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Author Topic: X-Com Chimera Squad  (Read 724389 times)

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5265 on: March 06, 2016, 01:14:16 pm »

Final mission too hard ;-;

I don't think I can beat it...
Spoiler (click to show/hide)
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Quote from: LordSlowpoke
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

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

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5266 on: March 06, 2016, 01:28:07 pm »

But seriously, load up on Psi-Ops. Grenadiers are just going to be dead weight since they have limited uses. Maybe just one Gunner to crack armor, but that's it.

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5267 on: March 06, 2016, 03:02:31 pm »

Final mission too hard ;-;

I don't think I can beat it...
Bring psi-ops and WAR suits.
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Crystalline (SG)
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Quote from: RedKing
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.

Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5268 on: March 06, 2016, 04:53:07 pm »

I also had a lot of luck with a sword-focused Ranger in the last battle.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5269 on: March 06, 2016, 05:11:26 pm »

Ammo is better then Grenades too, because Ammo never runs out while Grenades have one use, maybe two. For last mission, focus on things that keep giving: Psi-Ops only have cooldowns. Specialists are usually pretty bad, but Haywire is reusable. Swords are forever. Sharpshooters (both types) only need reload and cooldown. My final team (as best I can remember): Heavy Gunner, Sniper, Gunslinger (she had Salvo, so she got the War Suit), Psi-Ops, Blademaster Ranger, and a Combat Hacker for Haywire (Ironically Capacitor Discharge was more useful).

You know, you learn a lot of cool stuff going through the ins and Localization. Lots of things have descriptions that aren't even visible in the game as far as I can tell: For example, while most the cities don't have descriptions, some do: Chicago was apparently one of the places where American Military defended most heavily, London was decimated by heavy fighting early on, the Russian last stand at Moscow merely delayed the inevitable. Shanghai was hit by the "inital salvo", and as one of the densest places in the world, it became an absolute nightmare. Lagos avoided the initial invasion but descended into chaos. Sao Paolo couldn't be evacuated due to the high sprawl and the chaos of the intial attacks. Despite efforts to avoid involving Berlin, the aliens nonetheless took down Berlin. And finally, Paris was left almost completely uninhabited at War's end, wiped off the map as it were.

On the other hand, almost enemy weapon in the game has a small description saying something like "XCOM salvages a bunch of stuff, and their weaponry is generally inferior to ADVENT, barring certain unique upgrades". There is one exception:one enemy item has a unique description.
Code: [Select]
[PsiZombie_MeleeAttack X2WeaponTemplate]
FriendlyName="Zombie Claw"
FriendlyNamePlural="Zombie Claws"
BriefSummary="CLAW THE ENEMY! SEIZE THEIR DELICIOUS BRAINS."
TacticalText="Zombie Claw"
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Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5270 on: March 06, 2016, 05:31:52 pm »

Grenadiers are perfectly viable on the final mission. Only the final fight is really hard, so if you bring two grenadiers you can have two grenades for use on each avatar. Plus, they are great for clearing out the pods that pop up near each gate.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5271 on: March 06, 2016, 07:11:00 pm »

Grenades on avatars? I used a blaster bomb each on them, saved the grenades for the pods.
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Quote from: RedKing
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.

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5272 on: March 06, 2016, 07:41:07 pm »

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Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5273 on: March 07, 2016, 12:19:19 am »

Just before the final showdown, I was going really well. Two grenadiers with four proxy mines, an unused blaster launcher, a max rank psi-op that basically had every active plus half of the passives, and two specialists with one hacker and the other support. The one problem is (1) my sniper is a gunslinger spec (2) I forgot to give him AP rounds. I also had a permanently mind-controlled Andromedron. I nabbed a beach ball just before the final showdown.

Problem is, the turn after three avatars spawned in, the beachball's mind control wore off and it used the aoe, and an avatar used an aoe, so everyone died in one turn.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5274 on: March 07, 2016, 04:17:37 am »

Don't neglect specialists on the final mission, they are extra help. Medical specialist is a lifesaver, and aid protocol with threat assesment is helpful for your vanguard.
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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'?

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5275 on: March 07, 2016, 04:19:41 am »

Can you Aid Protocol a gatekeeper?
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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!

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5276 on: March 07, 2016, 05:05:12 am »

It'd probably miss :P

And yeah, you can aid protocol aliens.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5277 on: March 07, 2016, 06:18:31 am »

Some observations about mind domination - maybe could help someone:
  • Berserker can punch an andromedon into unconsciousness preventing him from rising as berserking suit
  • Gatekeepers rule, but subjectively they make worse bullet sponges then andromedons because nobody targets them
  • Zombies raised by mind-controlled gatekeeper are mind-controlled. If you lose control of gatekeeper they self-destruct and damage your final score
Spoiler (click to show/hide)
« Last Edit: March 07, 2016, 11:55:44 am by Sirbug »
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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'?

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5278 on: March 09, 2016, 02:02:33 am »

"You Could Have Had A Shadowrun X-Com 2 Mod, But Microsoft Said No"
Quote
If you’re a fan of X-Com 2, you’ve probably heard about Team Dragonpunk, and the mods they’re working on which bring magic and dragons to the otherwise alien-only world of Firaxis’ popular strategy game.

What you may not know, which was just revealed by the team via a twitter conversation with fans, is that Microsoft wanted half a million dollars to let them make a Shadowrun mod.

Originally, the Dragonpunk mod was going to be a Shadowrun-themed affair, with the name “Shadowrun Assets, Inc.”, yet Microsoft naturally made them change it. What came out now via that discussion with fans is that Microsoft threatened to sue them if they released the mod, even though they planned to give it out for free.

Though it’s not entirely uncommon for a company to do such a thing, the fact that they demanded $500,000 from them to continue work on nothing more than a free mod seems a bit excessive. Especially for a company that has been trying hard to court PC gamers in recent years.

The name change to “Dragonpunk” hasn’t changed the design or content, however, and X-Com players who are also Shadowrun players will no doubt notice much similarity between the two.

Shadowrun has had a rocky history, with Harebrained Schemes’ Jordan Weisman trying for quite some time to get his own chance at using the untapped cyberpunk license and Microsoft squandering the community’s good faith by turning the property into what ended being a very poorly received Counter-Strike-esque shooter with 2007’s Xbox Exclusive Shadowrun.

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5279 on: March 09, 2016, 02:17:42 am »

That title seems a bit misleading.  It sounds like we're still getting a Shadowrun mod, albiet with a few names changed.
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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
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