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Author Topic: X-Com Chimera Squad  (Read 733547 times)

KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4140 on: February 06, 2016, 06:18:48 pm »

Even without upgrades, killzone snipers get three free shots in a game where getting two moves in a row is broken. They work extremely well coupled with grenadiers because snipers counter is cover, and explosives allow snipers easy access to people's heads as well as shredding armor.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4141 on: February 06, 2016, 06:19:30 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.
Thanks, but this was a council mission.  Extracting a VIP.
I actually did very well on the terror mission thanks to some VERY lucky rolls, the melee beast missed *twice*.  I had it in the bag anyway, though of course several civilians died in fog of war.


I have 8 people in the medbay and periodically have to recruit more just to get a full squad of 4.
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No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Yoink

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4142 on: February 06, 2016, 06:20:36 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/r91mcb5kt31yoys/Ultimuh.rar?dl=0

Spoiler (click to show/hide)
I can't see it, please re-upload. :-\
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4143 on: February 06, 2016, 06:25:08 pm »

Oh yeah, I had a go at being the drunk commander and ended up hospitalising basically my entire team of soldiers. Still recovering from that.
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Ultimuh

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4144 on: February 06, 2016, 06:26:58 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/r91mcb5kt31yoys/Ultimuh.rar?dl=0

Spoiler (click to show/hide)
I can't see it, please re-upload. :-\

Done, but the images are a bit big.. Not Über Large, just big.
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Yoink

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4145 on: February 06, 2016, 06:32:56 pm »

Haha, nice!
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Ultimuh

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4146 on: February 06, 2016, 06:36:14 pm »

Haha, nice!

Go ahead and recruit me in-game.
All I want to know is how I am likely to die in the event of an alien invasion. :v
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KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4147 on: February 06, 2016, 06:40:59 pm »

Breezing through Commander once I got the setup, actually been sitting on the last mission farming instead. Next is Legendary/Ironman.

It was actually hardest in the beginning of the run before I had snipers set up.

His kills aren't that high because I have about 5 other snipers set up the same way, and my grenadiers are also pretty awesome.
« Last Edit: February 06, 2016, 06:42:56 pm by KaelGotDwarves »
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Deon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4148 on: February 06, 2016, 07:00:36 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.
Thanks, but this was a council mission.  Extracting a VIP.
I actually did very well on the terror mission thanks to some VERY lucky rolls, the melee beast missed *twice*.  I had it in the bag anyway, though of course several civilians died in fog of war.


I have 8 people in the medbay and periodically have to recruit more just to get a full squad of 4.
Make sure your engineer is sitting in your Guerrilla Tactics School :). I didnot have any problems with medbay at all.
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Dorsidwarf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4149 on: February 06, 2016, 07:01:37 pm »

I cried a little when I found out that Brad(ass)ford's first name wasn't Central after all.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4150 on: February 06, 2016, 07:13:37 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.
Thanks, but this was a council mission.  Extracting a VIP.
I actually did very well on the terror mission thanks to some VERY lucky rolls, the melee beast missed *twice*.  I had it in the bag anyway, though of course several civilians died in fog of war.


I have 8 people in the medbay and periodically have to recruit more just to get a full squad of 4.
Make sure your engineer is sitting in your Guerrilla Tactics School :). I didnot have any problems with medbay at all.
Like I can spare engineers :U  Just got my third, about to buy a fourth from the HQ.

Speaking of...
Finally finish the Proving Ground
"Skulljack will take 14 days.  Hey!  You have an engineer available who will increase the speed by 50%, would you like to assign him?"
Tough call, but okay
"Skulljack will now take 7 days"
> +50%
> Proving ground interface reiterates "PROJECT SPEED +50%"
that math
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4151 on: February 06, 2016, 07:16:49 pm »

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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4152 on: February 06, 2016, 07:19:56 pm »

O-oh, okay, I got the Asia continent bonus despite not contacting East Asia.  I guess I only had to build 2 towers, 3 counting HQ.

Recruits are now 10gp each, everything is alright.  The people will rise up against their oppressors.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4153 on: February 06, 2016, 07:26:49 pm »

meh, they're not often lined up.

https://www.youtube.com/watch?v=JYkqXmcCHHQ is when killzone spawns on a Grenadier with the AWC.

This kind of stuff happens all the time, takes no effort. You set up killzone (It's a big ass cone compared to the null lance line and gets more range) and everything in that zone dies until you run out of ammo. Not to mention you don't get as heavy crits with that psi trooper. (Not sure if I ever saw null lance crit)

Psi trooper is good, but that's because they get domination/mind control along with lance, whereas snipers just put out constant everything's dead damage. And as long as you have high enough aim and a clear line of sight, it can literally be from across the map without putting anyone at risk.

edit: forgot name of null lance.
« Last Edit: February 06, 2016, 07:47:26 pm by KaelGotDwarves »
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4154 on: February 06, 2016, 07:52:38 pm »

Chrysalids are the speed of like, two stun lancers put together.
...Also vulnerable to sniper shots since they rush out of cover to hit you.
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