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Author Topic: X-Com Chimera Squad  (Read 733730 times)

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4260 on: February 07, 2016, 08:41:53 pm »

I haven't gotten anywhere near the endgame yet but I can definitely see it becoming easy after a while.  There's lots of fun stuff to play with, random experimental gear, AWC powerups, mods, all that shit, but I've seen this progression before.

It's the Roguelike progression.  Early on in a roguelike the odds are stacked against you and you have to scrabble for every victory, but at some point you hit a critical mass where you've got so many tools that the only way to lose is if you badly fuck up.

By the time you're ready to ascend in Nethack 99% of enemies won't be able to outdamage your base health regen.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4261 on: February 07, 2016, 08:43:22 pm »

Yeah, it's miles ahead of EU solely because of the open config files. Pretty much everything except the crashes and performance issues can be fixed with ini tweaks.

Speaking of ini tweaks, here's what I'm planning on using for my Legendary Super Long War campaign:

1. Full RULES OF NATURE. Swords with perfect accuracy, buffed crit chance, and (maybe) armor shred.
2. Colonel stat buffs. I.e. normal stat progression until Colonel, but then they get a larger-than-vanilla lump of stats to congratulate them on making it to Colonel in a Legendary game.
3. Extra Super Duper Long War, of course. 999 Doom Counter blocks.
4. Buffed enemy pod sizes.
5. Increased squad size range to 5-7. 6-8 maybe?
6. Ranger accuracy on enemy melee units. If I'm feeling really masochistic.

If I can figure out how, I might also try to add additional experimental ammo/armor types with different effects (though using the same graphical assets because I can't into that).

I think the cross-class ability will be granted at the end of their first battle post AWC if they're already high enough level.
Though not every grunt will get one.
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GiglameshDespair

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4262 on: February 07, 2016, 09:40:20 pm »


5. Increased squad size range to 5-7. 6-8 maybe?
Go full X-Com UFO Defence.
26 soldiers.
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Aseaheru

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4263 on: February 07, 2016, 09:45:33 pm »

Perhaps slightly less doom blocks than 999.

Perhaps triple the current number?
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4264 on: February 07, 2016, 09:52:18 pm »

Meanwhile in amusing void rift events:
Two codex hit. One gets mind controlled. The other one panics, clones (the panic gets copied too), runs up a building, and kill shots the codex it just cloned from. Total number of extra codex to deal with: Negative one! :)
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4265 on: February 07, 2016, 09:53:43 pm »

I've decided the game is waaaaaay too short and hyperfocused on rng/doomtimer in the geoscape for it to be fun to play. I don't lose soldiers in any tactical mission despite the timers being an annoyance, it's absurdly fast to go to toptier gear. Whole game is short short and more short. I'm going back to EU: Long War where it was fun and you were rewarded for tactics instead of forced to bumrush a timer.

Sure the destruction mechanics are neat and open up some nice potential for tactics, however the game itself could be a hell of a lot better balanced, and there are a number of crippling bugs.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4266 on: February 07, 2016, 10:31:51 pm »

Perhaps slightly less doom blocks than 999.

Perhaps triple the current number?
For a wide-distribution thing, sure. But what I want is a campaign that will functionally never end, so that I can keep running missions to test out new setups on my teams and keep bumping the difficulty up until I'm incapable of winning, then lower it a bit.

After that maybe start a fresh I/L campaign with those same settings but the Doom timer tuned down to, yeah, 32 blocks or so. Enough to help offset everything being balls-hard, not enough to be excessive.
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jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4267 on: February 07, 2016, 11:04:25 pm »

I seem to have encountered a slight corruption in my game, kinda game breacking... few mission in a row i seem to start right on top or right next to the objective.... My worst starting was when i started right next to 2 sectopods bout 2 archon i think 6ish advent trooper of all sort and 3 muton.... I was supposed to start conealed but since i was flanked i lost it right away... can i tell you there was a lot of game reloading?.... I feel i am missing some of the game since most of these mission is simply spawn, shoot the fuck out, reload, try another tactic, reload again, try again, kill em all, mission accomplished....
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4268 on: February 08, 2016, 12:05:15 am »

You know how your soldiers always die instead of bleeding out? I think I found the code that governs that.
It's in XCOM2/XComGame/Config/DefaultGameCore.ini
Code: [Select]
[XComGame.X2StatusEffects]
BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50
Any ideas how to modify this, or will this take !!SCIENCE!!?

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4269 on: February 08, 2016, 12:07:00 am »

First campaign abandoned. So much blood.

So much fucking blood.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4270 on: February 08, 2016, 12:14:32 am »

I've decided the game is waaaaaay too short and hyperfocused on rng/doomtimer in the geoscape for it to be fun to play. I don't lose soldiers in any tactical mission despite the timers being an annoyance, it's absurdly fast to go to toptier gear. Whole game is short short and more short. I'm going back to EU: Long War where it was fun and you were rewarded for tactics
creeping slowly forward and killing enemies one at a time where there's zero risk.

ftfy
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4271 on: February 08, 2016, 12:20:30 am »

You know how your soldiers always die instead of bleeding out? I think I found the code that governs that.
It's in XCOM2/XComGame/Config/DefaultGameCore.ini
Code: [Select]
[XComGame.X2StatusEffects]
BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50
Any ideas how to modify this, or will this take !!SCIENCE!!?
Turns would be how long, bonus roll the advantage of having "Don't die on me", sight radius how far the downed soldier can see.  That leaves the question of what base and roll do, so, ah... set them to really high and really low values.  Then stick your soldiers out of cover and see what happens.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4272 on: February 08, 2016, 12:22:18 am »

First campaign abandoned. So much blood.

So much fucking blood.
Same, except I haven't abandoned yet.
Just blew up my first Avatar lab, not counting the technical first one.  2/5 survivors.
Also just...  Well...
Quote from: Skype
Me: Couple missions ago, the mission was to "capture or kill" a VIP
Me: Except I'm struggling hard, so it ended up being "Rookie shoots the VIP from a window, 2 other rookies provide covering fire and die as the lieutenant evacs"
Me: i'm the good guys
Z: your the only guys
Me: But that guy had to die, see, because he was going to manage border checkpoints oh god
Me: oh, no, most of the enemies are (trans)humans.  Like the Combine
Me: pretty much slaughtering metro cops here to assassinate the Papers Please guy
C: Is xcom2 set in halflife2
Me: It's seriously really close!!
Me: And just like HL2, a whole lot of grubby resistance guys are dying lol
Me: I think I'll play something upbeat and easy like FTL, yeesh

Also, WOW, I really should have built the guerrilla warfare school earlier.  Having 5 sacrifices to Khorne really helps, sometimes I can even spend an action for a medic to heal.

The project was 2 ticks from completion when I finally made that raid.  But we're holding on...  I'm learning, and so is everyone else in the resistance.  We *finally* have magnetic weapons...
Maybe we can win this

(immediately I had a rough terror mission where I barely survived, and only saved 3 civs because they almost all spawned on the opposite end of the map behind two berserkers and some shock troopers.  Not to mention the two faceless, which almost finished us.  Fortunately, failing to protect in a terror mission just cuts the zone's supply contribution)
maybe SOME of us will win this...
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xub313

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4273 on: February 08, 2016, 12:31:37 am »

I've been playing over the weekend and have been enjoying it so far. There's just so much stuff going on that I'm always learning something each mission. I haven't gotten very far into the campaign since I keep loosing though.

Also, I had a sectoid panic a solider who then killed three civs with a gernade. Yes, XCOM are the good guys, we're totally not terrorists.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4274 on: February 08, 2016, 12:36:35 am »

A friend and I tried the MP. It completely doesn't work at all. Everything is broken and it crashes too.

It's like XCOM: EU's multiplayer all over again.
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