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Author Topic: X-Com Chimera Squad  (Read 731877 times)

scrdest

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Re: X-Com 2: Partem Tueri
« Reply #5790 on: September 29, 2016, 06:31:22 am »

Anyway, XCOM (as the organization in the gameworld) has been in a weird position since X-Com 1. The funding there (and in NewCom 1 as well) is pitiful, especially as you are hailed as the sole hope of humanity. Why do you even have to bother with money?
I can't speak for oldcom, although I believe it's the same there, but in NewCom 1, you're not the Avengers. XCOM is essentially a benevolent black ops operation - if you look at the news ticker, it refers to your troops as being unidentified military operatives. And the governments funding you are, well, governments. If they think they can get a better deal out of cutting a deal with the aliens, they will.
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Rince Wind

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Re: X-Com 2: Partem Tueri
« Reply #5791 on: September 29, 2016, 07:20:00 am »

I am pretty sure that Advent doesn't allow any organized military next to their own. Humanity is in one happy community under the benevolent guidance of the Elders and their representative, the Speaker.


And yes, X-COM is black ops. But they get so little money, you couldn't probably fund a proper black ops op in the town next door for that money.
It is all fine in the game, gameplay is more important than realism.

In a Long War LP I did I explained it as the governments using XCOM to say "here, look we are doing something to fight the aliens. TOGETHER!" while they all think they can get by alone just fine and want their military to get all the glory. So they give token support to XCOM but not much beyond that. That is also the reason for the soldiers not being top notch, XCOM gets those that don't fit in, those that would get a dishonorable discharge if they don't "volunteer" for that job.
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Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5792 on: September 29, 2016, 09:31:15 am »

Ibid, you might also enjoy the game more if you grab a bunch of mods for it. The base game is ok, but you can find mods that change things in many, many ways that I think you'd enjoy.

Ones that tone down randomness, ones that adjust HP down and Armor up to avoid the 'bullet sponge' effect, and a lot more.

It's one of the things I really appreciate about this game. The modding scene they made available is pretty incredible, and just keeps getting better as the modders learn more and more.
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Chiefwaffles

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Re: X-Com 2: Partem Tueri
« Reply #5793 on: November 05, 2016, 06:49:49 pm »

(TACTICAL) CO-OP! CO-OP! CO-OP!

Yup. Someone released a co-op mod. Anyone remember seeing a heavily ambitious set of mod plans by a group shown to others before XCOM 2 released? This is actually the first mod in that package. (Said package is "dragonpunk" and their whole thing is putting dragons in XCOM2 for some reason.)

Regardless - said tactical co-op mod allows exactly that. Co-op in the battlescape.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5794 on: November 05, 2016, 07:52:48 pm »

Nice!

I'll have to bug some friends to try this out with me.
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Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5795 on: November 15, 2016, 04:49:18 pm »

Looks like another patch hit today. Anyone know where to find patch notes for XCOM 2? I can't seem to find a reliable source for them.
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My Name is Immaterial

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Re: X-Com 2: Partem Tueri
« Reply #5796 on: November 15, 2016, 10:51:06 pm »

Here?
Quote
Adds traditional (non-Steam Controller) controller support to the PC
Fix config/upk file issues that prevent full conversion mods from being possible on the Steam Workshop and also allow mods to have Bink files.
In Alien Hunters, the "Ruler Reaction" notification will stay on the screen after a unit fires at the Archon King while he is using Icarus Drop during combat.
SPARKS cannot be healed by Medikits
Additional minor bug fixes

Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5797 on: November 15, 2016, 11:16:46 pm »

Looks like this one was a hotfix for that patch to correct a targeting issue. Although I still saw it in my game today so...no idea what's going on there. Might see another patch soon.
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Flying Dice

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Re: X-Com 2: Partem Tueri
« Reply #5798 on: December 03, 2016, 11:33:59 pm »

-_______________-

Okay. Started a new campaign with a bunch of new mods, including the LW Perk mod. Set the Avatar project to never initiate, difficulty fairly high across the board, default squad size six. I go on Shen's Last Fucking Slog of a Mission with a Corporal Shinobi, Squaddie Sharpshooter, Shen Jr., Squaddie tech-priest whatchamacallit and two rookies.

I was one fucking turn away from a perfect run when Shen, the useless Sharpshooter (he hit all of two shots with his rifle through the entire thing), and all of the others missed their shots on Julian. So SPARK had to eat a shot from him and the heroine Shinobi (seriously, she bagged something like 30 solo kills and did >60% of the damage to Julian) tanked a suicide bomb. At least the drone wrangler Squaddie managed a spectacular ~30% chance stun on him in the first round of combat, so I can forgive her a little.

And then I get a terror mission as soon as I start time running in the Geoscape again.  ::)
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kilakan

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Re: X-Com 2: Partem Tueri
« Reply #5799 on: December 04, 2016, 07:44:13 pm »

I am so conflicted about that mission, it's a fabulous exp gain for anyone who goes on it but... if they aren't already very impressive characters, that last fight on the higher two difficulties almost guarantees you get hit once or twice.
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Chiefwaffles

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Re: X-Com 2: Partem Tueri
« Reply #5800 on: December 04, 2016, 08:02:13 pm »

Shen's mission was extremely surprising when I first played it. I was playing in Commander, I had my all-conventional-gear team full of squaddies + couple +1 ranks go in, and it was absolute hell.
I haven't been savescumming recently, but it just so happened I wasn't playing Ironman at that time and if it wasn't for savescumming, I would have had a squad wipe. The stupid first floor elevator part and suiciding robots forced me to sacrifice two squad members to escape, then I had to abuse saving to hack enough bots to not get a complete wipe during the boss.

It's fun but my god, is it a hard mission. I was expecting something like Alien Hunters - challenging but still doable.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5801 on: December 04, 2016, 08:38:50 pm »

I did a bit better. Also on Commander, and my whole squad got beat to hell but only one death on that first run through.

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Twinwolf

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Re: X-Com 2: Partem Tueri
« Reply #5802 on: December 04, 2016, 09:34:57 pm »

I should do a second run, on Commander this time. My first run through on Normal was kinda easy - even the Shen mission was sorta a joke since I had laser weapons.
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Flying Dice

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Re: X-Com 2: Partem Tueri
« Reply #5803 on: December 04, 2016, 10:12:02 pm »

I was on Commander as well; the primary barrier to it being easy was the armor on everything, since you have little/no shred or pierce. Is it less armor on lower difficulties?

Probably would have squad-wiped myself, but Shen can AoE wipe big clumps and my shinobi could one-shot even the turrets. Definitely a mission to spam swords and shredder rounds on, if you're running kevlar and starter guns that's the only way to outdamage the spawn rate, especially on the first elevator.
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Mephansteras

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Re: X-Com 2: Partem Tueri
« Reply #5804 on: December 04, 2016, 10:31:56 pm »

I also had good luck with shotguns and close combat specialist.
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