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Author Topic: X-Com Chimera Squad  (Read 732998 times)

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6045 on: January 25, 2017, 12:06:51 am »

It only happens on Commander and Legendary. But yes, patrols will consistently path directly into a flank on your concealed squad, they have metaknowledge.

On an unrelated note, just ran my first Haven defense mission. Went in with six, came out with five, two managed to go uninjured. It turned into a bit of a clusterfuck because literally all of the resistance members were hidden in a tiny corner of the map that prevented me from meta-spotting them through the fog, so I figured they were supposed to be placed when Firebrand returned to the AO. So I killed ayys for eight turns, Firebrand came back, I wondered what was up. Sent a scout out to search. Found them all at ~turn 14, killed the Faceless. But by then the reinforcements were mostly Mutons, Sectoids, and Vipers. I scrambled everything back in a fighting retreat.

Would have gotten away with 8/11 and the entire squad but my grenadier got disoriented and mind-controlled, and by that point there were ~30 active enemies on the battlefield. Still, a capture is better than a death, and I killed a shitload of ayys while getting the bulk of the resistance out. And got rid of that goddamn supply-leeching Faceless. Feels about right for a mishandled defense on Commander.
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EnigmaticHat

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6046 on: January 25, 2017, 02:18:24 am »

My experience with Vanilla is that stealth is for controlling pod reveals and nothing else.  Trying to sneak my way onto the objective has caused me more squad wipes than anything else.
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6047 on: January 25, 2017, 02:24:20 am »

I mean fully half the mission types require you wiping the entire map.  Sometimes including reinforcements - apparently they get bored of sending reinforcements and let you just have the site once you've killed enough.

Kinda bs.
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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6048 on: January 25, 2017, 04:12:25 am »

I agree that it didn't really match the theme, but you can pretty easily argue that the reinforcements you get in a battle are all the available forces at the moment.

Sure, ADVENT has tons more soldiers, but the next dropship is 10 minutes away after you just murdered the local garrison.
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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!

SharpKris

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6049 on: January 25, 2017, 07:39:42 am »

will doing an ambushed mission with less infiltration lead to better opponenets and thus better corpses? or is it just a set number of opponents?
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6050 on: January 25, 2017, 10:29:46 am »

will doing an ambushed mission with less infiltration lead to better opponenets and thus better corpses? or is it just a set number of opponents?

From my understanding, yes, you will get some better opponents.
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6051 on: January 25, 2017, 10:57:51 am »

will doing an ambushed mission with less infiltration lead to better opponents and thus better corpses? or is it just a set number of opponents?

From my understanding, yes, you will get some better opponents.

Advent Strength in the region/haven will determine and what alien type will spawn, and how buff each type is, (including ufo hunting and invasions type events).  There is a list somewhere, I can't find atm.

There is also an Infiltration Calculator (google sheet)
Activity Table:   Number of enemies you'll encounter
Extremely Light:   6-9
Very Light:   10-12
Light:   13-15
Light-Moderate:   16-18
Moderate:   19-21
Moderate-Heavy:   22-24
Heavy:   25-27
Very Heavy:   28-30
Extremely Heavy:   30-32
Swarming:   33+

Sensei

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6052 on: January 26, 2017, 04:45:04 pm »

So, is anyone else experiencing a bug where when you finish a mission, it gets stuck on the debriefing with a camera below the main base ship? All I can do is open the escape menu, and quitting crashes the game. This happens at the end of every mission unless I quit, reload, and play the last turn over, it's really annoying.
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6053 on: January 26, 2017, 06:51:47 pm »

Yep. It's one of the most common and shittiest bugs in the game. Here are a couple solutions:

1. Reload from an in-mission save, play to the end.
2. Restart the game, followed by 1.
3. Reload from before the mission, continue from there.
4. Uninstall one or more of the handful of mods which tends to increase the likelihood of it happening and start a new campaign.
5. Turn your graphical settings down a bit, try 1 or 2.

Usually if it doesn't happen in your first 5 missions (or you manage to fix it when it does) it won't show up again in that campaign.
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Toaster

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6054 on: January 26, 2017, 07:54:09 pm »

It's happened to me a couple times, and reloading last save has never not fixed it.

I'm still waiting for the first patch, for it and other reasons.
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6055 on: January 26, 2017, 09:12:23 pm »

Spoiler (click to show/hide)

That is all. Perfect shot straight through an open door and a bit more than half the enemies in the mission dead. Hot damn, I really hope this thing gets an upgraded version.
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6056 on: January 27, 2017, 11:57:30 pm »

I-I just got a thing. A thing from the loot mod. A rare sword with two modifiers, only one of which I really care about.

Gain 2 points of armor for 5 turns every time you slash. So. Uh. If that works like it sounds, whatever lucky shinobi carries that can stack up to 10 points of armor and keep it for as long as they can keep the combo counter going. I mean, I'm sorta wondering if it can only have a single instance active, which would make sense from a balancing perspective, but if it actually functions as written...
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6057 on: January 28, 2017, 12:00:13 am »

Way, way more than 10 points with Reaper+Bladestorm. So, immortality except to explosives, psionics, and any perk that shreds.
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Egan_BW

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6058 on: January 28, 2017, 12:05:17 am »

Knock the bullets out of the air with your sword.
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Rince Wind

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6059 on: January 28, 2017, 04:58:45 am »

Slash also doesn't end your turn, so if you start next to an Ayy or if your officer gives you another move you can stack up more.
But in LW all hits do at least 1 point of damage, so your shinobi will die anyway if you keep him out of cover.
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