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Author Topic: X-Com Chimera Squad  (Read 732035 times)

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4845 on: February 14, 2016, 09:56:35 am »

The game just crashed. But I can't be mad, as it was right after missing a 90% shot on a flanked and wounded muton.
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Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4846 on: February 14, 2016, 11:38:50 am »

Reinforcements are coming!

*drops two proximity mines*

No more reinforcements.

Also, do stacked prox mines not go off? I dropped two but it seems only one exploded for 10 dmg.
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Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4847 on: February 14, 2016, 12:34:02 pm »

Also, do stacked prox mines not go off? I dropped two but it seems only one exploded for 10 dmg.
I think enemies can only be hit by a single explosion at once. A grenade blowing up a fuel tank only hurts them once too.

Does anyone else find faceless not attacking when they should? I've had multiple faceless run up to my soldier, run around them, then end their turn and point at my soldier.
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Jacob/Lee

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4848 on: February 14, 2016, 12:43:47 pm »

Faceless might have to spend an action to melee attack. I've had them do the same thing to me once or twice. Melee enemies in general are weird sometimes... Burrowed chryssalids trigger action music when you enter their LoS and you can hear them stomping around as they "turn" to face your soldiers.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4849 on: February 14, 2016, 12:54:58 pm »

The faceless attack doesn't count as "melee" in the same sense that the Chrysallids, Stun Lancers, and Rangers do. The "Swipe o'doom" could, technically, kill someone a few tiles away from them, so it follows the same rules as a ranged attack, albeit a very limited one.

As such, you dash away from faceless, and they will follow helplessly, unable to attack unless you stop moving for long enough for them to blue move and murder you. Thus, their real danger is that when they first activate, you will have almost certainly used up one of your moves already, putting your poor solider in range.
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azurelao

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4850 on: February 14, 2016, 01:07:39 pm »

Also, do stacked prox mines not go off? I dropped two but it seems only one exploded for 10 dmg.
I think enemies can only be hit by a single explosion at once. A grenade blowing up a fuel tank only hurts them once too.

Does anyone else find faceless not attacking when they should? I've had multiple faceless run up to my soldier, run around them, then end their turn and point at my soldier.

Can confirm that multiple explosions are viable. I've taken out more than one enemy with a plasma grenade and environmental assistance.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4851 on: February 14, 2016, 02:13:26 pm »

The faceless attack doesn't count as "melee" in the same sense that the Chrysallids, Stun Lancers, and Rangers do. The "Swipe o'doom" could, technically, kill someone a few tiles away from them, so it follows the same rules as a ranged attack, albeit a very limited one.

As such, you dash away from faceless, and they will follow helplessly, unable to attack unless you stop moving for long enough for them to blue move and murder you. Thus, their real danger is that when they first activate, you will have almost certainly used up one of your moves already, putting your poor solider in range.
My working rule has been that if a character wields a melee weapon it can dash and attack, if it uses claws or fists than it can't.

I'm not sure that's true tho...
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4852 on: February 14, 2016, 02:21:24 pm »

I've seen worse than that. All the time I have Elite Lancers that blue move in, melee attack, run away, and then shoot, all on the same turn.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4853 on: February 14, 2016, 02:30:18 pm »

The faceless attack doesn't count as "melee" in the same sense that the Chrysallids, Stun Lancers, and Rangers do. The "Swipe o'doom" could, technically, kill someone a few tiles away from them, so it follows the same rules as a ranged attack, albeit a very limited one.

As such, you dash away from faceless, and they will follow helplessly, unable to attack unless you stop moving for long enough for them to blue move and murder you. Thus, their real danger is that when they first activate, you will have almost certainly used up one of your moves already, putting your poor solider in range.
My working rule has been that if a character wields a melee weapon it can dash and attack, if it uses claws or fists than it can't.

I'm not sure that's true tho...

It's not.  Archons can't charge.
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TherosPherae

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4854 on: February 14, 2016, 04:07:52 pm »

The faceless attack doesn't count as "melee" in the same sense that the Chrysallids, Stun Lancers, and Rangers do. The "Swipe o'doom" could, technically, kill someone a few tiles away from them, so it follows the same rules as a ranged attack, albeit a very limited one.

As such, you dash away from faceless, and they will follow helplessly, unable to attack unless you stop moving for long enough for them to blue move and murder you. Thus, their real danger is that when they first activate, you will have almost certainly used up one of your moves already, putting your poor solider in range.
My working rule has been that if a character wields a melee weapon it can dash and attack, if it uses claws or fists than it can't.

I'm not sure that's true tho...

It's not.  Archons can't charge.
Also I'm pretty sure Chryssalids can, although you might consider the entire goddamn package to be a melee weapon in that case.
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darkrider2

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4855 on: February 14, 2016, 06:52:53 pm »

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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4856 on: February 14, 2016, 07:07:38 pm »

It would be cool if the missions to counter dark events would be a bit more specific and not so random. Aliens get armour? Sabotage the factory! They want venom rounds? Kill ten vipers and bring me their tongues!   Eliminate the scientist responsible for that. Avatar progress? Corrupt their data! Faster retaliation? Have a diversion to give the haven more time (as if they would use it. I never delay the retaliation, it will come anyway, so better to stop something else.)
The missions are already there, it would just be better fluff.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4857 on: February 14, 2016, 07:17:12 pm »

Meh. I appreciate that complaint Rince Wind, but I think people would probably counter certain missions more then others, so they would end up seeing certain missions less.

Plus isn't that true to some level? I know that the stuff I had to seize to stop alien infiltration were "tissue samples" of some sort, and that made a certain sort of sense in my head.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4858 on: February 14, 2016, 07:26:54 pm »

The guerilla op missions are all fairly relevant to their dark events. Since all the mission types (Destroy alien relay, protect your relay, recover data) basically are supposed to be recovering/protecting data vital to the dark event.
But yeah. They could definitely be more relevant and be things other than just data.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4859 on: February 14, 2016, 09:25:31 pm »

Deliver a truckload of anime to an ADVENT facility to stop them from making progress on the Avatar project.
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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
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