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Author Topic: X-Com Chimera Squad  (Read 733470 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3900 on: February 05, 2016, 04:12:52 am »

I feel like such a scrub; I had to restart on veteran difficulty after getting my ass kicked in the first few higher level missions. The tutorial seems to throw you into a bunch of missions immediately without much chance to get your bearings.

I came within a hair's width of failing the very first mission its possible to fail, I wouldn't feel too bad about it.  Especially since I kicked the ass of the first few missions of EU on my first playthrough.

If I can theorycraft for a moment, the original newcom was balanced around its super reliable grenades.  You KNEW you could kill a sectoid whenever you wanted, and all you fought were sectoids for the first few missions.  Impossible took away that guarantee by adding a health point to sectoids, which is why it was such an incredible jump from classic to impossible.  But this game makes it so that grenades are no longer a 100% kill on any full health enemy, and you face elite variants from the beginning.  So veteran is harder compared to classic, but legendary shouldn't be quite as much a jump by comparison.  Still probably very difficult.

In other news I have a soldier with a man-bun who I had to consult his character sheet to see what gender he is.  I also found three pieces of loot on a single corpse.  Things are looking up.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3901 on: February 05, 2016, 04:39:38 am »

Another thing I noticed (and am not at all fond of) is that weapons seem to have a hard limit on accuracy. I'm not sure what else can explain a flanking shot from an assault rifle at point-blank range only having 85% accuracy (and it missed, of course, resulting in the soldier pointing his gun in the air before firing the burst). Maybe ranks have an even greater impact on targeting than they did before, but for pete's sake I'm pretty sure even rookies in EW could get perfect shots off in such situations. Thankfully I think the RNG took pity on me for that, because the lucky sectoid only moved a few tiles away and failed to affect that same soldier's mind.
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3902 on: February 05, 2016, 05:09:06 am »

Range bonuses on the assault rifle max out at +20.
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IronyOwl

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3903 on: February 05, 2016, 05:19:31 am »

A quick glance suggests I'm not the only one who got manhandled on Commander difficulty. Statistically I think they were better off when Bradford was in charge.

Graphics look like crap, worse than the first I think. Because my comp can't handle making them nice, obviously, but it still makes me sad.

I am LOVING the variety and... unsoldieriness of the recruits. I love the sunglasses-and-bandana tryhards, I love the people who are very clearly librarians and mothers of four. It gives an absolutely hilarious bent to the whole thing.

I'd like to have a real opinion on the game but my first playthrough mostly consisted of screaming like a little girl as 40-health stun lancers butchered my squad of full rookies because they already butchered my actual soldiers last mission. So, uh, "could use a bit more breathing room for comebacks" would be my initial impression, at least on Commander.

Oh, and that well-executed ambushes are incredibly satisfying, and I like the random loot and Proving Grounds One Item -> One Random Item thing. Gives your gear some variety instead of making it a research->production wave.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3904 on: February 05, 2016, 05:26:20 am »

Had an excellent ambush involving a hacked turret and a sniper on overwatch. First time I ran into the snakes, too. Seems nothing survives too long when I encounter it for the first time, which so far has meant it dicks my squad up the next time I see it.

Love the feel of the missions. It's a different kind of tactical. There's Sophie's Choice everywhere, and I think it's awesome.

Anyway what I came back here to say was my badass sniper from South Africa is the only black person I've got in my ragtag group of soldiers, and the game decided to nickname her "Pale Rider".
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3905 on: February 05, 2016, 05:57:38 am »

Man-bun got crit by a sectoid :(
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scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3906 on: February 05, 2016, 06:09:00 am »

Anyway what I came back here to say was my badass sniper from South Africa is the only black person I've got in my ragtag group of soldiers, and the game decided to nickname her "Pale Rider".

It's a reference to her grey-worn underwear.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3907 on: February 05, 2016, 06:32:32 am »

So, managed to

Spoiler (click to show/hide)

So anyone else really, really hate the stun troops?
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3908 on: February 05, 2016, 07:08:35 am »

    I can report that XCOM2 runs, barely, on a Surface Pro 1.
Can you elaborate? Aside from obvious issues with graphics settings and low performance, does it otherwise work well?

Because I can't see most of the UI. :P
I can tell it's there because of the sound feedback when I hover over the buttons, and I can actually press the buttons, but the UI is invisible. Only things I can see are the ingame UI (I could actually complete the tutorial mission) and some fringe 2d buttons. Can't see the main menu options screen, the new game screen (just hit enter to get past it), or, more importantly, the other base screens, such as research.

Currently wondering if it's something I managed to inflict on myself myself, or if it's the lousy pirating. I had to do a lot of ini editing to make the game start up without crashing.
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TempAcc

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3909 on: February 05, 2016, 07:32:33 am »

Downloading it currently, but wont be able to play it till later because I'll be mostly busy till the middle of the weekend. People keep telling me it'll run reasonably well on pretty much anything that edges over the minimun specs, but we'll see.
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scrdest

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3910 on: February 05, 2016, 07:45:00 am »

Anyway what I came back here to say was my badass sniper from South Africa is the only black person I've got in my ragtag group of soldiers, and the game decided to nickname her "Pale Rider".

It's a reference to her grey-worn underwear.
Ah. Bet there's a ot of Brown Riders, then :P

In other news, despite having gotten access about half a day ago, this piece of trash still won't run properly. The only change updating drivers did was that now instead of blackscreening and crashing on launch of the actual game, now it technically runs. Technically, as in it runs the process, but not the application, and the process has about as much memory assigned as f.lux.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3911 on: February 05, 2016, 07:47:15 am »

    I can report that XCOM2 runs, barely, on a Surface Pro 1.
Can you elaborate? Aside from obvious issues with graphics settings and low performance, does it otherwise work well?

Because I can't see most of the UI. :P
I can tell it's there because of the sound feedback when I hover over the buttons, and I can actually press the buttons, but the UI is invisible. Only things I can see are the ingame UI (I could actually complete the tutorial mission) and some fringe 2d buttons. Can't see the main menu options screen, the new game screen (just hit enter to get past it), or, more importantly, the other base screens, such as research.

Currently wondering if it's something I managed to inflict on myself myself, or if it's the lousy pirating. I had to do a lot of ini editing to make the game start up without crashing.

     I have full UI, game just runs at what must be 3-5 fps or thereabouts.  Loading screens take minutes to progress, but at least I can play......
     My Russian grenadier and Aussie specialist are both wounded after the latest mission - Japanese gunslinger and Irish assault ranger round out the team.......the ranger has used her sword more than her shotty so far, even with
Spoiler (click to show/hide)

Edit: mistakes due to lack of sleep.....fixed.
« Last Edit: February 05, 2016, 07:49:29 am by Darkening Kaos »
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3912 on: February 05, 2016, 07:55:51 am »

Anyone built a workshop yet? I'm planning to build one in the middle with 4 adjacencies so that I can take full advantage of its listed effect, but not ENTIRELY sure what that effect will do.

Basically it says you can make a unique gremlin to boost adjacent facilities, which *I* interpret as meaning it lets you effectively fill engineer slots with resources instead of actual engineers. Still, unclear on if it only lets you do this ONCE (which would HILARIOUSLY waste my positioning of it) or what.

Guess I'll keep you guys posted.
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Kruniac

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3913 on: February 05, 2016, 08:10:47 am »

So from what I'm gathering (I fell asleep, so I won't be able to play until tonight), this isn't anything like XCOM whatsoever. Ah well. I didn't expect them to be able to pull it off. I'm convinced that modern game developers are incapable of recreating quality titles. They failed with Jagged Alliance. They failed with that god-awful Dungeon Keeper remake. They failed with XCOM: EU.

On the bright side, this game has virtually no negative reviews, aside from performance issues (Which I don't mind, as I don't have a wooden computer), and shit game design choices such as mission timers. It's apparently very cyberpunk, which is ALWAYS a good thing, and I'm pretty excited to play it.

TL;DR - A good game, not a good XCOM game. Just like the one before it. Would pirate, and would buy if it had good multiplayer.
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Shadowgandor

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3914 on: February 05, 2016, 08:17:14 am »

So from what I'm gathering (I fell asleep, so I won't be able to play until tonight), this isn't anything like XCOM whatsoever. Ah well. I didn't expect them to be able to pull it off. I'm convinced that modern game developers are incapable of recreating quality titles. They failed with Jagged Alliance. They failed with that god-awful Dungeon Keeper remake. They failed with XCOM: EU.

On the bright side, this game has virtually no negative reviews, aside from performance issues (Which I don't mind, as I don't have a wooden computer), and shit game design choices such as mission timers. It's apparently very cyberpunk, which is ALWAYS a good thing, and I'm pretty excited to play it.

TL;DR - A good game, not a good XCOM game. Just like the one before it. Would pirate, and would buy if it had good multiplayer.

Opinions. I personally loved the XCOM: EU remake. Yes they changed a lot of the mechanics, but that's a result of looking at every single mechanic and trying to improve it. If you want a "rehash" of oldCom, try Xenonauts or something. That game barely touched the mechanics and should be more suited for you.
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