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Author Topic: X-Com Chimera Squad  (Read 733389 times)

Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4440 on: February 09, 2016, 10:02:56 am »

"Wow, I have 667 supplies!"

*clickclickclick*

"Wow, I have 7 supplies!"


-me, last night
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4441 on: February 09, 2016, 10:07:43 am »

I usually stagger radio towers by threes or so.  HQ - 30 - 60 (tower) - 30 - 60 (tower) - 30 and so on.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4442 on: February 09, 2016, 10:26:24 am »

"Wow, I have 667 supplies!"

*clickclickclick*

"Wow, I have 7 supplies!"


-me, last night
True that. I had 700 just now, and I've less then half that right now, and I'll have close to zero when I'm done. There is just so much to spend supplies on.  Upgrading Weapons and facilities, more GTS upgrades, just, all of it really.

Anyway, I'm upset that I've reached a point in my campaign where letting a single squad of ADVENT survive 1 full turn guarantees that I will lose one person in full cover. Of course, it's a lot easier to kill them off: by contrast, when I dealt with two vipers and a muton on that same mission, they survived for multiple turns but didn't really manage to do all that much: the vipers kept trying to murder my ranger (and not really doing very good at it), while the muton basically stayed suppressed until I could get someone around to killing him.

Meanwhile my Grenadier just got Serial, which is nice. Both my Grenadiers now have Sniper abilities which let them do extra stuff after killing someone with their cannon.
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cerapa

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4443 on: February 09, 2016, 11:00:35 am »

I have a ranger with Serial.

She always misses after I activate it.
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Drakale

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4444 on: February 09, 2016, 11:04:20 am »

I wonder if serial + implacable let you move 3 times after your first kill.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4445 on: February 09, 2016, 11:05:56 am »

So. Just ran my first mission with my changes.

Spoiler: I think it's working (click to show/hide)

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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4446 on: February 09, 2016, 11:11:06 am »

I think you need more explosives, FD.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4447 on: February 09, 2016, 11:14:06 am »

I think you need more explosives, FD.
Just good life advice all around.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4448 on: February 09, 2016, 11:15:57 am »

I saved the World.....................................
Commander is Epic Commander by the by....
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Quote from: Ubiq
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Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4449 on: February 09, 2016, 11:17:16 am »

I wonder if serial + implacable let you move 3 times after your first kill.
Nope. Implacable says only one extra move, no matter how many you kill...
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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?
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4450 on: February 09, 2016, 11:26:57 am »

Ooof. Still pretty early on in my game, since I ditched my Tutorial/Commander run once I figured out how badly I'd messed up a bunch of stuff due to not knowing how the mechanics worked. Decided to go Veteran as a learning game. I can go back to Commander once I'm no longer worried about both losing people and screwing up stuff just because I don't know how the game works.

Anyway, just did a landed UFO mission. Absolutely Brutal. Multiple pods with Shieldbearers and Mutons and I've only just gotten magnetic rifles built. Need more supplies so I can upgrade more gun types. I won without anyone dying but 5/6 of the troops were badly injured by the time I was done. Only the sniper managed to escape getting shot, since she's a long range build (who ironically got Lightning Reflexes. I should consider remapping her skills over to Gunslinger).

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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4451 on: February 09, 2016, 11:29:02 am »

Surprisingly it went better than expected. There's actually quite a lot of AoE damage in that squad (and a seventh guy off-screen to the bottom). Also had a funny moment where my pistoleer got a full four kills with that multi-target skill.

I mean, granted, the Ranger wasn't a Colonel yet, so I couldn't just sword all the things, and he almost died. And after that round ended the Gatekeeper and Sectoids turned all the dead ADVENT and civvies into zombies, one of the Grenadiers got the shit kicked out of her by the Archons, a bunch of people got acid-bombed, and so forth. But nobody died, and that's what counts!

Also the box got blown up, but it bugged so that the Specialist could still remote-access it. Incidentally, that's what the random loot crates are, box-objectives in map tiles during missions with a different objective.

I wonder if serial + implacable let you move 3 times after your first kill.
Nope. Implacable says only one extra move, no matter how many you kill...
You can always edit it if you want.
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LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4452 on: February 09, 2016, 11:33:57 am »

NO! SWORD ALL THE THINGS
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4453 on: February 09, 2016, 11:43:33 am »

Oh yeah, and where I am.

I'm only three pips from Avatar completion, and I'm concerned. I have a Facility I'm eyeing with three pips on it in an adjacent territory (Eastern Europe), so I'm not concerned about losing the campaign, but after that I'll either need to Rush over to America to take out the New Mexico facility, or hope for a story mission. I'm at the point where I need to Skulljack a officer and build the Shadow whatever. I could have already gotten around to skulljacking an captain, but unfortunately I've only had two opportunities, and in 1) it was a timed mission with a forced retreat, and I've heard something spoilery and bad happens so I held off, and 2) an ambush somehow went *too* well, and the Concealed over-watch managed to kill *every* person in that pod, and that was the only captain in the mission.

I managed to get Psionics and Gauss weapons down, so I'm hoping to field a Psi-trooper relatively soon (so much to build, so little time). Building a research lab has so far turned out to be a good idea: it turns out you can actually station your scientists in labs for a big boost. Plate Armor should be finished soon, got a nice research boost from the black market (Black Market best market). Problem is I have so much to do strategically: Rumors of all types, need to acquire enough intel to get into Eastern Europe, and now Guerrilla Ops. Three options: Prevent Infiltration, prevent a UFO from hunting me, and delay a facility by two weeks. The part of me that is concerned about not keeping on top of the Avatar project wants to delay it, the part of me who is worried about the damn infiltrators I keep hearing about wants to stop that, and of course I'm scared of the UFO ending me. I think I might prioritize the mission that lets me do a safe skulljack. I put the skulljack on this super nerdy looking motherfucker (now my best Specialist after that mission with the fucking ADVENT troops I wrote about a couple posts ago), so that will be funny.

I still need to build up my B-team full of Classes with the subclasses I didn't take with A team. That is processing very, unevenly: I'm not even close to getting a Gunslinger Sniper up to par, while my Gunner Grenadier is doing well (he was the one who got serial), my Hacker Specialist is now my only strong specialist (RIP Scottish dude), and Melee Ranger is not even worth comparing in the same breath as my Scout so far.

I should go write epigraphs. I'll do that when I'm out of class.
« Last Edit: February 09, 2016, 11:51:09 am by misko27 »
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4454 on: February 09, 2016, 11:44:59 am »

Ugh. Avatar counter up to 9 now. Avenger got attacked, and I lost a pretty valuable Specialist Lieutenant. She got shot down and was bleeding out. Got her stabilized, but by the end of the mission I realized she was killed afterwards, when a grenade struck the area. I should've gotten her out of the way... At least I got a few promotions out of that battle.

Also, first encounter with the Berserker.

Spoiler (click to show/hide)

So the Avatar counter hit 9 (+2 increase) just now, as I said, due to a facility popping up in East Asia, far closer than New Brazil's. Power building almost up and running, so I should be able to get some comms built and hit East Asia within a week. Researching some ADVENT tablets, aPods and assorted smartphones to gather enough intel. I see a glimmer of hope.

By the way, once Plasma Grenades are unlocked in the Proving Grounds, do they replace conventional frags like in XCOM:EU? I'm guessing so, judging from the high cost, but the game could really be more informative about it. Most experimental grenades are built one at a time, so it's almost counter-intuitive.
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