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Author Topic: X-Com Chimera Squad  (Read 737004 times)

KingofstarrySkies

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Re: X-Com 2: Enemy Known
« Reply #930 on: June 08, 2015, 03:11:44 pm »

That...
That is hilarious.
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scriver

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Re: X-Com 2: Enemy Known
« Reply #931 on: June 08, 2015, 03:29:16 pm »

To hell with other sci-fi settings. I want my medieval/napoleonic times mod!
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Wimopy

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Re: X-Com 2: Enemy Known
« Reply #932 on: June 08, 2015, 03:33:41 pm »

Against aliens or realistic? Well, everything is possible. With stealth mechanics and swords, I expect a ninja mod among others.
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Re: X-Com 2: Enemy Known
« Reply #933 on: June 08, 2015, 03:37:01 pm »

A ninja mod that follows the Law of Conservation of Ninjutsu, no less!  The fewer soldiers you send in, the more moves/turn and charges in their powers they each have!
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Flying Dice

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Re: X-Com 2: Enemy Known
« Reply #934 on: June 08, 2015, 03:46:54 pm »

And then nuCOM was Metal Gear Rising: Revengeance.
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Wimopy

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Re: X-Com 2: Enemy Known
« Reply #935 on: June 08, 2015, 03:54:51 pm »

A Metal Gear mod also sounds tasty with all the types of UGs in it.
Come to think, are there any tactical RPGs (á la XCOM) with good mod support out there? So many awesome mod ideas, yet I can't recall seeing anything similar.
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scriver

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Re: X-Com 2: Enemy Known
« Reply #936 on: June 08, 2015, 04:07:34 pm »

Against aliens or realistic? Well, everything is possible. With stealth mechanics and swords, I expect a ninja mod among others.

Against aliens, of course. I mean, demons descending from the heavens. Or something.
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Teneb

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Re: X-Com 2: Enemy Known
« Reply #937 on: June 08, 2015, 04:31:58 pm »

And then nuCOM was Metal Gear Rising: Revengeance.
Damn. I do want a metal gear mod for xcom now.

Maybe instead of sectopods (or whatever is the xcom2 equivalent), we can have actual metal gears instead.
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Lightningfalcon

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Re: X-Com 2: Enemy Known
« Reply #938 on: June 08, 2015, 04:45:54 pm »

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puke

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Re: X-Com 2: Enemy Known
« Reply #939 on: June 08, 2015, 05:26:25 pm »

On a side note. XCOM 2 will not have free-aim.

INSERTYOURPROFANITYOFCHOICEHERE

Quote
“We don’t have free-aiming. That will be one of the first mods, and that certainly will be fine,” said Solomon. “Maybe somebody will bring back time units,” he mused. “I'd be fine with that.”

Woah, this is actually GREAT news.  This means that it will be modable, and I'll almost certainly be playing a modded game so I should be able to have free aim!  And maybe someone will make a TU system, which is even better.

This could be AWESOME.
« Last Edit: June 08, 2015, 05:31:50 pm by puke »
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Teneb

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Re: X-Com 2: Enemy Known
« Reply #940 on: June 08, 2015, 06:17:14 pm »

On a side note. XCOM 2 will not have free-aim.

INSERTYOURPROFANITYOFCHOICEHERE

Quote
“We don’t have free-aiming. That will be one of the first mods, and that certainly will be fine,” said Solomon. “Maybe somebody will bring back time units,” he mused. “I'd be fine with that.”

Woah, this is actually GREAT news.  This means that it will be modable, and I'll almost certainly be playing a modded game so I should be able to have free aim!  And maybe someone will make a TU system, which is even better.

This could be AWESOME.
I think free aim would completely break the game. Imaigne EW with free aim. You'd be able to trivialize a lot of the game.

I'm not saying free aim is a bad thing by itself, just that it would not fit well with NuCOM as it is right now.
« Last Edit: June 08, 2015, 06:19:52 pm by Teneb »
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Henny

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Re: X-Com 2: Enemy Known
« Reply #941 on: June 08, 2015, 06:20:53 pm »

If cover destruction is as powerful in XCOM 2 as it was in 1, free aim would indeed be fairly exploitable. I mean, I've encountered people using rapid fire laser scatters (upgraded shotguns) at a distance simply for cover destruction.
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KingofstarrySkies

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Re: X-Com 2: Enemy Known
« Reply #942 on: June 08, 2015, 06:34:50 pm »

METAL GEAR MOD:

MECTS ARE REPLACED WITH RISING-LEVEL CYBORGS
ALL OF MY YES
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nenjin

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Re: X-Com 2: Enemy Known
« Reply #943 on: June 08, 2015, 06:37:40 pm »

I've been noticing this in my current EW playthrough. Some weapons predictably shred cover on a miss. You notice it very clearly when shooting an enemy who is using Meld as cover.

Then again, everything has a very paper mache feel in EU/EW. Maybe the materials system will be more robust in XCOM2. (Part of me thinks not, the fact it works at all is probably reason enough to port it as is into the second game.) It does make firing next to walls risky though. Sometimes it goes straight through the wall, and sometimes it explodes it, leaving you coverless.
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EnigmaticHat

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Re: X-Com 2: Enemy Known
« Reply #944 on: June 08, 2015, 08:20:34 pm »

Perhaps one of the reasons its set in a future city is so that the city can be built out of plasma-resistant materials.
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