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Author Topic: X-Com Chimera Squad  (Read 724789 times)

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4830 on: February 14, 2016, 01:06:55 am »

My heavy gunner grenadier just learned ever vigilant.  Ever broken more like.
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Shoes...

Jacob/Lee

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4831 on: February 14, 2016, 01:12:32 am »

Spoiler (click to show/hide)

Big Daddies Andromedons are the best mind-control targets. They have decently penetrable Will, solid armor, high health, and a shredding attack. I like using them to bust Sectopods when raiding alien facilities. Still, I'd take them even if they had 1 HP and a squirt gun, just for the cool sounds they make when they stomp around and grumble in their alien language.

TherosPherae

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4832 on: February 14, 2016, 01:29:09 am »

So I had a specialist take the '50% chance for extra Overwatch if you hit an Overwatch shot' perk.

I did not expect this perk to chain.

It went off 4 times in a fucking row during Avenger defense and wiped an entire pack of enemies. It probably would have gone further if she hadn't run out of ammo.

Good lord.
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4833 on: February 14, 2016, 01:32:27 am »

Time for an advanced extended clip, then? :P
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debvon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4834 on: February 14, 2016, 01:32:44 am »

I must be really fucking terrible at making meaningful decisions in this game. I always end up with a ship full of wounded soldiers and I have to recruit rookies, but at that point rookies are just useless against the enemies I'm facing and they get slaughtered. Saving and reloading over and over is just too awful and makes me not want to play again so I'm trying to avoid having to do it in the first place. Any advice? Campaign-wide advice as well so I don't end up getting shit on like I just did?

Spoiler (click to show/hide)

Also fuck panic. That shit is so god damned frustrating. Two of my corporals get panicked at once leaving my sniper and rookie to fire pot shots at entrenched enemies. Useless.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4835 on: February 14, 2016, 01:44:22 am »

I am personally quite annoyed at soldiers being shaken. Oh, you lost nearly all health, got mind controlled twice and now you have PTSD or something?

Get back in the game soldier, this is no time to be a whiny bastard.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4836 on: February 14, 2016, 01:51:21 am »

For one, don't use rookies if you can help it. At the very least you can base-train them to Squaddie. Buy more experienced soldiers when they come up each month. When you do have a surplus of troops, take a low-ranking one on every mission and feed them kills. Get that upgrade to increase kill exp so they level faster.

Same shit as in EU, just with a few more options.
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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

Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4837 on: February 14, 2016, 02:00:14 am »

Ironically, on this run Rookies are better equipped than most of my squaddies because they use an assault rifle which is so far the only weapon I've upgraded.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4838 on: February 14, 2016, 03:03:19 am »

I must be really fucking terrible at making meaningful decisions in this game. I always end up with a ship full of wounded soldiers and I have to recruit rookies, but at that point rookies are just useless against the enemies I'm facing and they get slaughtered. Saving and reloading over and over is just too awful and makes me not want to play again so I'm trying to avoid having to do it in the first place. Any advice? Campaign-wide advice as well so I don't end up getting shit on like I just did?

Spoiler (click to show/hide)

Also fuck panic. That shit is so god damned frustrating. Two of my corporals get panicked at once leaving my sniper and rookie to fire pot shots at entrenched enemies. Useless.
The AWS halves healing time.  The fast healing HQ scanning bonus ALSO halves healing time.  GTS lets you train up rookies to squaddies.  Between those you shouldn't have to worry about not having enough people.
Spoiler (click to show/hide)
Yup, panic sucks.  The best I can say is that it starts becoming meaningless around Sergeant.  Try to cure your shaken soldiers and procure a focus PCS.  Mindshield makes units immune to panic but is that really better than a grenade?  I don't think so.  Panic is a luck based is the unfortunate thing.

As for your troop problems... every month you can get two slightly underleveled soldiers, one from resistance HQ and one from the black market.  If you don't have the black market yet you're basically shit out of luck if you get wiped.  You can also train people up in the psi lab.  The most important thing is being able to win missions, its not like EU where losing missions causes game over, rather it causes you to straight up run out of troops.  If you have to turn down a mission or two whatever.  You can see the difficulty rating of a mission AND what type of mission it is, which actually matters quite a lot.  Try to pick relay defense missions first, missions that allow you to evac at will second, and forced evac missions as a last resort.  I've found the best thing you can do to plan a comeback is to not contact regions in the first month or two.  That way if you fail a mission you don't lose contact (and thus the time and intel you spent making contact).
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

debvon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4839 on: February 14, 2016, 03:35:19 am »

Thanks, that's some useful advice right there.
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TherosPherae

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4840 on: February 14, 2016, 04:41:12 am »

Time for an advanced extended clip, then? :P
Advanced extended clip and scope as soon as I find them, then overwatch until my computer has an aneurysm.

I'm also really enjoying the random mechanic in the AWC; it gives you a reason to bring along an additional scrubby soldier on missions that don't look to be too brutal so they can level up and maybe become something extraordinary. For example, I recently had a medium-level Sharpshooter pick up Shredder, and she's saved my ass with it more times than I can figure. There's also the Specialist who picked up a Ranger stealth perk, so now on hack missions I can just maneuver him near the objective without having to worry as much about chopping through a small army within 3 turns.
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
Quote from: Cthulhu
Gotham's mysteriously high mental illness rate isn't so mysterious when you find out Batman thinks subduing a guy means spiking his head into the pavement like a football.

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4841 on: February 14, 2016, 04:49:16 am »

I do with your role in the game was more active then passive at times though.

It is weird that the game isn't about using intelligence to find missions.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4842 on: February 14, 2016, 05:55:47 am »

I beat the game.  The final mission was pretty rough, without going into spoilers.

Of the final team, only two made it out, Bridgette "Omen" Gallagher the Psion and Penny "Smokey" McDonald the Grenadier.  It occurs to me that this is unfair.  Bridgette and Penny were randos that I didn't really care much about, secondary people who came onto the force very late or to replace fallen veterans.  Bridgette replaced Missy Elliott who died to a Chryssalid (it wasn't worth it) and Penny was an HQ recruit cause I couldn't maintain veteran heavies.

The casualties were hard one of those Game of Thrones style roster wipeouts.  Raiden died, his antics finally caught up with him but he took a ton of guys with him.  Sparks, the specialist, got blasted by a Gatekeeper in like the second room.  Bullseye Jeong, the smoothest operator on the team, got taken out by a MEC trooper.  My latecoming heavy weapons guy, "Tickle," got mind controlled and Bridgette had to put him down with a Soulfire before he chewed us all up.

Aside from the only survivors being nobodies, it was a pretty exciting finale.  Things were down to the wire and if certain abilities hadn't gone off cooldown the exact turn they did we wouldn't have been able to win.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4843 on: February 14, 2016, 07:30:54 am »

As I beat EU on second difficulty, I figured it's about right difficulty to play X2. How wrong I was.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4844 on: February 14, 2016, 08:43:11 am »

Weirdly, X2 has made me itch for playing space 4X.
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