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Author Topic: X-Com Chimera Squad  (Read 733624 times)

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4185 on: February 06, 2016, 11:08:55 pm »

So I've found that having a Skulljacking Hacker support and a Medic support in your team does really well in the midgame. Any mission those two are on together becomes my bitch.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4186 on: February 06, 2016, 11:11:43 pm »

What is skulljacking useful for, aside from the main objective where you have to hack an Advent Officer?
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Star Wars: Age of Rebellion OOC Thread

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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4187 on: February 06, 2016, 11:14:41 pm »

Hacking other Advent Officers? :P
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4188 on: February 06, 2016, 11:17:12 pm »

But...what for? :P
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Quote from: Max White
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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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4189 on: February 06, 2016, 11:25:41 pm »

I think you get data caches or something? At least, that's what I got from the one Skullmining gif from Reddit I found.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4190 on: February 06, 2016, 11:32:11 pm »

That's a different ability attached to the skulljack.

Though it's also used for another story objective.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4191 on: February 06, 2016, 11:32:52 pm »

What is skulljacking useful for, aside from the main objective where you have to hack an Advent Officer?
You can get an upgrade where carrying one makes you a better hacker, I believe.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4192 on: February 06, 2016, 11:49:13 pm »

What is skulljacking useful for, aside from the main objective where you have to hack an Advent Officer?
You can get an upgrade where carrying one makes you a better hacker, I believe.
IIRC there are two upgrades, one that makes soldiers equipped with the skulljack get a hacking bonus (Q: Does it apply to drone remote hacks?) and also one which provides an intel bonus whenever you skulljack an enemy.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4193 on: February 06, 2016, 11:53:51 pm »

Yes, it's a direct buff to the Hacking stat, so it works for everything.

Got my game working again, but I had to revert to my last Geoscape save. :X
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4194 on: February 07, 2016, 12:08:40 am »

To go along with

Spoiler: Take one guess (click to show/hide)

I tried to make a Raiden agent but he came out looking more like Kylo Ren.

Are there more complex face-alterations I've missed or are the faces it has all there is?
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4195 on: February 07, 2016, 12:28:42 am »

The final swordmaster ranger skill is perfect for a raiden agent. And for just about everything.
Really, the Colonel skills seem much more 'ultimate' and powerful versus their EU counterparts. Especially the Combat Medic's final skill.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4196 on: February 07, 2016, 01:03:00 am »

Spoiler: Black Facility Mission (click to show/hide)
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4197 on: February 07, 2016, 01:18:11 am »

The final swordmaster ranger skill is perfect for a raiden agent. And for just about everything.
Really, the Colonel skills seem much more 'ultimate' and powerful versus their EU counterparts. Especially the Combat Medic's final skill.
Agreed. That said, I also just wiped a pod with that Ranger by accidentally running into them in the fog; when they alerted they all triggered Bladestorm.

My first Psi Operative has been getting absurdly lucky training selections. Null Ray first round, then Domination, followed by Fortress, has Void Rift as of the last, and is now training Solace. That's pretty much as close as you can get to an ideal spread, both of the OP passives combined with the strongest CC and damage. Speaking of which, I know I know about snipers (though I still say that the auto-hit ignoring all cover and concealment is better whenever you can set up a multi-hit or have one thing that really needs to die) but this just feels so good to see:

Spoiler (click to show/hide)
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4198 on: February 07, 2016, 01:40:29 am »

Does anybody know how the advanced combat center bonus abilities work?  Is it random or do certain classes get certain ones?

I've only had one proc so far and it was shredder on my ranger, which is awesome.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4199 on: February 07, 2016, 02:06:31 am »

Quote from: Amineri (of Long War)
I should clarify how this works.

The AWC doesn't give a random chance to gain an ability on each level-up.

What happens is that each soldier gets a single AWC ability rolled for either when the AWC is built (for existing soldiers) or when the soldier is obtained (AWC already built).

The AWC ability is randomly pulled from "cross class abilities" -- not a list, but configured with a boolean in each ability.

The AWC is stored along with the level at which it will unlock. When the soldier reaches that level (or returning from first mission if already there), then the ability will be unlocked.

Source: I looked at the code, and the LW Officer mod stores the officer abilities in the same AWCAbilities array.

So basically any non-class ability could be rolled. Though there might be restrictions (i.e. not giving melee abilities to non-Rangers, GREMLIN abilities to non-Specialists, &c.).

For myself, I've gotten Untouchable on a Specialist, Shredder on a Ranger, Run and Gun on a Grenadier, and Ever Vigilant on a Grenadier.
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