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Author Topic: X-Com Chimera Squad  (Read 733514 times)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4335 on: February 08, 2016, 11:29:16 am »

The Doom timer is pretty much the only thing stopping you from getting all the things in 3 months or so. Most of the progress comes from facilities, so as long as you dedicate enough time to reaching and destroying those you're good, since the actual plot missions also kill good chunks of Doom.
I guess I don't have enough scientists, I'm 3 months in and still have a few days before plated armor (total research time was 15 days).  I haven't been buying scientists from the HQ though, so I guess that's on me.  (I think I have 2)

I think making a workshop early on was a mistake, I *really* should have rushed the guerilla tactics school instead.  And a resistance comms facility.

Something that's weird...  In a game where they make a huge deal about recovering your dead for equipment, apparently you get infinite of the new guns now?  I put off building magnetic rifles for a long time because I thought the cost would just outfit one soldier.  If armor's the same way then this might start getting reasonable again.  Seems weird though.

Oh yeah, don't bother with research labs or workshops.

The thing about the lost equipment is that it's much more about the special items that you craft and loot. Those are the valuable parts.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4336 on: February 08, 2016, 11:38:30 am »

Do bother with a workshop (later), but not so much the lab. Extra engineerbots are more useful.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4337 on: February 08, 2016, 11:43:12 am »

Got Vulture from the Guerrilla Tactics School (more loot from those who drop). I'm not impressed. Only about 10% of the enemies in any given mission seem to drop anything, and I'm not even sure the ability's working in the first place. Just killed a Viper, and she only dropped an Elerium Core: wouldn't Vulture increase drops to a minimum of two items per event?

Also, it seems engineers need some sort of protection when excavating around exposed power coils, according to Shen's off-hand comment. Is that true or is it just fluff?
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Sindain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4338 on: February 08, 2016, 11:46:30 am »

Also, it seems engineers need some sort of protection when excavating around exposed power coils, according to Shen's off-hand comment. Is that true or is it just fluff?

It's just fluff.
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4339 on: February 08, 2016, 11:46:48 am »

All your engineers will die from exotic cancers ten years in the future. You monster.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4340 on: February 08, 2016, 11:52:57 am »

Also, it seems engineers need some sort of protection when excavating around exposed power coils, according to Shen's off-hand comment. Is that true or is it just fluff?

It's just fluff.
Yeah, basically just explains why they can't actually use the room without fixing it up, despite it being clearly functional.  I'm pretty sure it didn't even give any supplies or alloy, just elerium, because it's not scrap like the other rooms.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4341 on: February 08, 2016, 11:56:11 am »

The Doom timer is pretty much the only thing stopping you from getting all the things in 3 months or so. Most of the progress comes from facilities, so as long as you dedicate enough time to reaching and destroying those you're good, since the actual plot missions also kill good chunks of Doom.
I guess I don't have enough scientists, I'm 3 months in and still have a few days before plated armor (total research time was 15 days).  I haven't been buying scientists from the HQ though, so I guess that's on me.  (I think I have 2)

I think making a workshop early on was a mistake, I *really* should have rushed the guerilla tactics school instead.  And a resistance comms facility.

Something that's weird...  In a game where they make a huge deal about recovering your dead for equipment, apparently you get infinite of the new guns now?  I put off building magnetic rifles for a long time because I thought the cost would just outfit one soldier.  If armor's the same way then this might start getting reasonable again.  Seems weird though.

Oh yeah, don't bother with research labs or workshops.

The thing about the lost equipment is that it's much more about the special items that you craft and loot. Those are the valuable parts.

I found the workshop to be handy for staffing my power room/comms room with gremlins.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4342 on: February 08, 2016, 11:59:34 am »

My TL;DR review: if you loved the first one, get it.  If you liked the first one, get it, but don't feel terrible if you wait for a sale.  I think this game's going to get a lot better when the mods come in.  There's this tiny itch in the back of my head that makes me think I'm playing a framework; a framework that's tons of fun, but still a framework.




I am LOVING the variety and... unsoldieriness of the recruits. I love the sunglasses-and-bandana tryhards, I love the people who are very clearly librarians and mothers of four. It gives an absolutely hilarious bent to the whole thing.

Oh yes.  My favorite from my ultimately doomed first run was my A-team grenadier, with her pulled back hair, those ugly sunglasses, and the huge grin on her face as she made ADVENT soldiers do a bullet dance.  "Wildchild" indeed.  The emo sniper was a close second.



Is it just me, or does the first ranger "+2" blade upgrade make the damage go from 4-6 to 8-10?  For me it goes from near-useless to one-shot Sectoids erryday.


Also, I die a little inside every time a tongue grab wakes up another pod.

Oh, and hey, I just found a chest o' loot in a City Center. That's nice.

I looted one and couldn't tell that I actually got anything despite it saying I got something (can't recall exactly what, but it wasn't obvious).  Was it because I was on an evac mission?


I've been *watching* for any sort of "bleeding out" notification, and haven't seen it.  There certainly hasn't been any BEEP BEEP BEEP accompanied by STABALIZE THIS GUY.

In my experience, it's pretty uncommon.  There's a GTS upgrade that makes it more common, though.

Got Vulture from the Guerrilla Tactics School (more loot from those who drop). I'm not impressed. Only about 10% of the enemies in any given mission seem to drop anything, and I'm not even sure the ability's working in the first place. Just killed a Viper, and she only dropped an Elerium Core: wouldn't Vulture increase drops to a minimum of two items per event?

That sounds like a bug, because I've been getting 3-4 drops from anything that drops.  Currently critically low on E-cores now, though.  Haven't had a chance to tinker any armors or heavy weapons.



A well-placed workshop can double up any engy staffed there.  If you're rolling in engineers you can probably skip it, but I'm pretty tight on them currently (having just found my fourth.)  Put them near things that you're always going to staff, like power and comms, and plan one for the middle two base slots.  I've yet to finish a campaign (my Commander one went to crap so I restarted Vet-Ironman) but it's helped so far.
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Karlito

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4343 on: February 08, 2016, 12:09:14 pm »

The campaign Timer is the one I am butt hurt about... It wouldn't be so bad if say "Turn back the avatar clock" was a possible mission reward outside blacksites.

You can actually get it to go down by 1 through hacking (mission objectives, not the towers, I believe).
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4344 on: February 08, 2016, 12:33:07 pm »

I think doing a workshop too early on hurt me, but they are indeed useful. The little gremlins are as good as Engineers: they can even be used to excavate.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4345 on: February 08, 2016, 12:41:36 pm »

Except you have to staff the workshop to get the gremlins.  In fact, I'm starting to think it's *really* bad compared to just hiring more engineers for ~180 supply (from memory). 

Building the workshop essentially gives you 1 free engineer that has to be used adjacently.  Eventually 2 free engineers, if you have 4 slots adjacent (which you should, IF you already knew how the workshop worked before you built it).

And the workshop cost.... 80-100 supply?  Plus taking up a slot, and build time, and another ~100 to upgrade it.

So ~180 supply for 2 limited engineers.  Or ~360 supply to hire 2 real engineers.  Former is a bit faster, and you can do both, but latter frees up a tile for something directly useful.

Not saying it's worthless, but I wish I hadn't built it so early (if ever).  And I wish the descriptions were better.  Again, mostly frustrated because I stupidly put off the guerilla training school...  Which was just a poor decision, based on playing XCOM 1.
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PanH

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4346 on: February 08, 2016, 12:43:00 pm »

Just had a little Easter Egg with Van doorne as I was looking for recruits : Central said something along the lines of "There's this Van Dorne guy that contacted us, but he doesn't seem to be the kind of recruit we're looking for". Was pretty nice.
Also, I think I had a bug where a gremlin triggered a pod (I was seeing it thanks to a ranger concealment, and when I tried to hack the nearby radar the pod activated).

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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4347 on: February 08, 2016, 01:00:57 pm »

I'm thinking of not training any rangers on my new game, they are alright but the only real unique value they have is with conceal/phantom and they cost a lot to keep upgraded with the swords + shotguns. With some battle scanners and scanning protocol, you get plenty of scouting and with some luck someone may get phantom as a bonus skill.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4348 on: February 08, 2016, 01:02:27 pm »

Building the workshop essentially gives you 1 free engineer that has to be used adjacently.  Eventually 2 free engineers, if you have 4 slots adjacent (which you should, IF you already knew how the workshop worked before you built it).
Um... You get 2 Gremlins per engie you put into the workshop, Basically doubling your engineers. You may be thinking that you lose that Engie, but in face your covering two adjacent slots for the price of one. This tradeoff is godsent if your low on engineers...

If you have the workshop placed next to things like Isolated Power Relays and Comm Rooms you can cover both their slots with only 2 engineers, always have maybe the Medbay staffed while Excavating and so forth. Though I only have one, its only cause I have run out of space building everything I needed. I hope I don't unlock any new buildings after the PSY Lab...
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4349 on: February 08, 2016, 01:04:21 pm »

Building the workshop essentially gives you 1 free engineer that has to be used adjacently.  Eventually 2 free engineers, if you have 4 slots adjacent (which you should, IF you already knew how the workshop worked before you built it).
Um... You get 2 Gremlins per engie you put into the workshop, Basically doubling your engineers. You may be thinking that you lose that Engie, but in face your covering two adjacent slots for the price of one. This tradeoff is godsent if your low on engineers...

If you have the workshop placed next to things like Isolated Power Relays and Comm Rooms you can cover both their slots with only 2 engineers, always have maybe the Medbay staffed while Excavating and so forth. Though I only have one, its only cause I have run out of space building everything I needed. I hope I don't unlock any new buildings after the PSY Lab...
Did you build Shadow Moses?
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