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Author Topic: X-Com Chimera Squad  (Read 724528 times)

Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4980 on: February 19, 2016, 04:42:56 pm »

Looks like I'm getting my life back on track, even though I'm probably months behind schedule. Still suffering from grenadier shortage.

Just killed Avatar. I need to know - will there be more Avatars? So I could prepare furniture to smash in frustration in advance.
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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'?

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4981 on: February 19, 2016, 04:46:15 pm »

Yes.
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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.

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4982 on: February 19, 2016, 05:55:17 pm »

Just killed Avatar. I need to know - will there be more Avatars? So I could prepare furniture to smash in frustration in advance.
I have a hard time feeling the same way about the avatar... seeing as how the first one I fought got shot three times by a specialist with guardian before it got to do anything.
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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

BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4983 on: February 19, 2016, 08:05:58 pm »

Just killed Avatar. I need to know - will there be more Avatars? So I could prepare furniture to smash in frustration in advance.
I have a hard time feeling the same way about the avatar... seeing as how the first one I fought got shot three times by a specialist with guardian before it got to do anything.

Yeah, you guys kinda spoiled that for me, so I was pretty overprepared for it when it happened. Dead in the turn it revealed.
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4984 on: February 19, 2016, 08:19:50 pm »

Jumping back in to this, and kinda wondering whether I'll be able to pull off a win on this first run.  I'm playing on Veteran, and it was honestly kicking my butt.  It's June 10 and I have 26 dead, I can't keep skilled soldiers alive. 

Avenger: http://steamcommunity.com/sharedfiles/filedetails/?id=628108019
Geoscape: http://steamcommunity.com/sharedfiles/filedetails/?id=628107809

Possibly because I still don't have plated armor.  I have magnetic weapons, but I just can't kill the enemies as fast as apparently most people can (it's a little frustrating to hear these tales of trivial success on Commander).  I suspect my biggest mistakes have been trying to sneak past enemies (then sacrificing my people to do an objective while hopelessly surrounded), and letting myself be rushed by the frustratingly short mission timers.

I kinda think I can win this, but it's frustrating that there are 5 pips that I can do nothing about.  And that's after defeating the first codex.  There's a base in Africa, too, which I'd have to *really* push to reach.  Should I?

Sounds like psi troopers are useful, too, so maybe I should research them after I get basic armor.

I can handle faceless, Advent, sectoids mostly, vipers tend to fuck my guerilla tactics, mutons aren't too bad, and codexes are bs...  No respect for turn economy, sure just teleport a duplicate behind me.  My squaddies don't have the near guaranteed hits that most players apparently have, so that's super painful.

Haven't even seen archons or andromedons yet, much less gatekeepers.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4985 on: February 19, 2016, 08:52:07 pm »

If you still have to kill all the enemies, trying to sneak past the first ones can often lead to you getting surrounded.  Concealment isn't true stealth; you can't stealth your entire way through any mission.  Think of it as allowing you to choose the terms of your first engagement; get some high ground and open up with a sniper shot to the dome of that guy you don't really want to deal with.  Flashbangs and mimic beacons are your get out of jail free cards, though be advised flashbanged sectoids switch to their gun.

Learn what needs to die first.  Sectoids aren't on this list.  Codexes aren't #1 priority either.  Vipers are priority.

Don't worry too hard about that avatar progress.  This isn't EU: aliens get no advantage at 1 progress versus 11; it's only a game end condition.

Finish that plated armor; not only will it turn several dead soldiers into wounded soldiers, that extra item slot goes a LONG way.  Scanners, ammo, medkits, skulljack, all sorts of cool toys can come along with all-important grenades.

PSI is very useful. 
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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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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4986 on: February 19, 2016, 08:53:40 pm »

Flashbangs disable clone and teleport on the codex.

Also without spoiling anything, avatars are much worse the next time you fight them.  So many good dudes never got to see the fruits of their labor.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4987 on: February 19, 2016, 09:57:26 pm »

Flashbangs disable almost every trick organic enemies throw at you, period. Sectoids, Codex, Stun Lancers, Vipers, flashbang'em and they are less deadly then your average trooper.

Are you using grenades to you full advantage? Grenades are awesome. They shred armor, they remove cover, they knock holes in buildings, and they detonate cars. They are so nice there is an entire class dedicated to them.

Have you considered using the Black market? You have quite a lot of Intel, Alloys, and Elerium that you could use to get a hell of a lot more supplies. If you contact the East US, you get Under The Table and bump up your profits.

Are you training your rookies? It might be a good way of at least providing more. Remember that you can get two good fighters per month in exchange for supplies and Intel at the Resistance HQ and Black Market respectively. Good for those profitable but deadly missions, and plugs the holes in your rosters.

Also don't even consider sneaking past any mission except one where you must extract to win (Alien Facilities, Hostages, etc). Since you need to kill everything eventually, use concealment to just effectively erase a pod from the map.

Believe me, my squaddies don't get guaranteed hits. Maybe just think more about elevation bonus and flanking? I don't really know what your problem is with that.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4988 on: February 19, 2016, 10:10:40 pm »

Thanks!  Yeah, I'm working on the Black Market now.
I've been using frag grenades to shred armor, but I had no idea plated armor would double soldier inventory.  That will help a ton.  I definitely should have rushed that and magnetic weaponry, and the training school.  Instead of...  whatever unmemorable story-progression stuff I researched instead.  And all these autopsies except faceless and arguably mutons...  I mean, mind shields?  Seriously?  And the defensive matrix lol.

Sounds like blind and mimic grenades are powerful as hell, so I'll definitely start using those.  Particularly once I have twice as much inventory, hell.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4989 on: February 19, 2016, 10:42:12 pm »

Don't research any non-plot autopsies. Kill enough of the enemy and you can instantly complete them.
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Karlito

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4990 on: February 19, 2016, 10:45:08 pm »

It's worthwhile to research some of the rarer enemies that give good items (faceless), but otherwise yeah.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4991 on: February 19, 2016, 11:37:07 pm »

Just killed Avatar. I need to know - will there be more Avatars? So I could prepare furniture to smash in frustration in advance.
I have a hard time feeling the same way about the avatar... seeing as how the first one I fought got shot three times by a specialist with guardian before it got to do anything.
Well, I didn't have a specialist with guardian. What I did have is mind controlled Colonel Ranger chasing after my guys with a sword and Avatar darting across the map while regenerating 5 hp per turn.
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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'?

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4992 on: February 19, 2016, 11:48:27 pm »

Lucked out, researched and manned defensive matrix just before a UFO went "hey guys". Three dead, two bodies recovered, one left behind as she left the safe zone due to panic and I was getting swarmed by advanced lancers.

Also sent a mec into orbit as it jumped up a few z levels and my epic grenadier and an overwatched turret took it out.

Sidebar, did my Irish rifleman yell "CUUUUUUUUUNT" as he died?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4993 on: February 20, 2016, 12:07:07 am »

Just killed Avatar. I need to know - will there be more Avatars? So I could prepare furniture to smash in frustration in advance.
I have a hard time feeling the same way about the avatar... seeing as how the first one I fought got shot three times by a specialist with guardian before it got to do anything.
Well, I didn't have a specialist with guardian. What I did have is mind controlled Colonel Ranger chasing after my guys with a sword and Avatar darting across the map while regenerating 5 hp per turn.
I can see how that would be frustrating :P
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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

BlackHeartKabal

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4994 on: February 20, 2016, 12:17:49 am »

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