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Author Topic: X-Com Chimera Squad  (Read 733377 times)

Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4410 on: February 09, 2016, 02:29:52 am »

I had been playing a bit of Massive Chalice as XCOM2 downloaded cause I know not how to make an effective run on it unlike normal XCOM, meaning less devotion to the game when 2 was finished downloading. While it lacked a cover system (kinda annoying when like everything shot at you with high chances of killing your dude) it did have a keypress that allowed you to change where Melee character would finish their attacks on when stricking an enemy. I didn't know about it until a Loading Screen note said it, but god was it a lifesaver...

Something I wish XCOM used is what I am gettting at...
Scuse me kinda doing 5 things at once... :P
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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...

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4411 on: February 09, 2016, 02:30:33 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.
You want to know what's something that should really be explained?

Having CAPS LOCK on while loading speeds the loading time dramatically.

scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4412 on: February 09, 2016, 02:39:25 am »

If spider armor allowed you to do all that jumping/climbing shit instead, it would be worthwhile. Oh well, can't have everything.

The spider suit is definitely worthwhile. It basically gives you a third move action, and even allows you to maneuver around a bit without expending any actions at all. The ability to run up in front of a enemy in cover and then rapple over their head to the roof behind them and shotgun them in the back makes up for any small deficiencies of the armour.
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Love, scriver~

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4413 on: February 09, 2016, 02:49:49 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)
Ah, excellent!
It's funny, I sorta thought I did that once...  But I was very sleepy at the time.  Later on I failed to reproduce it, but maybe it was an issue of movement distance.  Or maybe the tile-selection was glitching out like it occasionally does.

Kinda funny how trivial it is to browse the recruits screen and get a mismatch between profile pic and description.
Or for the staffing icons on the zoomed facilities-view to grab "highlighted" status and refuse to give it up.

Yes totally worth the absurd loading time and an extra 13GB of space (32 from 19)
Sorry, just annoyed that I can't play this on my laptop.  And that people in general are having to miss out on these new mechanics for no good reason.
You want to know what's something that should really be explained?

Having CAPS LOCK on while loading speeds the loading time dramatically.
I feel like you're mistaken or having a giggle, but I eagerly await confirmation proving me wrong.
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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.

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4414 on: February 09, 2016, 02:52:53 am »

You want to know what's something that should really be explained?

Having CAPS LOCK on while loading speeds the loading time dramatically.
I feel like you're mistaken or having a giggle, but I eagerly await confirmation proving me wrong.
Try it yourself.

It worked in XCOM: EU and XCOM: EW as well.

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4415 on: February 09, 2016, 04:03:10 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?

     Late reply but it took me a while to find the info.
     According to the .ini files, there is only ever one loot drop per mission, which can screw you over, however, you can edit the file to increase that number, look in XCOMGAMEDATA.ini, search for TimedLootPerMission=1, change the '1' to whatever you want.

     Edit: confirmed.  I modified it to four, and have received two drops so far from two pods.  Haven't picked any up yet, but it should def increase the loot you get from each robbery mission.
« Last Edit: February 09, 2016, 04:25:59 am by Darkening Kaos »
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4416 on: February 09, 2016, 05:11:20 am »

DID YOU KNOW

If you have a Ranger have the Hidden Skill "Killzone", if they score a Kill against one enemy but no others move in that zone, they can move with "Implaceable" to a more advantages location AND STILL HAVE THE ZONE ACTIVE!?!? You can MOVE the shooters location!!!

I just set up a killzone to start an encounter to take down some weaklings at the start, I have little to fear except being swarmed (Bad as always no matter how powerful you are, the curse of the overconfident was taught long ago). My Ranger (the tutorial character) unlocked Killzone early but I never really used it cause she was always moving around which kills the ability. She scored a single kill on a target because as normal the Advanced Mech always Overwatches when ambushed, she kills, moves around the side with Implaceable, then when the Mech relocated due to losing his allies SHE SHOT HIM DOWN WITH KILLZONE...
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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...

scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4417 on: February 09, 2016, 06:28:42 am »

"Hidden skill"?
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4418 on: February 09, 2016, 06:37:40 am »

"Hidden skill"?
Hidden Potential I think its actually called... You know that thing where they can learn skills from other classes when they get promoted.
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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...

scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4419 on: February 09, 2016, 06:42:46 am »

Ah, that. I thought it was dome secret I didn't know of.
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Love, scriver~

crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4420 on: February 09, 2016, 07:10:52 am »

Spoiler: just beaglerush things (click to show/hide)

ez mmr
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4421 on: February 09, 2016, 07:16:38 am »

I pray this kind soul finds what he's looking for in the game.
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sluissa

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4422 on: February 09, 2016, 07:20:07 am »

"Hidden skill"?

You have to get the Hidden Machine from the Retired Gremlin trainer along route 37 between East Asia and New India.

Spoiler (click to show/hide)
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4423 on: February 09, 2016, 07:20:16 am »

I love how these things just smash through the terrain. Though I wonder if they make good guard units. In the forge, most damage was done by a sectopod even before it was activated. It started moving when my hidden ranger saw it, and went straight into the building.
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forsaken1111

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4424 on: February 09, 2016, 07:28:26 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).
I'm amused because they seem to go out of their way to path OVER things. Like should I run around this small guard shack to get over there? Nah I'll climb up one side and hop off the other cause it looks cool
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