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Author Topic: X-Com Chimera Squad  (Read 733328 times)

Twinwolf

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6660 on: July 31, 2017, 05:05:06 pm »

I think they're talking about the Long War 2 mod. In the base game, there are no repercussions.
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Sindain

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6661 on: July 31, 2017, 08:29:26 pm »

I know. I've never heard of this in LW2 either, and I still can't find anything via google.
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TheDarkStar

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6662 on: August 06, 2017, 02:24:18 am »

I finally won my Long War 2 campaign (on Beginner, mind you) after ~71 hours of playtime (of which the final mission alone was almost three hours) so I guess it was a long war. Heh.

Spoiler: Game-end stats (click to show/hide)

Some things I learned:
Anything that does guaranteed damage - grenades, psi soldiers, shinobis, various perks - is good because you can plan better around them.
Anything that does damage to multiple enemies at once is good: assorted late-game gunner perks (saturation fire and iron curtain), Reaper (one of my Shinobis personally made over 10% of my alien kills), face-off (pistol perks are ridiculous in general, but face-off lets you do upwards of 50 damage with one soldier in one turn; my soldier with the second largest number of kills was a pistol-wielder), technical stuff in general, etc. The best perks/abilities like this are the ones that reload after a few turns, but techicals are still useful because their abilities have a large AoE and destroy terrain or burn things.
If there's no timer, end every turn on overwatch and try to make the enemy spot you on their turn so you get a free shot at them. I hear that this is different at high difficulties because the aliens will sometimes shoot on their first turn, but overwatch still lets you shoot twice in a row.

I was a bit slow with my campaign, but that's because I was getting used to LW2. When I next get a chance to play a LW2 campaign, I'll try to have more than three squads in my rotation and I'll try to complete more missions (I started skipping them because I didn't care for what they had, but then I was short on Elerium cores and similar loot).
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ArchAIngel

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6663 on: August 09, 2017, 04:58:55 pm »

So we have data on what Bond Points can do.


And uh it's kind of astonishing.


http://steamcommunity.com/games/268500/announcements/detail/1440442886466647497


The biggest thing that sticks out to me is 2 extra actions at max bond.

Egan_BW

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6664 on: August 09, 2017, 05:20:01 pm »

Remind me, are there any special abilities in vanilla XCOM2 that let you shoot without ending your turn?
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6665 on: August 09, 2017, 05:21:36 pm »

If it works the way that I think it does, its not that ridiculous.  The basic skill is a 1 AP transfer, the upgraded version is a 2 AP transfer for a net gain of just one AP.  And shooting will still end your turn.  So if a ranger with 4 AP uses reaper and gets a kill, they end up with just 1 AP.

Edit: Yeah but most of them won't help.  Sniper gets two mildly helpful ones: a rifle kill made from elevation costs 1 action, plus a 3 turn cooldown ability that makes a rifle kill refresh all AP.  "All" meaning 2 or 4 depending on Firaxis interprets it.

Actually... now that I think about it, if you can use the extra actions skill on soldiers that have already moved, even the basic +1 AP version is utterly broken.
« Last Edit: August 09, 2017, 05:29:16 pm by EnigmaticHat »
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umiman

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6666 on: August 09, 2017, 05:35:56 pm »

A lot of these moves and new characters seem really broken by themselves, but I think Firaxis knows what they're doing.

If you look at how they're introducing the new enemies and so on, you kinda need the new broken moves. It looks like they're taking some cues from Long War and putting in some broken player actions to compliment the increased new difficulty.

I'm always okay with things being overpowered. I prefer that to everything being underpowered. More fun. Especially when it's singleplayer. What Dota's balancing used to be.

EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6667 on: August 09, 2017, 05:36:38 pm »

Has that whole mess settled down yet BTW?
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MetalSlimeHunt

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6668 on: August 09, 2017, 05:47:43 pm »

Remind me, are there any special abilities in vanilla XCOM2 that let you shoot without ending your turn?
One of the Heavy ability lets you shoot and then take an action or shoot again, but not move.
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Zangi

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6669 on: August 10, 2017, 02:50:45 pm »

Standing together? Bonus to eating explosives.
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Aseaheru

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6670 on: August 15, 2017, 05:58:40 pm »

 Well, what has been dumped on youtube about the new expansion looks rather interesting.
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jocan2003

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6671 on: August 16, 2017, 05:18:15 pm »

With a proper expansion like we used to see in the early gaming days, is it safe to assume long war will most likely be incompatible?
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TheDarkStar

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6672 on: August 16, 2017, 05:23:12 pm »

iirc the LW2 devs said that they won't have a version compatible with the new expansion for a few months.
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umiman

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6673 on: August 16, 2017, 05:52:58 pm »

They'll probably have all the long war revenues and weapons ready though. Should be easy enough to port.

I don't really like long war's mechanics, but their enemy variety, weapons, and soldiers are fun as fuck.

Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6674 on: August 16, 2017, 06:41:04 pm »

With a proper expansion like we used to see in the early gaming days, is it safe to assume long war will most likely be incompatible?
Its a new, big patch. Just assume literally all the mods are broken except the ini tweaks until they aren't and you'll be fine.
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