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Author Topic: X-Com Chimera Squad  (Read 733290 times)

cerapa

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4470 on: February 09, 2016, 04:34:44 pm »

Does anyone know the abilities of the thing that comes out when you skulljack a codex? I killed it the turn it spawned, so I didn't get to see it in action.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4471 on: February 09, 2016, 04:51:05 pm »

And can you mind control it? Now that I have a 72% chance to control a gatekeeper I'd like to try. I guess there won't be anymore of those.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4472 on: February 09, 2016, 05:33:03 pm »

Does anyone know the abilities of the thing that comes out when you skulljack a codex? I killed it the turn it spawned, so I didn't get to see it in action.
Spoiler (click to show/hide)

You could always do what I did and add them to a bunch of the spawn pools.
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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 #4473 on: February 09, 2016, 05:56:04 pm »

Does anyone know the abilities of the thing that comes out when you skulljack a codex? I killed it the turn it spawned, so I didn't get to see it in action.
Spoiler (click to show/hide)

You could always do what I did and add them to a bunch of the spawn pools.
Flippin hell...  On normal it's only exhibited
Spoiler (click to show/hide)
And of course these guys are showing up just normally now, somehow, and only the first one set back the doom clock.
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Quote from: Fallen London, one Unthinkable Hope
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PanH

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4474 on: February 09, 2016, 06:16:46 pm »

Does anyone know the abilities of the thing that comes out when you skulljack a codex? I killed it the turn it spawned, so I didn't get to see it in action.
Spoiler (click to show/hide)

You could always do what I did and add them to a bunch of the spawn pools.
Flippin hell...  On normal it's only exhibited
Spoiler (click to show/hide)
And of course these guys are showing up just normally now, somehow, and only the first one set back the doom clock.
I think he's talking about what happens if you skulljack a codex, not if you skulljack an officer and a codex spawns. At least I'm pretty sure but I've not done it yet.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4475 on: February 09, 2016, 06:19:58 pm »

If one of your guys is burning, you can send him into a river and it'll stop.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4476 on: February 09, 2016, 06:47:32 pm »

Yeah, Rolan, he's talking about an enemy different than the codex that appears much later game than the codex.
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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!

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4477 on: February 09, 2016, 07:06:00 pm »

I'm a really big fan of the SMG mod by long war.

I liked it back in Long War itself but that they brought it here is neat too. I think it fits very well here too.

The katana mod is... neat I guess.

The customization mods are all really fun but they really need to work on renaming the files.

Oh, and I love the one that lets the classes use the other weapons (within reason). So I can give the supports shotguns or rifles or SMGs depending on the situation or I could have the useless squaddie snipers carry a gun they can hit with instead.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4478 on: February 09, 2016, 07:12:49 pm »

Does anyone know the abilities of the thing that comes out when you skulljack a codex? I killed it the turn it spawned, so I didn't get to see it in action.
Spoiler (click to show/hide)

You could always do what I did and add them to a bunch of the spawn pools.
Flippin hell...  On normal it's only exhibited
Spoiler (click to show/hide)
And of course these guys are showing up just normally now, somehow, and only the first one set back the doom clock.
I think he's talking about what happens if you skulljack a codex, not if you skulljack an officer and a codex spawns. At least I'm pretty sure but I've not done it yet.

Yeah. The former. Codexes are easy-peasy, especially because they like to clone themselves down into one-hit range.
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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

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4479 on: February 09, 2016, 07:15:47 pm »

A friend and I are going to play multiplayer against each other, and I'm planning on using a three Demo Expert (with plasma grenades to round out the point count) and one Chryssalid team. Any advice?

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4480 on: February 09, 2016, 07:16:27 pm »

Fun with mind control: use the psi zombie you raised with a sectoid to commit suicide by killing that sectoid when you don't need it anymore.
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Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4481 on: February 09, 2016, 07:16:39 pm »

Not enough sectopods.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4482 on: February 09, 2016, 07:31:51 pm »

But sectopods are so expensive, and they provide one big, easy target for the enemy team to focus fire on, while three Grenadiers in Exosuits have enough grenades and rockets for each member of the enemy team and their cover.

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4483 on: February 09, 2016, 07:33:11 pm »

Replace the Exosuits with Ghost suits?
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4484 on: February 09, 2016, 07:33:37 pm »

Use psi ops and mind control all the things.
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