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Author Topic: X-Com Chimera Squad  (Read 733619 times)

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4290 on: February 08, 2016, 03:34:13 am »

I think one thing the campaign is missing is public support meter. There should be a reason to do public stunts now and then to arise it. Likewise, killing civilians and blowing up urban infrastructure should lower it, while nobody cares if you destroy everything in the wilderness.

The support should show in the intel, supplies and recruits you get.
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LoSboccacc

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4291 on: February 08, 2016, 04:09:37 am »

one important question: is the bullshit alien free-turn-when-spotted still a thing?
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4293 on: February 08, 2016, 04:13:00 am »

one important question: is the bullshit alien free-turn-when-spotted still a thing?

Yes!

However this time around that can actually work in your favor as if you get the drop on them, you can use it to just immediately murder them.
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~Neri

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4294 on: February 08, 2016, 04:13:38 am »

Yes. However it's only out of concealment. If you're concealed, they don't get a free turn until after you take your first shot. So you can lets say, launch a grenade into their midst. Or set everyone to overwatch except the last guy and then take a shot. Overwatching all of them as they bolt.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4295 on: February 08, 2016, 04:28:56 am »

one important question: is the bullshit alien free-turn-when-spotted still a thing?

No, the aliens no longer move into cover when spotted.  The developers took this into account and just made you automatically win the game as soon as you start, since it's no longer possible to lose or even take damage.
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LoSboccacc

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4296 on: February 08, 2016, 04:34:47 am »

one important question: is the bullshit alien free-turn-when-spotted still a thing?

No, the aliens no longer move into cover when spotted.  The developers took this into account and just made you automatically win the game as soon as you start, since it's no longer possible to lose or even take damage.

don't understand the snarky comment. original xcom had proper fair turns and wasn't any easier because of it.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4297 on: February 08, 2016, 04:35:42 am »

Because it had fundamentally different core mechanics (TU and reaction shots) allowing that to happen without ruining everything.
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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!

Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4298 on: February 08, 2016, 04:37:20 am »

one important question: is the bullshit alien free-turn-when-spotted still a thing?

No, the aliens no longer move into cover when spotted.  The developers took this into account and just made you automatically win the game as soon as you start, since it's no longer possible to lose or even take damage.

don't understand the snarky comment. original xcom had proper fair turns and wasn't any easier because of it.
TIL "proper fair turns" means "the aliens have far more reaction shots (because they hardly move), longer range of vision and superior accuracy over 50% of your troops"
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itisnotlogical

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4299 on: February 08, 2016, 04:46:54 am »

That and enemies were tanky as shit and could soak up plenty of damage, while armor protected you some of the time. Maybe. If you were lucky, you'd just get a fatal wound and have a few turns to watch your guy bleed out.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4300 on: February 08, 2016, 04:54:00 am »



This would've been a lot easier if you'd said your complaints were gen-based in the first place.  I could've just changed it to a picture of babies crying and been done with it.

As has been reiterated ten billion times, this isn't the thread for nostalgic comparisons to oldcom.  Oldcom had a completely different system with its own merits and its own flaws.  Sure, aliens get a free turn to move into cover in this, but you also don't have to spend twenty minutes laboriously scooting fifteen guys around the map looking for a sectoid that spawned in a closet.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4301 on: February 08, 2016, 04:58:11 am »

You're flamebaiting, Cthulhu. I don't want to see anyone end up on the moderation log because of this thread.

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4302 on: February 08, 2016, 05:02:31 am »

I can confirm that shooting a flame grenade on top of a reinforcement flare is not particularly effective, but it is hilarious.
Spoiler: images (click to show/hide)
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LoSboccacc

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4303 on: February 08, 2016, 05:05:24 am »


As has been reiterated ten billion times, this isn't the thread for nostalgic comparisons to oldcom. 

nope. I asked a direct question on this xcom mechanic compared not to oldcom but the previous installment of this very series, before evaluating for a purchase. plz stop trolling. to all other answering to my question, thanks.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4304 on: February 08, 2016, 05:07:23 am »

The previous installment also had that feature.
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