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Author Topic: X-Com Chimera Squad  (Read 733487 times)

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4365 on: February 08, 2016, 03:59:22 pm »

Jeez, are we talking about the same black site?  With the vial?  I considered that part of the *tutorial*, I took it on basically right after I researched resistance comms.  4 rookies with ballistics and kevlar.  It actually went really well though.

The facilities with the dots...  I'm about 3-4 months in I think and just took out my first, using 5 magnetic kevlar troopers (mostly squaddies, because that's what I have).  It was an absolute bloodbath, even with some savescumming, but the doom clock was 2 tiles away.  Got two soldiers out, would have been three but ADVENT got lucky with reaction fire as she fled the building.

Hooray for Asia's $10 rookies...  But I think this is turning around, finally, now that I have the training school and magnetic weapons.  Basic armor, soon.

Lost 3 other soldiers on a retaliation mission, which I lost largely because the civvies were mostly spawned in a cluster across the map.  I tried to hurry, but berserkers and necromancers take a little time to take out!!  I did clear the map instead of withdrawing, though.  I wonder if that mitigates the penalty a little (losing a retaliation doesn't seem to unliberate the zone, just permanently reduces their contribution)
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4366 on: February 08, 2016, 04:06:53 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.
They can also spit poison clouds with perfect accuracy, same as the old Thin Men. Also, neither of those actions seem to end the Viper's turn, so if they're behind cover they can attempt a tongue grab, and if that doesn't work they can spit poison just to be a jerk.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4367 on: February 08, 2016, 04:11:48 pm »

Hooray for Asia's $10 rookies...  But I think this is turning around, finally, now that I have the training school and magnetic weapons.  Basic armor, soon.

For the record, those bonuses are random.  A neat change I didn't notice until playing with a buddy at the same time.  I've got one that makes all armor proving ground projects finish instantly; quite nice.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4368 on: February 08, 2016, 04:18:02 pm »

I got 25% extra intel rewards from asia.
I was not impressed by my starting continent. Europe (swappable PCS/weapon parts!) and South America (extra weapon part slot) have been much superior bonuses.
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4369 on: February 08, 2016, 04:19:17 pm »

I think the rewards are random but weighted; I got 20% extra supply for Africa twice in a row, the third time I got something much less worthwhile.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4370 on: February 08, 2016, 05:28:03 pm »

I got a black market related effect in Asia. I think they buy stuff from you at a 50% higher price, or something like that.
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Kruniac

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4371 on: February 08, 2016, 05:28:43 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.

Vipers are annoying in the early game, but have a low ceiling of difficulty. Bladestorm procs if they tongue you, which is hilarious, as the animation gets stuck.

I'm assuming the armor plate which does damage to melee attackers affects them, and as any damage to the snake will release the victim, it essentially counters them.

Now that I think about it, a stock should break the hold since it does damage on a miss. Get grabbed, shoot at viper with stock, do damage, have person released, person unloads point blank into the snake's face. GG.

Never had a problem with vipers. Having my entire team devoid of ammo at once (Codex) or having a few mechs Overwatch while an orb storms us, now that's pain.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4372 on: February 08, 2016, 05:32:34 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.
I bought an engi early and didn't regret it.  Remember, engi can generate supplies over time by excavating.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4373 on: February 08, 2016, 06:09:33 pm »

So uh... some rookie showed up in my game and I brought him along on a supply raid.

This rookie singlehandedly killed two vipers, two lancers, and a trooper before saving the asses of all three of the vets next to him, and he was only armed with an SMG and a single grenade. He dodged three point blank shots from enemies and even critted three times doing max damage and killing all his targets like a boss. After that he singlehandedly lifted up the entire armored supply train and carried it over to the Avenger while hauling the rest of his worthless team inside it. He also found Dr. Vahlen along the way and brought her back too!

Before he left for the barracks, I'm pretty sure he told Central, "no one will ever believe you."

This is that guy: http://steamcommunity.com/sharedfiles/filedetails/?id=619669963

Wiles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4374 on: February 08, 2016, 06:23:16 pm »

On capture or kill missions is there any penalty for killing your target instead of capturing them?
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4375 on: February 08, 2016, 06:23:42 pm »

Where'd you get the men in black gear?
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Shoes...

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4376 on: February 08, 2016, 06:26:07 pm »

All while wearing badass sunglasses
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Graknorke

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Re: X-Com 2: Enemy Known
« Reply #4377 on: February 08, 2016, 06:27:24 pm »

An ungifted collaborator ADVENT rookie snake-loving professor and pacifist was teaching a class on the Uber-Ethereal, known alien.
Did this post really get so underrated at the time it was posted? I feel like it should be stuck up somewhere a bit more prominent.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4378 on: February 08, 2016, 06:38:25 pm »

On capture or kill missions is there any penalty for killing your target instead of capturing them?
You won't get the listed intel rewards.
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4379 on: February 08, 2016, 06:39:59 pm »

>There's suit outfits
GOTY.
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