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Author Topic: X-Com Chimera Squad  (Read 733721 times)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4215 on: February 07, 2016, 12:24:31 pm »

AHAHAHAHAHAHA

Guess what, folks? You know the Repeater? Chance of insta-kill when you damage an enemy? It apparently also applies to DoT damage applied by the weapon.

So for example if you use Dragon rounds on a Repeater-equipped weapon, every tick of the fire has the same chance of insta-killing the enemy it's on. Found that out because it just saved a Squaddie I was training up on a base defense from meeting an untimely end--she was flanked, and my Ranger (who had the last move of the turn) missed a 90% flank shot. Was all ready to lose that trooper, 'cause she was on ~4 health, the Officer had way too much health to die to the fire tick... but then that little "Executed" popped up. Hehehehe.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4216 on: February 07, 2016, 12:54:09 pm »

...I should make some experimental ammo. Since both of my specialists have a repeater due to the drops I've gotten.
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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.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4217 on: February 07, 2016, 01:17:39 pm »

Yeah, I'll admit that they did a damned good job of making all the different equipment choices good this time around. In EU I basically just used the same 3-4 for everyone through the whole game.

Do the armor too. There's a vest you can get that heals the soldier every turn (in addition to the normal health boost).
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4218 on: February 07, 2016, 02:01:45 pm »

Completely unrelated, but can anyone identify Lily Shen's accent? It's pretty thick, but I can't identify what it actually is.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4219 on: February 07, 2016, 02:09:24 pm »

Andromedons are quite the thing.
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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.

Flying Dice

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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4221 on: February 07, 2016, 03:19:09 pm »

Theres also a new mod that might interest you guys: True Concealment. Its supposed to halt the timers until you get revealed, but also shortens them for some reason.

Now that's an interesting way to tinker with timers. Not the shortening, but it's true it doesn't make much sense for (at least some) timers to start ticking down when the enemy doesn't even know you're there.

However, I'm skeptical about using any timer mods, given it's such a fundamental feature and I fear that diminishing it might just make things too easy.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4222 on: February 07, 2016, 03:19:30 pm »

    @umiman: congrats.  What are you going to do now?
Mod, but definitely not make it harder.

Legendary mode is really bullshit. I highly recommend nobody play it. I only beat it by cheesing mimic grenades, grenadiers, and psi operatives.

But here are some tips for anyone who wants to try it:

Spoiler (click to show/hide)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4223 on: February 07, 2016, 03:52:49 pm »

One note: the Wraith suit gives, what +25 to Dodge? Combine that with Superior Agility and Integrated Warfare on a top-rank Ranger with the healing suit and they're basically immortal; every turn they get a kill they're immune to one attack and will take half-damage from a good chunk of the others that follow. If they don't die outright, they heal and run away.

And that top-tier skill is broken if you have grenadier support. Blast a pod enough to get them all low (better yet, use their cone-of-fire shredding skill), then have the Ranger run in and combo-chain like this is Dynasty Warriors or some shit.

That said, I concur about the active abilities being trash. Like, I keep thinking, "Wow, this could be so useful!" but then I just kill things instead of being cheeky.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4224 on: February 07, 2016, 04:13:42 pm »

One note: the Wraith suit gives, what +25 to Dodge? Combine that with Superior Agility and Integrated Warfare on a top-rank Ranger with the healing suit and they're basically immortal; every turn they get a kill they're immune to one attack and will take half-damage from a good chunk of the others that follow. If they don't die outright, they heal and run away.

And that top-tier skill is broken if you have grenadier support. Blast a pod enough to get them all low (better yet, use their cone-of-fire shredding skill), then have the Ranger run in and combo-chain like this is Dynasty Warriors or some shit.

That said, I concur about the active abilities being trash. Like, I keep thinking, "Wow, this could be so useful!" but then I just kill things instead of being cheeky.
Ya, but using rangers on legendary is suicide. Every single one of my rangers is dead. There's only so much shit they can survive before running into melee with enemies with more HP and damage than god becomes a bad idea.

Even being in range of the shotgun is generally suicide, I found. Not to mention just like in XCOM: EU, when they run close they have a tendency of aggro-ing more enemies.

I haven't had one survive to reach colonel and get that blitzing attack. Highest I've had was captain's rank afaik and he died in the defense of the avenger mission.

Note: All my rangers died the same way amusingly. They missed a sword slash.

----------

I had two wraith suits though. I gave them to my sniper and my gunslinger. You can see it in the picture. The grappling hook is super useful. But I think I would have preferred having more grenades or more blaster launchers.

Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4225 on: February 07, 2016, 04:17:30 pm »

Have you tried training your rangers to focus on concealment rather than swords? Give them an assault rifle instead of a shotgun, let them sneak around to flank already-activated enemies.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4226 on: February 07, 2016, 04:18:51 pm »

concealment rather than swords?
Disgusting.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4227 on: February 07, 2016, 04:30:51 pm »

Have you tried training your rangers to focus on concealment rather than swords? Give them an assault rifle instead of a shotgun, let them sneak around to flank already-activated enemies.
That side of upgrades is even called "Scout", and I heard it can be used to detect pods without them scattering.  So that the rest of the team can engage...  Ambushing from concealment has been mostly disappointing.

Also, lol, I did a search for "xcom 2 workshop" to see what facilities can be staffed, and the second result is the Timer Tweaks mod.  Seems like the dang timers are a common concern!
(The first result is the rest of the XCOM 2 Steam Workshop)
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4228 on: February 07, 2016, 04:35:39 pm »

The thing is, shotgun range is about the same as rifle range, and it's not Aim-crippled like it was in EU. Stick on a scope and laser sight with AP or Talon rounds (especially if they one that rolled the shred perk) and they double as lethal mid-range flankers for taking down big targets. They're not what you close a turn with, and basic melee is only for when you can't blue move or R&G into a flank.

For one, I'd never play a terror mission without a Ranger to bladestorm the free-attack 'lids.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4229 on: February 07, 2016, 04:57:15 pm »

The shotgun is perfectly serviceable now, which is way nicer than back in the old game where it was useless.

I consider the initial scout perk to be mandatory though, where you stay concealed.  Especially in retaliation missions you can run ahead and grab all the dudes.

Also anybody working on compiling big lists of custom characters?  The customs seem to crop up very frequently (I've seen Raiden show up twice) so it'd probably be better to have some giant lists.
« Last Edit: February 07, 2016, 05:09:52 pm by Cthulhu »
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