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Author Topic: X-Com Chimera Squad  (Read 724681 times)

Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4905 on: February 16, 2016, 08:23:29 am »

Shadow Chamber is required to complete the game, that's all I'm going to say on the matter.
With it being marked as important at the top of the construction list? I kinda gathered that much. :P
I'll build it as soon as I have some power reserves. Hopefully that'll be soon enough not to get swamped by super-aliens. The redesigned super-Floaters are trouble enough. On that note, TIL that their targeted mini-plasmabomb attack does not dissipate if you kill them after they've activated it. Cost me a fair chunk of loot on a raid mission, because my team were partially hugging the cabin of the truck that some of the loot was on, and the truck had a biiig fuel tank mounted right behind its cabin. Goodbye large supply crate, I'll never know what was in ye.

I also learned that damaging flashbangs (launched by an appropriately skilled grenadier) deal damage to static objects like said fuel tanks as well. Made starting that ambush a lot harder. And ultimately resulted in me losing major Ragtime, the aforementioned Specialist, because she triggered a pod of two Vipers and an Advanced Officer while running to finish off a Heavy Lancer (with Skullmining) that the opening turn's firefight left unharmed. Though I guess it was primarily my fault anyway, as I directed all shots at the source of the micro-bombs in hopes that killing it will save the loot, and the only option for getting Ragtime out of her bind (literally) was fragging the whole group and having her try to find cover. Cover was found, but proved inadequate for survival at the remaining HP levels. Such is the way of XCOM.

(By the way, I usually wonder, would the game be more, or less interesting, if it had the HP and damage system from oldCom? Everything else remaining as it is. The practical upshot would be much higher spread on possible damage (even from grenades, to an extent), and on top of that you wouldn't be able to see the enemy HP - so all you would be able to tell was whether or not you hit the target, and whether or not it fell down, but not its exact state (maybe with some skills being available to amend that, i.e. for the medic specialist line). It would definitely change up the strategy, but would the result be more fun to play? What do you think?)
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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- Subrahmanyam Jaishankar, Minister of External Affairs, India

4maskwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4906 on: February 16, 2016, 08:48:17 am »

I nearly lost four veterans to a poorly executed offensive during a retaliation mission once.  I knew there were two packs of enemies left on the map, an advent squad with a mec and a muton patrol, I just didn't expect them to be quite so close to each other.  Of course, because X-Com, I only pissed off the mutons with the second-to-last action of my turn moving my medic into a flanking position on a stun lancer (who proceeded to die from the shot she took), resulting in a turn of pain for my troops who were poorly positioned to deal with grenades (and this was after expending most of my own explosives).  One desperate firefight and one extremely lucky miss later (my only medical specialist avoided death by the skin of her teeth).  Special thanks to the corporal sniper I brought along because one of the veterans was out injured, who kept her cool and delivered hot, plasma death to the hostiles with both her rifle and pistol and quite possibly saved the day with some very tricky kill shots.

Jopax

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4907 on: February 16, 2016, 09:09:50 am »

I had the easiest facility raid yesterday. It started off almost horribly because I walked in on a pod with a pair of sectoids and an andromedon (this being my second encounter with andromedons, I was kinda scared of the damage they could pump out) (the extra sight range dark event is really nasty, even if it doesn't seem like that at first, mostly because almost always they'll see you before you see them). Moving everyone into cover as best I could I proceeded to lob a grenade at them, killing both sectoids and making the andromedon run away like a little bitch. Ok, so not so horrible, then second turn comes around and once again, I run into a sectopod with two troopers. Once again, grenadiers to the rescue, especially my anti-mech specialist who has bluescreen rounds and shredder, combined with chain shot means that I cut down the sectopod in two turns, the troopers die easily to sniper and shotgun fire. Afterwards I just run into the base and plant the bomb, no enemies alerted, extract a turn afterwards, completely undamaged. End mission screen said there were at least five more aliens on the map, no idea where they were hiding :S
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4908 on: February 16, 2016, 12:48:37 pm »

The redesigned super-Floaters are trouble enough. On that note, TIL that their targeted mini-plasmabomb attack does not dissipate if you kill them after they've activated it.
Well yeah, they've already fired the missiles.
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i2amroy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4909 on: February 16, 2016, 12:52:54 pm »

They should add sectoids with goggles so you can't flashbang them to break the link.
Now I'm imagining a bunch of sections wearing flight goggles and the big orange ear protection construction earmuffs. :P
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4910 on: February 16, 2016, 01:11:46 pm »

Fuzzy cat earmuffs!
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4911 on: February 16, 2016, 01:19:54 pm »

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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4912 on: February 16, 2016, 02:13:30 pm »

The redesigned super-Floaters are trouble enough. On that note, TIL that their targeted mini-plasmabomb attack does not dissipate if you kill them after they've activated it.
Well yeah, they've already fired the missiles.
Hindsight, 20/20, etc. :P
In a game like XCOM you never know until you check, since it's all arbitrary mechanics. Maybe they would've lost guidance and hit wherever instead of the targets.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4914 on: February 16, 2016, 03:00:32 pm »

The Blackmarket wants elerium, at 10 supplies a pop. I have over 100 elerium. If I wanted to sell all of it, that's over 1000 supplies.

It's beautiful.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4915 on: February 16, 2016, 03:05:56 pm »

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Twinwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4916 on: February 16, 2016, 03:09:54 pm »

Doing god's work.
I don't believe I've ever seen a better mod. For anything.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4917 on: February 16, 2016, 03:10:43 pm »

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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4918 on: February 16, 2016, 03:19:55 pm »

I've already installed it, and holy hell.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4919 on: February 16, 2016, 03:22:28 pm »

I've already installed it, and holy hell.
Amusing pics?
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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