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Author Topic: X-Com Chimera Squad  (Read 733719 times)

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3945 on: February 05, 2016, 12:50:58 pm »

Finally got to play. Two observations:

1) The alien spokeperson is Tom Cruise. Somehow, that feels just right.

2) I'm really disappointed the common troopers are not humans, I've always thought the easiest way to conquer Earth would be to corrupt the elite and make them work for aliens.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3946 on: February 05, 2016, 12:52:17 pm »

They're humans, just weird ones.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3947 on: February 05, 2016, 01:00:29 pm »

They did that though.  They did corrupt the elite, that was the entire thing they did with the first XCOM, why it's a coalition between the leaders of Earth and the Ethereals/Elders.

They still need soldiers and police, and as becomes apparent very early on they modify the humans they use for better loyalty and tactical acumen.  Humans might occasionally balk at killing civilians, brain-jacked mutants barely know what's going on.

Also lost in record time.  I kind of gave up near the end but I'm semi-pleased with the difficulty.  Sectoids are a fucking nightmare which is a sentence I never thought I'd say, but it's true.  Either agents can't resist their attacks or will is too low early on to resist, it's like if old XCom had an ethereal or two stashed in every mission from the start of the game.

Still, it's pleasantly difficult and not as much of a grind early on.  After a few tries at Impossible difficulty in XCom 2 Classic just felt like babymode, especially early on.  The extra hit point on sectoids really changed the game up more than you'd think.
« Last Edit: February 05, 2016, 01:06:39 pm by Cthulhu »
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3948 on: February 05, 2016, 01:27:52 pm »

Yeah the grunts are mutants, whatever, but I think the visuals matter a lot - the fact they look inhuman kind of takes away a lot.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3949 on: February 05, 2016, 01:36:34 pm »

I think I would have preferred the advent trooper face reveal to not be in the intro, but that's just me.

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3950 on: February 05, 2016, 01:37:51 pm »

Watched about 2 hours of a friend streaming it. And it's an instant-buy for me, but I'm a little worried about not being able to run it...
Eh, I can hope. Oh, and I like that it feels more story-driven than before. Verymuchgoodyes.
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Sigtextastic
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3951 on: February 05, 2016, 01:38:45 pm »

Eh, the Advent troop stuff doesn't bother me any. And the face thing at least clearly explains why they bleed alien blood instead of human.
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Exerosp

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3952 on: February 05, 2016, 01:48:13 pm »

I don't see the hassle about Sectoids. They're dumb and weak, they never shoot at anyone and most of the time their first move is to Reanimate. They do however have a ridic low hitchance on them.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3953 on: February 05, 2016, 01:50:56 pm »

I don't see the hassle about Sectoids. They're dumb and weak, they never shoot at anyone and most of the time their first move is to Reanimate. They do however have a ridic low hitchance on them.

You're lucky. Mine usually scamper around to flank me with their extra move distance and blast someone's face off. Or mind control someone.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3954 on: February 05, 2016, 01:52:20 pm »

They're humans, just weird ones.

Spoiler (click to show/hide)

As for the Speaker:

Spoiler (click to show/hide)
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3955 on: February 05, 2016, 01:53:20 pm »

They are technically humans.
Spoiler (click to show/hide)
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Sigtextastic
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Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3956 on: February 05, 2016, 01:55:02 pm »

Nah they're almost entirely human. The differences are pretty small compared to the similarities and the fact that they are a Combine-style reward scheme for being a loyal citizen. Wouldn't make much sense to do that and then just kill off the people you're meant to be rewarding to replace them with aliens.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3957 on: February 05, 2016, 01:55:55 pm »

Right. In the tutorial, while they show the face, they say they're human.
At least as human as HL2 combine, at least.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3958 on: February 05, 2016, 02:07:49 pm »

I suppose it comes down to your definition of human. Their head at least is barely human and they have yellow blood.

I'd sooner call them hybrid than human.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3959 on: February 05, 2016, 02:17:06 pm »

Well thats somewhat annoying, but i don't have the space to go looking at the sdk to try to fix it. You can make it show more slots in the squad setup (like if you wanted to have 8 people instead of 6 eventually), but if you get squadsize upgrades to use the slots they bug out and you still don't know who your 7th soldier is before the map loads. So I'll just change my modding back for now then, I guess.
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