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Author Topic: X-Com Chimera Squad  (Read 733553 times)

Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4350 on: February 08, 2016, 01:08:34 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.
personally I can't wait for a mod that makes all weapons apart from the sword useless.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4351 on: February 08, 2016, 01:24:37 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?
The lab where you unlock shit for plot. Yes. Wait Moses...???
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4352 on: February 08, 2016, 01:45:48 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.
I haven't even tried conceal. Too busy slicing up advent with swords, or enemies that walk into melee range.
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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.

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4353 on: February 08, 2016, 01:46:39 pm »

There should be a 1/1000 chance for your rangers to deflect enemy fire with their swords, jedi style.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4354 on: February 08, 2016, 01:50:55 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?
The lab where you unlock shit for plot. Yes. Wait Moses...???
Then you should be fine.

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4355 on: February 08, 2016, 02:09:20 pm »

There should be a 1/1000 chance for your rangers to deflect enemy fire with their swords, jedi style.

There might be...
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4356 on: February 08, 2016, 02:09:49 pm »

Check the .ini files.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4357 on: February 08, 2016, 02:43:13 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...
We're saying the same thing.  An upgraded workshop "doubles" 2 engineers, basically giving you 2 limited ones net.  (And yeah, the limitation isn't a problem if you understand the mechanic and plan at all)

But "4 engineers" or "doubles your engineers" sounds a lot better than "You get two engineers, net, for ~180 supply and using up a facility slot".

Which is arguably a benefit of just one engineer over simply spending that supply at the HQ for a 3rd real engineer.  Is it worth the facility space and construction time?  Possibly in the mid-late game, unlike in XCOM 1 where rushing workshops was crucial for discounts and unlocking other contruction.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4358 on: February 08, 2016, 02:48:48 pm »

If you have the spare supplies to buy engineers, you don't have enough things built. Go buy the armor or weapons you're missing first, or build a psi lab/workshop/resistance comms/power relay.
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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.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4359 on: February 08, 2016, 02:51:58 pm »

Second Retaliation mission. Didn't expect for there to be TWO faceless. My Ranger went off to save a civvie hiding in the corner, and activated a faceless. Faceless took a swipe, and then played a game of cat-and-mouse, dashing far away to try and grab civvies and force it to follow while the rest of my team attempted to save a few more (Faceless apparently cannot attack after dashing, so I could just barely keep ahead of it). Only barely managed to save six, and only then out of luck: I was worried the faceless would attack the last civilian, but it instead went to try and find my ranger (who managed some voodoo LOS magic to overwatch behind a tree, and since it didn't see my ranger on its first move, it had to use its second one to run over to her).  The Overwatch didn't kill the Faceless, but it softened it up enough that my team could finish it off.

First Blacksite raid. Went better then expected, but two bad moments: First, one of my soldiers started bleeding out after standing next to an apparently explosive alien pillar thing or whatever, so I had to heal and carry that guy (amusingly, after the mission he was listed as "lightly wounded"). Second, I wasn't close enough to evacuate all of my troops before Reinforcements arrived, but I got lucky there too: suppressing the MEC made it miss, the Stun Lancer attacked the person carrying the vial (and missed), and while the third guy had the cleverness to overwatch RIGHT next to my evac point, he missed the sniper who ran there. All in all, pretty good.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4360 on: February 08, 2016, 03:27:58 pm »

So, I didn't realize I had to actually click on the first black site, and spent a while wandering around confused. Avatar is now three ticks from completion and I'm up against advanced troopers. How screwed am i?
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4361 on: February 08, 2016, 03:33:41 pm »

If you've kept up on research and expanded your contacts, not very, I don't think.
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Karlito

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4362 on: February 08, 2016, 03:36:02 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.

I just give my rangers rifles and don't bother spending supplies on upgraded shotguns. The savings have been really nice so far.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4363 on: February 08, 2016, 03:41:09 pm »

So, I didn't realize I had to actually click on the first black site, and spent a while wandering around confused. Avatar is now three ticks from completion and I'm up against advanced troopers. How screwed am i?


If you take some time to focus on combating the project you can probably get it back down to manageable levels, and I think aggressively pursuing it also slows down the progression points-wise.  I didn't do the black site until I already had predator armor and all magnetic weapons, a good way past halfway on the avatar countdown, and I pretty quickly got it down to 4 points and kept it there for more than a month.  Now I'm not worried about it anymore.

Game's a lot like a roguelike.  Things will be tough at first but as you go you get more and more tools.  By the late game you've got so many tricks up your sleeve there's not really anything the enemy can throw at you that you don't have a counter for.
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JimboM12

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4364 on: February 08, 2016, 03:55:38 pm »

Soooo....Vipers are complete bullshit. What other unit gets to move, tongue grab a target through 2 heavy cover walls, and damage-bind all in the same turn? Nothing, that's what.
Everything else seems to obey the same rules as your units; move and fire or something in 2 ticks. But Vipers? Nah brah.
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