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Author Topic: X-Com Chimera Squad  (Read 733247 times)

Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6135 on: February 02, 2017, 02:24:31 am »

They have that already RAM.
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My Name is Immaterial

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6136 on: February 02, 2017, 04:30:53 am »

Spoiler (click to show/hide)

But I think it's about time to move the Shadowrun/I.I. discussion to another thread.

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6137 on: February 02, 2017, 07:03:16 am »

They're not very Shadowrun because you don't take four hours for character creation and there are jobs that don't end in absolute horrifying disaster or Benny Hill shenanigans because of player stupidity.

Basically they're Shadowrun without shadowruns, if you're familiar with the meme.
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Aurora on small monitors:
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Teneb

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6138 on: February 02, 2017, 09:06:10 am »

Yeah, my RPG group thought about playing Shadowrun. Then we saw character creation and said fuck that.

Anyway, while I certainly appreciate the work they've put in I am not sure I actually like Long War 2. Things seem inflated for the sake of being long, "stealth" missions are just one huge sprint to the objective even after going to the files and changing their length or even using true concealment. It goes on.
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Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6139 on: February 02, 2017, 09:18:24 am »

Honestly the game isn't even all that fun until you are about halfway through the game. Where you start having tools, skills, and accuracy to make things happen.

Far too much of the Long War is spent in trenched in shootouts.
« Last Edit: February 02, 2017, 09:30:23 am by Neonivek »
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6140 on: February 02, 2017, 10:48:33 am »

I put in True Concealment, and I've been enjoying it. On Veteran battles have been a bit rough but not truly brutal unless I really screw something up. I might want to bump back up to Commander, but I'm waiting until I get a bit further in to decide. The difficulty might start ramping up soon.
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Toaster

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6141 on: February 02, 2017, 12:24:30 pm »

After restart number 4, I am getting into the swing.  Duoing stealth missions with a shinobi and a spec is working great for me. Scouting out the perfect spot to ranged pop the objective, then throwing a distraction grenade...  smoking on the way out works wonders too.

Crossing my fingers I can keep it up.
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6142 on: February 02, 2017, 02:53:50 pm »

After restart number 4, I am getting into the swing.  Duoing stealth missions with a shinobi and a spec is working great for me. Scouting out the perfect spot to ranged pop the objective, then throwing a distraction grenade...  smoking on the way out works wonders too.

Crossing my fingers I can keep it up.

I use the Gotcha, and Better Camera mod, and some setting in the ini to let me zoom out a few more.

I move the cursor over tiles and it lets me check if that tile has visibility to the taget or objective/hack station. 

Next, need to check if I can blue to that tile from no LOS, be it on the roof of between 3 high covers.
Shinobi just needs to be within sprinting onto that tile.

Pop the evac flare, hide and wait.  When evac is ready, Specialist blue moves onto tile, hack; Shinobi sprints, then evac.

Can be done with rookies
Depends if it can be done on the roof, of

Ultimuh

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6143 on: February 04, 2017, 04:02:34 pm »

Have been trying out Long War 2, and dang.. I have never seen so many enemy units so early in the game.
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etgfrog

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6144 on: February 05, 2017, 07:31:39 pm »

Have been trying out Long War 2, and dang.. I have never seen so many enemy units so early in the game.
Its extremely important to watch the infiltration times. http://steamcommunity.com/sharedfiles/filedetails/?id=846631763
If the reward is enemy material then having lots of enemies can be a good thing.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6145 on: February 11, 2017, 12:17:57 am »

So. There's been some activity on steam for XCOM 2.
An unnamed DLC entry has been added to the steam database for XCOM 2 very recently. Considering that February was the release month for the base game and that Lead Designer Jake Solomon is speaking at PAX East in early march, an expansion pack is pretty damn likely.
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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!

scriver

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6146 on: February 11, 2017, 06:23:45 am »

mechmechmechmech
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Love, scriver~

GiglameshDespair

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6147 on: February 11, 2017, 06:29:23 am »

So Xcom 2 has decided it will no longer recognise the mods I'm subscribed to, so it won't let me continue my campaign since the mods "aren't installed."

:/
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Rince Wind

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6148 on: February 11, 2017, 07:02:46 am »

I had the same problem and unsubscribed and resubscribed, then it worked again.
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Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6149 on: February 11, 2017, 08:43:27 am »

mechmechmechmech

We already have one who is a Mech person + Robot at the same time.
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