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Author Topic: X-Com Chimera Squad  (Read 733413 times)

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4395 on: February 08, 2016, 11:02:06 pm »

Hehehe. Remembered that I can just switch over to Legend difficulty without starting a new game. So I buffed swords, increased squad size to 5-7, and edited alien pods so that they all have more enemies, as well as adding Psi Witches/Avatars to both the BossLeader and Open pools, and replaced a lot of weaker spawn pools with BossLeader. Meaning that I could theoretically get pods consisting of five of them, and that I'll be seeing them, Gatekeepers, Sectopods, and such in a lot more missions.

But yeah, I seriously buffed swords. Increased damage, crit chance, and damage on both of the upgrades, as well as pierce and shred on the beamsword. Also perfect accuracy. I want to play with high-risk high-reward cyberninjas, damn it. I also added two more stealth charges and a boost to Shadowstrike's crit chance to make me more likely to bother using that tree. Also gave the second utility slot back to the heavy armor sets, because more and tougher enemies calls for extra grenades.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4396 on: February 09, 2016, 12:38:10 am »

Spoiler: Ending Spoilers (click to show/hide)

EDIT:
« Last Edit: February 09, 2016, 12:43:45 am by Chiefwaffles »
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Quote from: RAM
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!

Wiles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4397 on: February 09, 2016, 01:27:39 am »

Aaargh.

Spoiler (click to show/hide)
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4398 on: February 09, 2016, 01:32:33 am »

I have to say... all my ideas of what the Avatar project was...

Were way better then what it turns out the Avatar project actually was...

For example my two big theories were
1) They were planning on combining the psi-energy of everyone on the network in order to create an unstoppable psionic entity
2) They were going to override everyone's will
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4399 on: February 09, 2016, 01:43:25 am »

About the defense matrix...
Spoiler (click to show/hide)

My last mission finished in the strangest way. I was having a pretty bad time, lots of wounded, lots of mistakes on my part, and one pod remaining somewhere on the map. I'm going real slow because I'm almost out of resources and I could easily lose the team on a single bad trigger. Finally my elite grenadier(who is 'shaken') spot 2 lancer and a sectoid chilling out in a room on the second story of a building. Strangely enough they don't move after being spotted and stay in a tight group, so I count my blessing and fling my very last grenade in there. The game freeze for a good 2 seconds and then I hear the horrible death rattle of like 6 civilians. Turn out the aliens didn't move because they couldn't, smothered by the terrified family fleeing the horrible xcom terrorists.

The funniest thing is after returning to base the grenadier got over her shaken status, despite her heavy wounded status and killing 6 civilians. I like to think she is just insane now, so I got her a nice bunch of scars and a brand new psycho mask.
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4400 on: February 09, 2016, 01:43:49 am »

So many games have so shitty writing. Is it so hard to get an actual writer do it instead of having some intern just wing it?

Anyway, regarding the game - anyone annoyed a little by the excessive parkour? I can't help noticing guys jumping from third floor with no ill effects. It would be cool if superparkour was the effect of certain perks and/or armor. Likewise, it is silly that random scientists and other VIPs can climb drain pipes to the roofs of buildings. Another nice twist would be if VIPs were unable to do all those crazy stunts and would need to, you know, use the stairs and stuff.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4401 on: February 09, 2016, 01:47:18 am »

Anyway, regarding the game - anyone annoyed a little by the excessive parkour? I can't help noticing guys jumping from third floor with no ill effects.
I'd be more annoyed by not being able to jump off buildings with impunity, even if the animation's not very believable (it'd look better if they slid down a rope or something).
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4402 on: February 09, 2016, 01:54:45 am »

If spider armor allowed you to do all that jumping/climbing shit instead, it would be worthwhile. Oh well, can't have everything. Though of course now we get 13-year-olds jumping from roofs and dying because they play XCOM!11!!1!!1!
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4403 on: February 09, 2016, 01:56:37 am »

I haven't been opening the ending spoilers (though curse this forum for making me almost instinctively click on spoiler tags!) and I haven't got to the end, but I'd like to share my theory.  I'll spoil it just in case, I guess.

Spoiler (click to show/hide)
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4404 on: February 09, 2016, 01:56:41 am »

I just remembered my tangle with the UFO (The one that triggers the shot down cutscene).
I had originally moved to prevent any active hunting from a Dark Event and things were going well, I had run out of Intel and was planning to move onto a Facility in the Mexico Region so I was at HQ (set in West Russia) when I get a sudden warning alert that one was chassing me. I thought, well at least this is a Random event so maybe it isn't set in stone like a Dark Event. But nope. The Avenger flew to East Russia and then sat floating the the air there, for like 2mins of REAL TIME before the UFO finally appeared on the map flying at me...

The Battle was INTENSE. Though it wasn't difficult, cause I had reached the point of where all my guys were suited up with EXO suits and Mag Weapons and such, the aliens died quickly, they just didn't stop coming. One would touch down, if they were not killed on landing I would scramble to hunt them down when they moved out of safe range and then on the OTHER SIDE OF THE AO ANOTHER WOULD LIGHT UP! It was literally impossible to move forwards towards the EMP Generator to blow it up without missing out on killing a threat. Mow down one force and another would take its place. I eventually risked leaving a couple of weaker guys just to take it down and then suddenly the speed of attack doubled, it literally tuned into an event where the moment I got in control of my team after a group of aliens dropped down another flare would light up. Meaning constant forces pouring down on me...

After a while I think I was starting to use them to Grind... :P

Also had a moment of worry. Flying through Indonesia back to get some Intel after a Supply Drop. I saw a UFO patrolling from one side to the other of the region area, making it like a sliding deathzone. Luckily the Avenger slipped passed twice. Another drop appeared in Australia... :P
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4405 on: February 09, 2016, 02:02:37 am »

Is Avenger Defense really a one-time thing? I was under the impression it was rare but possible to happen multiple times. Because after I got shot down, I never got the dark event again.
Kind of disappointing, if so.
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Quote from: RAM
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!

Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4406 on: February 09, 2016, 02:14:07 am »

Is Avenger Defense really a one-time thing? I was under the impression it was rare but possible to happen multiple times. Because after I got shot down, I never got the dark event again.
Kind of disappointing, if so.
I don't know. I just know that there was no UFO Hunting Darkevent running at the time I was shot down...
It really was a random event. ACTUALLY now that I think about it, it happened again, BUT we avoided it...

EDIT: AND, there is a facility that fields Defenses with those missions too after you unlock one of the Mech autopsy...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4407 on: February 09, 2016, 02:17:27 am »

Is Avenger Defense really a one-time thing? I was under the impression it was rare but possible to happen multiple times. Because after I got shot down, I never got the dark event again.
Kind of disappointing, if so.
I'm pretty sure I remember reading that it was weighted such that you'd average one Defense per campaign. I'll see if I get another in my neverending one.

Speaking of that, had to undo the extra item slot on heavy armor, pretty sure it caused a crash. No big loss.

Oh! In regard to things that should really be explained: Holding LCtrl while you make movement orders allows you to set up waypoints so your troopers run the path you want them to.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4408 on: February 09, 2016, 02:20:11 am »

Does that work for performing sword moves, or is there any way to?  They seem to prefer ending in cover, I think, but maybe not when it involves moving past the enemy a little.  That lack of control has me training up scout-recons instead.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4409 on: February 09, 2016, 02:22:53 am »

If you mouse over next to the border of an enemy (within movement range, of course) and an adjacent tile, you can right click to move your soldier to that adjacent tile to attack the enemy. It's fairly obvious when you do it. (The adjacent tile gets a melee symbol on it)
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Quote from: RAM
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!
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