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Author Topic: X-Com Chimera Squad  (Read 733790 times)

GiglameshDespair

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4005 on: February 05, 2016, 07:44:38 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.
Mutants or no, ADVENT soldiers are directly working with the aliens in an oppressive regime, they're neither "innocent" nor "civilians" by any means of the term.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4006 on: February 05, 2016, 07:45:18 pm »

AFAIK disorient prevents all special abilities, including stun lancer charge (which is honestly the most important to disable unless you've got some form of revive).  Its essentially equivalent to the silence status effect from other games.  PSA: grenadier's launcher can launch flashbangs and greatly increases their radius.  Only mission I actually tried that on I got fucked up because of a unit that's immune to flashbangs, but it seems a neat trick nonetheless.

That being said I just did a mission with nothing but grenades and I have to say I'm pleased with the results.

Edit: I have five soldiers left.  One of them is wounded for 17 days.  The aliens have the "midnight raids" dark event active, doubling recruit costs.  I have 22 supplies, and the only scan available is for a black market.
« Last Edit: February 05, 2016, 07:50:50 pm by EnigmaticHat »
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XhAPPYSLApX

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4007 on: February 05, 2016, 08:05:34 pm »

I was able to get it way earlier than I was expecting :D (Was expecting to get it on the 15th)

Hoping I don't totally f*ck up my first mission!
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4008 on: February 05, 2016, 08:13:57 pm »

I don't seem to have much trouble with stun lancers, am I the only one? The stun seems to go away once my turn starts and I haven't yet gotten any killed by it.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4009 on: February 05, 2016, 08:15:30 pm »

Meanwhile in this mission, I've managed to successfully hack twice (praise skullmining bonus):
First, hacked an Advent mec. It promptly got assaulted by both pods I couldn't avoid triggering when I went loud. Survived, blew up a sectoid with its missile pods. Hopefully didn't blow up the objective inside the truck.

Secondly, I got control of a random enemy. It turned out to be a pectoid further away than the current enemies, which is next to a muton and another pectoid for a total of 4 of them so far this mission. Did you know they have melee vulnerability and thus take more damage from swords?
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4010 on: February 05, 2016, 08:18:37 pm »

   Two standout moments from last night's play session.
   
Spoiler: First: (click to show/hide)

     
Spoiler: Second: (click to show/hide)

    Despite my Surface barely able to run this, I am enjoying the game.  Gives me incentive to get on with fixing up my desktop, (replacement ssd required), and possibly accelerating my plan to get a Surface 4.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4011 on: February 05, 2016, 08:45:48 pm »

By the by, if you're like me and just want to build up forever while kitting out your dudes and gradually increasing the difficulty with ini tweaks (instead of rushing through to finish the plot), here's a crucial setting:

In DefaultGameData.ini, find this:
Code: [Select]
AlienHeadquarters_DoomMaxValue
Whatever value you set for that is the number of boxes on the Doom counter. The default is 12 for each difficulty, and you can set it as high as 999 if you want a really long war. Turn this shit into the 100 Years War II.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4012 on: February 05, 2016, 08:50:28 pm »

Long War II: WAR LONGER
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4013 on: February 05, 2016, 08:52:52 pm »

Well, fuck. Mainly (sorta) due to a bug, my team failed to reach the evac point during my first VIP rescue mission. The VIP made it, at least, so it wasn't a total loss.

The bug which had me waste a turn had to do with the damn locked door of the VIP's cell. I figured I had no time and grenaded the whole wall, which blasted everything around the door. The door itself exploded as well, but the squares remained impassable until the next turn (door still appeared hackable, but I had no available men, what with a zombie and a Sectoid around*). In hindsight, I could've tried to grenade the outer wall, but I guess my ingrained UFO Defense instincts told me the outer walls of alien constructions wouldn't succumb to the average frag.

So once the game recognized the wall's collapse, I had the VIP bolt past the Sectoid and onto the street. The other soldiers were running around, trying to stay in cover while still approaching the evac zone. Perhaps I was just playing it too safe. So two operatives ended up just one or two tiles away from the exfiltration point, while another two remained further behind. My original intention was to sacrifice a rookie to distract the Sectoid, but I blew that and soon reinforcements arrived perpendicular to the route to the evac point: they shot down my then-star (squaddie) sharpshooter and most everyone panicked. But this happened after the end of the final turn, so it was just ADVENT taunting me.

I wonder if soldiers flagged as Captured can be rescued in any way... Would be interesting.


*Another possible bug: the Sectoid left the building and climbed up to the roof, but could still revive the aforementioned would-be zombie and psi-fuck with my men.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4014 on: February 05, 2016, 08:55:39 pm »

By the by, if you're like me and just want to build up forever while kitting out your dudes and gradually increasing the difficulty with ini tweaks (instead of rushing through to finish the plot), here's a crucial setting:

In DefaultGameData.ini, find this:
Code: [Select]
AlienHeadquarters_DoomMaxValue
Whatever value you set for that is the number of boxes on the Doom counter. The default is 12 for each difficulty, and you can set it as high as 999 if you want a really long war. Turn this shit into the 100 Years War II.

Spoiler (click to show/hide)

My first VIP rescue involved the squad rookie getting mind controlled and missing his shots. I then got control of him and had him take cover behind a car that I did not notice was on fire. It exploded once I ended my turn. It was my first loss and I couldn't stop laughing at myself, thinking "Welcome to XCOM" all the while
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4015 on: February 05, 2016, 09:04:42 pm »

     Just noticed that the XCOM operative in the splash screen is my Irish ranger, {red on red armour, red shotty with expanded mag, baseball cap.  Yep, it's her alright}.

Spoiler: Edit (click to show/hide)
« Last Edit: February 05, 2016, 09:13:04 pm by Darkening Kaos »
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4016 on: February 05, 2016, 09:11:55 pm »

Aw sweet, me too, except in green armor. Didn't notice that before.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4017 on: February 05, 2016, 09:14:19 pm »

Yeah, it seems to choose one of your own soldiers. My (so far only) grenadier has been on the splash screen at least once.
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4018 on: February 05, 2016, 09:20:57 pm »

I got my Japanese gangster with the pink heart-patterned minigun on the splash screen. :V
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4019 on: February 05, 2016, 09:26:13 pm »

I wonder if soldiers flagged as Captured can be rescued in any way... Would be interesting.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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Sigtextastic
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There'll be another King, another sky, and a billion more stars...
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