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Author Topic: X-Com Chimera Squad  (Read 733791 times)

KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3990 on: February 05, 2016, 05:45:48 pm »

You have the paintballer's wet dream tacticool army helmets with too much stuff on them, and then you have the skull-on-bandanas ro-ro-FIGHT DA POWAH ridiculous teenage outfits.

And then you can put these outfits on 50 year old suburban mom types and have them shoot missiles at aliens. XCOM2

PS: monocles + Guile's hair on everyone.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3991 on: February 05, 2016, 06:03:21 pm »

If you're a real pro you use the skull bandana over the skull facepaint.
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scrdest

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3992 on: February 05, 2016, 06:05:24 pm »

If you're a real pro you use the skull bandana over the skull facepaint.
Which, let us not forget, is painted over an actual skull.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3993 on: February 05, 2016, 06:21:47 pm »

If you're a real pro you use the skull bandana over the skull facepaint.
Skull bandana, skull facepaint, and an off-white bandana tied over the top of the head. Spooky scary skeleton.
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Star Wars: Age of Rebellion OOC Thread

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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3994 on: February 05, 2016, 06:25:20 pm »

What's with the monocle but no top hat? That's pretty weird. You'd think if they're putting in silly shit they might as well have it match.

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3995 on: February 05, 2016, 06:30:52 pm »

Fucking sectoids, dude.

I mean yeah, they like to waste turns with useless moves, but that's the only thing holding them back.  Every turn they don't waste just fucks you over.  I don't know how many missions I've had going like clockwork until a sectoid mind controlled my dude and threw everything into chaos.

Plus you can't tell how far the zombies are going to be able to move.  It's like the only really non-transparent thing in the game, and it just makes hte sectoids even more frustrating.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3996 on: February 05, 2016, 06:32:20 pm »

Stun lancers are the new thin men.  Holy shit.  Just had a squad wipe where pretty much everyone was panicking and getting whacked by near unavoidable stun damage every single turn.

Although to be fair my agents rolled horribly on their resist panic/mindfray rolls.

Edit: I am now going to a terror mission with all 5 of my remaining soldiers, none of whom have any extra gear except for like two weapon upgrades.  Welp, here goes nothing.

Double edit: Made it out with only a graze and two faceless hits.  Both those hits were on the same turn as reveal and against the same soldier (Mr. Receding Hairline from my first mission, who's a badass BTW), but he survived thanks to healing.  I really needed that.
« Last Edit: February 05, 2016, 07:39:33 pm by EnigmaticHat »
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3997 on: February 05, 2016, 06:42:37 pm »

There's probably more to it than anti-alias, but I found this interesting bit on XCOM 2's AA settings...

Quote
So you’ve got your shiny new GTX 970 or your Radeon R9 390, and you’ve booted up a simple turn-based tactical strategy game and found you can’t max it with a decent frame rate. Disappoint right? But not the end of the world. It’s exclusively because the Maximum preset in XCOM 2 is set at 8x MSAA. This is the most demanding form of antialiasing in existence, and you’ll see frame rates drop into single digits even on a GTX 970 at 1080p.

The reason for this is that MSAA 8x is literally rendering at 8x 1080p resolution, before downsampling. That’s basically equal to rendering at 6K resolution, which is going to crumble all but the mightiest graphics cards.

Just because you think you have a decent graphics card, doesn’t mean you can max the settings. It doesn’t mean XCOM 2 is unoptimised, and it doesn’t mean your graphics card isn’t any good. MSAA 8x is just a theoretical maximum that at least somewhat future-proofs XCOM 2. Turn this off and you'll see your frame rate jump 8x. Your best bet is FXAA.

Source
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3998 on: February 05, 2016, 06:52:09 pm »

I've had graphics set to high and haven't had any performance drops with a 3570k i5 CPU and R9 270 GPU. Well, other than the occasional FPS drop to ~20 when doing intensive loading (skyranger, etc.)
I heard that the performance issues have to do with RAM, so I guess it helps that I have 16gb of ram?
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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!

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #3999 on: February 05, 2016, 06:53:36 pm »

Fucking sectoids, dude.

I mean yeah, they like to waste turns with useless moves, but that's the only thing holding them back.  Every turn they don't waste just fucks you over.  I don't know how many missions I've had going like clockwork until a sectoid mind controlled my dude and threw everything into chaos.

Plus you can't tell how far the zombies are going to be able to move.  It's like the only really non-transparent thing in the game, and it just makes hte sectoids even more frustrating.
My typical approach has been thus: if nothing worse than a Captain is nearby, kill the Sectoid first. If there is, kill that first (since there's good odds the Sectoid will zombie it instead of something useful), then kill the Sectoid before the zombie can act.

I've only lost the two forced losses so far, and that's wholly because I've gotten lucky kept up a steady tempo to leave the ayys on the back foot forever.
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Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4000 on: February 05, 2016, 07:13:40 pm »

Apparently sectoids usually try to raise a zombie above using any other psi powers so apparently you can get away with leaving a sectoid alive for 1 turn and eliminate advent troopers/officers first.
Sectoids will busy themselves with animating zombies before doing something actually damaging (like mind controlling your best soldier).
« Last Edit: February 05, 2016, 07:18:21 pm by Sonlirain »
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4001 on: February 05, 2016, 07:22:09 pm »

My typical approach has been this:
1. Can Ace hit it? Shoot it with the free pistol shot.
2. Kill the sneks and stun lancers first. Or Mutons if I see any more of those.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4002 on: February 05, 2016, 07:30:34 pm »

Neonivek will always find a complaint about a game.  If the game were perfect he would reorganize his definitions so "perfect" means "bad."

Well no.

That is really my only complaint storywise. It feels like a cop-out a way to sidestep making you have the feels since your killing innocent citizens.
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scrdest

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4003 on: February 05, 2016, 07:37:59 pm »

Also PSA on pectoids: disorienting them apparently breaks their mind control/zombie raising.

Caveat emptor, though, that's just what I read as an ersatz for being able to play.
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4004 on: February 05, 2016, 07:41:33 pm »

WELP, got shot down. Now to have dinner and then figure out what the hell I'm going to do about it.
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