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Author Topic: X-Com Chimera Squad  (Read 733609 times)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4170 on: February 06, 2016, 10:03:32 pm »

Oh boy, started crashing when I load saves. Verifying didn't help, going to try a full restart. If that doesn't, it's turning off cloud synch and deleting the profile, 'cause apparently a lot of people have been having that get corrupted.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
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3. Run Resize Enable

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4171 on: February 06, 2016, 10:15:40 pm »

I just had four people captured because we were one turn away from a forced evac :/  Four of my best people.

Really hope its easy to free them...
It takes some time but they'll show up as a VIP rescue.

I'm nearly at the end of my Impossible Legendary Ironman run. Max tech, no research left except for the story ones.

It's uh... very tedious. Because you spend so much time scanning and research / build times are so much longer. However, the same rules still apply.

1. Offense > defense. Rush the best guns.
2. Kill everything in one turn.
3. If you can't kill everything in one turn, run away.
4. Explosions = good. Blow everything up.

There's one new rule though.

- It's fine to lose missions. You don't lose that much. Better to GTFO than get squadwiped.

One other thing I've noticed is that unlike XCOM: EU / EW, here all the enemies scale up. So unless you soup up your weapons first, you're gonna have a shitty time. Hell, I was fighting 10hp troopers before I even had railguns. Not amusing. Now all the Advent Commanders have 13hp. It's a bit zany seeing everyone have so much health.

Also, it takes so long to rank up your soldiers now. I'm at the end game and only have one colonel.

I miss my giant robots. I hacked two of the advent's MECs but it wasn't the same...

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4172 on: February 06, 2016, 10:23:18 pm »

I miss mecs so hard. :c
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4173 on: February 06, 2016, 10:23:36 pm »

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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4174 on: February 06, 2016, 10:28:43 pm »

There's still hope for Shen's last gift. Barring that, Expansions.

But yeah, MECs were fun. I only got one Enemy within playthrough under my belt before the new game, but I swear to god have this big-old mechanized warrior running around punching anyone close enough was so refreshing.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4175 on: February 06, 2016, 10:34:07 pm »

Mecs never seemed to be anything more than a novelty to me. Once the charm of punching things runs out you're left with a big hunk of machine that has low-ish accuracy, lacks explosives, can't take cover, and can't be healed with medkits. I found gene-modded soldiers to be a far more reliable and versatile means of spending meld.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4176 on: February 06, 2016, 10:41:33 pm »

Welp, I'm hosed, the black-screen crashing after loading saves has persisted through everything I've tried. GG Firaxis. :|
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4177 on: February 06, 2016, 10:44:37 pm »

...Lacks explosives? They could get a grenade launcher.
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4178 on: February 06, 2016, 10:46:02 pm »

And they start with an action that destroys cover.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4179 on: February 06, 2016, 10:47:26 pm »

Guess none of my mecs survived that long. I only ever saw them with a flamethrower and a power fist to go with the heavy gun.

And they start with an action that destroys cover.
Sure, by running up to it. Which would then leave them open to getting blasted. And god help you if some of that cover was explosive.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4180 on: February 06, 2016, 10:49:49 pm »

Nope. They start with an ability that lets them expend ammo to destroy terrain.
« Last Edit: February 06, 2016, 10:58:36 pm by Chiefwaffles »
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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!

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4181 on: February 06, 2016, 10:51:05 pm »

...Just, uh. Be careful with them? I guess? I liked them. Cover is for nerds.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4182 on: February 06, 2016, 10:56:40 pm »

Well obviously, you don't smash explosive cover. You use the MEC's higher health and punch the xenos in the face, or you use their giant gun instead. Cover is for units that actually need it.
Most of my MEC's job was punching out angry aliens until late game when sectopods were a threat, or teaming up if possible with the other MEC on the team and shooting the crap out of the enemy. The other one could also aoe-heal if he had to instead of the medic doing their job, and both of them managed to make it to the temple ship. (the third mec however, did not survive. A shame.)
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4183 on: February 06, 2016, 11:00:36 pm »

Mecs never seemed to be anything more than a novelty to me. Once the charm of punching things runs out you're left with a big hunk of machine that has low-ish accuracy, lacks explosives, can't take cover, and can't be healed with medkits. I found gene-modded soldiers to be a far more reliable and versatile means of spending meld.

You should use high rank snipers as mecs. They get good accuracy and an extra 10 if they stick in place.
Damn things are monsters... mecs are surprisingly squishy tho. especially on impossible.
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4184 on: February 06, 2016, 11:01:04 pm »

And then gene-mod literally everyone else. Purity? BAH
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