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Author Topic: X-Com Chimera Squad  (Read 733617 times)

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4125 on: February 06, 2016, 04:32:20 pm »

No I will admit the aliens are very ham fisted and kind of silly in their attempts to make humans like them

But I just assume that they are just past the point of subtly. They aren't trying to convince anyone, just keep the people who already are convinced, convinced.
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Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4126 on: February 06, 2016, 04:47:37 pm »

No I will admit the aliens are very ham fisted and kind of silly in their attempts to make humans like them

But I just assume that they are just past the point of subtly. They aren't trying to convince anyone, just keep the people who already are convinced, convinced.

Well they do offer some kickass medical know how that makes cancer go poof.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4127 on: February 06, 2016, 04:49:14 pm »

No I will admit the aliens are very ham fisted and kind of silly in their attempts to make humans like them

But I just assume that they are just past the point of subtly. They aren't trying to convince anyone, just keep the people who already are convinced, convinced.

Well they do offer some kickass medical know how that makes cancer go poof.
True, but the price is getting your brain chipped.
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4128 on: February 06, 2016, 05:03:49 pm »

Someone should make a squad that consists of lookalikes from the current Republican and Democratic primaries.
Already on the Xcom subreddit.

Honestly I don't see how you can win on Legendary or Commander without abusing multi-attacks. You almost NEED killzone for some of these missions, you NEED to spam nades/flashbangs/smokenades. It's pretty much non-viable to play hard difficulties without utilizing a lot of AOE or multi attacks (also ranger, psi trooper inspire).

Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4129 on: February 06, 2016, 05:18:09 pm »

No I will admit the aliens are very ham fisted and kind of silly in their attempts to make humans like them

But I just assume that they are just past the point of subtly. They aren't trying to convince anyone, just keep the people who already are convinced, convinced.

Well they do offer some kickass medical know how that makes cancer go poof.
True, but the price is getting your brain chipped.
Well that's the price.
https://www.youtube.com/watch?v=NmVV5SFxtkc
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4130 on: February 06, 2016, 05:48:13 pm »

I sure wish XCOM had some of that kickass medical knowhow.  I can't fucking win any missions cause everyone with experience gets looked at funny and is out of the game for a month.

So I'm just cycling through rookies who get promoted and injured and are out for a month, and so on.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4131 on: February 06, 2016, 05:48:52 pm »

Someone should make a squad that consists of lookalikes from the current Republican and Democratic primaries.
Already on the Xcom subreddit.

Honestly I don't see how you can win on Legendary or Commander without abusing multi-attacks. You almost NEED killzone for some of these missions, you NEED to spam nades/flashbangs/smokenades. It's pretty much non-viable to play hard difficulties without utilizing a lot of AOE or multi attacks (also ranger, psi trooper inspire).

'tis a fair cop.

I've been running double-Grenadier on pretty much every mission. Once they get the boosted damage and AoE they can set up kills very reliably. Especially because the perk that gives +2 damage to all grenades also adds the +2 to the DoT effects of acid, poison, &c., so you can wipe a whole pod by hitting them with acid and running away.

And the Null Lance. Good god, that thing. Just spam psykers with Null Lance, since it's got a huge range, doesn't need LoS, ignores cover/concealment, will hit as many enemies as you can get into the firing line, and does something like 8-11 damage with the psy-amp. That's your ultimate tool for reaching out and touching someone, especially since it's not even a to-hit chance, just "Are they in range Y/N?"

Speaking of which, I haven't used any snipers since the very early game. The actual sniping feels underwhelming and the pistoleering is basically the same as grenade spam except it isn't paired with high-damage armor shred on the primary and can't have esoteric effects.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4132 on: February 06, 2016, 06:02:19 pm »

I sure wish XCOM had some of that kickass medical knowhow.  I can't fucking win any missions cause everyone with experience gets looked at funny and is out of the game for a month.

So I'm just cycling through rookies who get promoted and injured and are out for a month, and so on.
...have you been garrisoning the Guerrilla Tactics School by any chance?  That'll solve your rookie problem.

Speaking of which, I haven't used any snipers since the very early game. The actual sniping feels underwhelming and the pistoleering is basically the same as grenade spam except it isn't paired with high-damage armor shred on the primary and can't have esoteric effects.
While I haven't got far into my runs at all (see: dying), snipers in this game feel underwhelming in the same way supports felt in the previous game.  The best thing I can say about them is that sniper rifles seem to have a sweet spot and are decent for triggering ambushes, but even at the sweet spot they don't 100% people in cover.  And it feels like giving them a scope would be a massive waste seeing how they use pistols a lot...
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4133 on: February 06, 2016, 06:04:35 pm »

I haven't even gotten around to building any of that shit because I can't win any missions without savescumming three or four times.

I dunno man.  I like it but I also hate it.  I don't know if I have the stomach to do what I should probably do and go down to normal difficulty.  I only played the first one on classic but the first one by comparison was really static and easy.
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Ultimuh

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4134 on: February 06, 2016, 06:05:02 pm »

So I made myself as accurately as I could in the game.
If anyone want me killed in horrible ways, now's the chance. :v

https://www.dropbox.com/s/cxu86dxfwkdckum/Ultimuh.bin?dl=0

Spoiler: imgur (click to show/hide)
« Last Edit: February 07, 2016, 09:03:09 am by Ultimuh »
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4135 on: February 06, 2016, 06:09:28 pm »

I think snipers are pretty good, I just climb them somewhere high and forget them there, most of the time. They are good cover to assault rangers, I think.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4136 on: February 06, 2016, 06:11:27 pm »

I dunno what you guys have been doing, but my sniper's been doing pretty damn good. He's been doing even better since I found a Superior Scope.
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4137 on: February 06, 2016, 06:13:04 pm »

Speaking of which, I haven't used any snipers since the very early game. The actual sniping feels underwhelming and the pistoleering is basically the same as grenade spam except it isn't paired with high-damage armor shred on the primary and can't have esoteric effects.
...Serial (you keep sniping as long as you get final killing blow) or Killzone + overwatch/squadsight (shoot anyone who moves within cone next enemy turn) with upgraded clipsize can be 6 dead guys in your turn or their turn. It's broken as fuck and the only reason I'm surviving along with grenadier spam. Add in a scope and they pretty much carry you all game. It's nearly almost as good as lolsquadsight from XCOM1.

Since each sniper is a force multiplier that can take out multiple contacts per turn I just have 2-3 snipers, 1-2 grenadiers and a specialist healer in my squad or lose one grenadier for a psi trooper, which is also really good.
« Last Edit: February 06, 2016, 06:20:43 pm by KaelGotDwarves »
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4138 on: February 06, 2016, 06:13:43 pm »

Arghh!
I haven't caught up with this thread yet, spoilers and stuff, but just needed to share a little.  I'm... I dunno, pretty early on I think.  The doom clock was only just introduced and then ticked to 4 pretty much instantly (nothing I can do of course, for now, without "making contact").

But wow this game pulls some BS sometimes.
I don't mean difficulty - I'm glad that normal is a challenge, particularly since I was never good at XCOM 1.

Vipers pull soldiers straight through walls.  Lost 2 wounded soldiers in 2 turns to that...
I actually played that mission out, ended up losing one turn away from the evac.  Fair enough, surely I can handle ONE loss...

Wait, why is West Asia's mission now "establish contact?"
No seriously, I have no idea whether this was a bug or not.  I was building my first tower there, and suddenly the mission was to establish contact.  I honestly think it's a bug, because why would a failed council mission cause me to lose contact with one of my only zones?  Where I have an ongoing projet?

Well, fine!  I savescum for the first and only time so far.  Eventually win, losing half my squad - alright.  Councilman report changes from "Maybe we were wrong to choose you" to "Well done commander!"   Based on ONE mission, so yeah, like NewCOM 1, you better win everything...

I would add "and you better know the geoscape meta or lose anyway even on normal", but honestly I have no idea how I'm doing geoscape wise.  I only just now got an indication at all, and it's pressuring me to expand to a place, which I literally can't do for like a month.   That, of all things, made me finally look up some unspoilery tips, and I think I'll be okay...  But really, the geoscape interface is really confusing.

Just now: Advancing in stealth, saw a viper+trooper on a roof.  Moved my guys up (since there's a unjustified timer, as usual).  The viper casually jumps off the roof and accidentally flanks my guys.  Then activates, running practically BEHIND them.  The trooper even flanks and takes a shot (missing, thankfully).
THEN!  THAT activates A MEC and trooper who I *never saw*, who also advance.

Was that bad luck, or should I act like every patrol is going to leap off roofs directly at me?  Not like I can observe their routes, I had 8 turns to reach this thing across the map.  *Gotta* go fast.

Okay honestly the only really bad part of that is the second pod activating.  I guess maybe they happened to patrol into my group after the first pod broke my obscurement (because I didn't take cover properly).

Anyway, having fun.  I'll just have more fun when I master the system.  And I'm not going to do that by watching Beaglerush, thank you very much, I ought to be able to win on Normal if I try hard enough.  Will continue to only savescum when shit doesn't make any sense.  (Seriously, did I lose West Asia?  There was no message whatsoever, so it was probably a bug)
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Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4139 on: February 06, 2016, 06:15:38 pm »

Losing the "terror" missions (forgot what they're called, but the format is the same as terror missions from EU) causes you to lose the zone.
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