. God.
« Last Edit: February 12, 2016, 09:53:25 pm by misko27 »
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4786 on: February 12, 2016, 09:57:03 pm »

Bluescreen rounds on pistols are not to be underestimated. SURE... Only good versus robots... but they are gold against essentially 50% of the enemies in the game. (I wish I could take credit for this... but I watched a letsplay)
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origamiscienceguy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4787 on: February 12, 2016, 10:16:48 pm »

Amor Piercing rounds on a gunslinger sniper are OP. Get the ability that lets you shoot at every enemy that person can see (yes, EVERY ENEMY) And laugh as a small pistol does a good amount of damage on all units ignoring their armor.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4788 on: February 12, 2016, 10:23:26 pm »

I would think that free shots of, say, acid ammo would be better, so you remove the enemy armor and allow the rest of the squad to easily mop them up.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4789 on: February 12, 2016, 10:29:59 pm »

Yeah, I sort of disdained them myself... until I got a Colonel sniper. One of those posted up at the back can be an absolute life-saver, as long as you time the reloads properly.

That's what auto reloads are for.
Eh, I prefer Scope + Extended Mag.
Third customization slot from region bonus. Or from a mod.

Also if you're relying on your sniper to strip armor you need more shredding or more grenades. Have your sniper /pierce/ armor, that way they can get even more cleanup kills regardless of non-gatekeeper levels of armor.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4790 on: February 12, 2016, 10:42:16 pm »

Yeah, I sort of disdained them myself... until I got a Colonel sniper. One of those posted up at the back can be an absolute life-saver, as long as you time the reloads properly.

That's what auto reloads are for.
Eh, I prefer Scope + Extended Mag.
Third customization slot from region bonus. Or from a mod.

Also if you're relying on your sniper to strip armor you need more shredding or more grenades. Have your sniper /pierce/ armor, that way they can get even more cleanup kills regardless of non-gatekeeper levels of armor.
I mean, I don't know if anyone would ever *rely* on a sharpshooter for armor-stripping, rather that it might provide more options if the rest of the squad is otherwise indisposed.

More options to deal with a situation is universally better, which is why Psionics are so strong, rather then just because they have null-lance or Domination or any one ability: they are like a whole swiss-army knife in one person, giving you a wide variety of solutions to any given problem, and making it more easy for you to use the rest of your tools to handle a situation.

Of course, now I'm beginning to treat the game like a puzzle, and not a challenge.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4791 on: February 12, 2016, 11:21:27 pm »

Especially once psi-ops reach a critical mass abilities where they can pretty much guarantee 2-3 useful ones are off cooldown.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4792 on: February 12, 2016, 11:22:04 pm »

Wait a second..
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4793 on: February 12, 2016, 11:22:52 pm »

Psi-ops make me wish you could train soldiers.

Even if Psi-ops was underwhelming the fact that you can essentially train 1-2 soldiers without putting them on the field is a good advantage.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4794 on: February 12, 2016, 11:37:32 pm »

Yeah, I sort of disdained them myself... until I got a Colonel sniper. One of those posted up at the back can be an absolute life-saver, as long as you time the reloads properly.

That's what auto reloads are for.
Eh, I prefer Scope + Extended Mag.
Third customization slot from region bonus. Or from a mod.

Also if you're relying on your sniper to strip armor you need more shredding or more grenades. Have your sniper /pierce/ armor, that way they can get even more cleanup kills regardless of non-gatekeeper levels of armor.

Sadly not available in my campaign, unless it's hiding in South America.

Also, AP rounds pierce, not strip. As in they basically ignore almost every level of armor you're going to encounter. Gatekeeper with 5 armor? Nope, full damage!
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BlackHeartKabal

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4795 on: February 12, 2016, 11:43:52 pm »

New discovery - killing ADVENT Shieldbearers dispels the shields that they gave their allies. I lost 4 soldiers and nearly lost a downed UFO mission because I wasn't aware of this.
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Sindain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4796 on: February 12, 2016, 11:58:31 pm »

Yeah, that's why you kill those guys first. Or mind control them and shield all of your soldiers.
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Anvilfolk

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4797 on: February 13, 2016, 01:14:04 am »

I won the game on Veteran but I seem to have missed a ton of things that keep happening to other people. I never had any downed UFO mission... I think? I got attacked once though. Turrets were only marginally useful.

I guess this makes me happy. Replayability.


One of the things I'd love to see is a version of the game that isn't so time-constricted, with a much bigger roster of people, and with LOTS of things happening at the same time. The commander would actually be a player who sent lots of different Avengers to different missions, but instead of playing them out themselves, they'd send them to friends who would fight individual battles for the commander.

You could even have equipment be more expensive (think having to make individual suits of armor or weapons), and you'd have to evaluate which of your friends to trust with which equipment.

Many friendships would be broken, I am sure, because XCOM.

kilakan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4798 on: February 13, 2016, 02:27:02 am »

I just wish the game took longer/scaled to a higher level.  The final mission is a total pushover on veteran and I had everything researched months before I even did it in game.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4799 on: February 13, 2016, 02:54:50 am »

I just wish the game took longer/scaled to a higher level.  The final mission is a total pushover on veteran and I had everything researched months before I even did it in game.
Given how many people who are apparently getting rekt by this game, I think you're just too good. :P
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