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Author Topic: X-Com Chimera Squad  (Read 732364 times)

Krevsin

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5880 on: January 18, 2017, 10:14:28 am »

So no squad cap?

Does this mean I can solve missions by throwing rookies at it until everything's dead?
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Aklyon

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5881 on: January 18, 2017, 10:32:19 am »

No squad cap has been around for ages. And squad management too.

But multiple squads is pretty cool!
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Culise

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5882 on: January 18, 2017, 11:49:03 am »

So no squad cap?

Does this mean I can solve missions by throwing rookies at it until everything's dead?
Yes, you can, as long as you can afford recruitment and they don't have any enemies that specialize in mowing down mooks.  Sadly, flashlights haven't been announced yet, so you'll have to make do with pop guns. 
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5883 on: January 18, 2017, 12:20:40 pm »

They already have a Long War mod for lasers. I'd be shocked if they didn't include them in LW2.
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Bremen

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5884 on: January 18, 2017, 12:42:41 pm »

I wonder if you're rewarded for keeping a squad together.  That could reduce micro/add a nice narrative attachment.

I have read that yes, if soldiers keep going on missions with the same officer they start to accumulate bonuses with that officer, though it was second hand info from the LW2 forum.
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5885 on: January 18, 2017, 12:57:10 pm »

No squad cap has been around for ages. And squad management too.

But multiple squads is pretty cool!
https://www.youtube.com/watch?v=C3O9G6p42YM
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5886 on: January 18, 2017, 01:01:35 pm »

They already have a Long War mod for lasers. I'd be shocked if they didn't include them in LW2.
The tiers seem to be Ballistic -> Mag -> Laser -> Coil -> Beam.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5887 on: January 18, 2017, 01:14:25 pm »

Even more information!

This time on new missions. Not much information other than that and I'm not sure if these are the multi-mission plot lines mentioned before, but they're still cool. The new missions include Jailbreaks, ADVENT Base Assault (and not just research facility assault like in the base game), and much more.

There's also going to be a twitch stream of Long War 2 gameplay with Jake Solomon and Garth DeAngelis today, 12 PM PST on the FiraxisGames channel.
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scrdest

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5888 on: January 18, 2017, 01:23:38 pm »

God damn that strategy stuff makes me happy. YOU FINALLY RUN THE GODDAMN RESISTANCE OPERATIONS. You know, as a Commander. Not play the RPG-style dogsbody for the Good Guys fetching twenty Sectoid asses.

I just hope it's not going to be as condescendingly bullshit as EW's Long War was; that was, for me, a bunch of splendid gameplay changes, let down by the hurhurhur so hardcore have twenty 50-hp regen sectopods attitude.
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EnigmaticHat

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5889 on: January 18, 2017, 01:26:20 pm »

Even more information!

This time on new missions. Not much information other than that and I'm not sure if these are the multi-mission plot lines mentioned before, but they're still cool. The new missions include Jailbreaks, ADVENT Base Assault (and not just research facility assault like in the base game), and much more.

There's also going to be a twitch stream of Long War 2 gameplay with Jake Solomon and Garth DeAngelis today, 12 PM PST on the FiraxisGames channel.
Check out the last screenshot on that article.  The Viper in front has a different gun model than the one in the back left.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5890 on: January 18, 2017, 01:51:03 pm »

I've thought since XCOM EU that there should be snakemen snipers. Nice to see someone putting them in.
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5891 on: January 18, 2017, 01:56:56 pm »

Snek Snipers aren't new, they're in the Long War Alien Pack. And they're fucking bastards, the range on that rifle is insane. Didn't lose anybody to them, but it was a close thing.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5892 on: January 18, 2017, 02:04:38 pm »

Snek Snipers aren't new, they're in the Long War Alien Pack. And they're fucking bastards, the range on that rifle is insane. Didn't lose anybody to them, but it was a close thing.

Huh, surprised I haven't fought them before. I've been using that pack for a while. Although I haven't played in a month or two, so maybe they showed up in an update or something and I just haven't played since then.
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5893 on: January 18, 2017, 02:10:19 pm »

There are so many aliens in the LWP that you probably just didn't roll them. I've seen people ask whether or not Andromedons are in the LWP, while I got them nearly every mission in late-game. Conversely, everybody talks about the Chryssalid Queens and Prime Sectopods, but I never saw either.

It seems like every time a new alien enters the pod formation, it's done based on a semi-random system. Nobody plays a normal campaign long enough for them all to show up. Hence the need for Long War, I suppose.
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Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5894 on: January 18, 2017, 02:12:07 pm »

The Long War Aliens mod sort of breaks the game so to speak by destroying the Unit economy.

It is somehow... easier.
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