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Author Topic: X-Com Chimera Squad  (Read 733178 times)

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4515 on: February 10, 2016, 04:19:46 am »

What ranger colonel is like.

Just watched him beast on a full pod, Andromedon and two Archons.  Teammates softened them up, he killed the archon in melee.  The andromedon charged him, got stunned by his bladestorm, the other archon charged, lost half his health, couldn't hurt him cause unstoppable.  He ran around and killed them both with his flamethrower, then when the shell charged him he killed it with bladestorm.

Here's my Raiden if you want him.  He's a fucking monster.  He makes the aliens wish they had a skyranger to get back into.  The was only the final and most heinous of a long series of ridiculous exploits that mission.
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Shoes...

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4516 on: February 10, 2016, 04:28:54 am »

Just had three shots at 70%+ hit chance (one was at 84%...) miss in the same turn, then proceeded to see my two most veteran XCOMmies get critical hitted and killed immediately afterwards, one of which was in full cover, and to top it all off my medic specialist got tongue molested by a Viper as well.

RNGesus is an asshole.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4517 on: February 10, 2016, 05:44:32 am »

Welp, now that I have finished the game once. Time to play with Mods. Up the difficulty and all that...
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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...

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4518 on: February 10, 2016, 06:14:49 am »

Just had three shots at 70%+ hit chance (one was at 84%...) miss in the same turn, then proceeded to see my two most veteran XCOMmies get critical hitted and killed immediately afterwards, one of which was in full cover, and to top it all off my medic specialist got tongue molested by a Viper as well.

RNGesus is an asshole.
Congrats, you've finally experienced XCOM in its full glory.
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Black lives matter.

BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4519 on: February 10, 2016, 06:44:25 am »

why would you try
RULES OF NATURE!
And yet again I am wrong. You win this round.
Just don't melee Gatekeepers.
Why even bother giving us sword class if we can't melee anything?
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Sean Mirrsen

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4521 on: February 10, 2016, 06:47:47 am »

RULES OF NATURE prevent death from death explosions
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Black lives matter.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4522 on: February 10, 2016, 07:37:13 am »

You can melee anything you like. You just need to be sure to kill it if it explodes on death.  ;)
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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

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4523 on: February 10, 2016, 07:43:38 am »

Too bad you can't give the psi ability of immunity to explosions and other damage types to others. Would be a neat thing if you could do that for a turn, so someone could run through acid or whatever.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4524 on: February 10, 2016, 07:52:53 am »

Or better yet, give psi-ops swords! They're already immune to most things that aren't rainbow magnet bullets or plasma, they could slash gatekeepers, ignore the explosion and assert dominance as the better psi-fighter in one go.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Djohaal

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4525 on: February 10, 2016, 08:31:30 am »

What comes to my mind when the sectopod extends its legs: j00tubs link

On to the ending and whatnot:

Spoiler (click to show/hide)
« Last Edit: February 10, 2016, 08:33:51 am by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Puzzlemaker

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4526 on: February 10, 2016, 09:25:58 am »

So I am kind of tempted to restart in ironman mode, because I get too attached to my guys, and I also made a lot of mistakes in my build and room selection.

I keep rage quitting and loading earlier saves, it makes levels take way too long.
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4527 on: February 10, 2016, 09:57:21 am »

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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4528 on: February 10, 2016, 10:09:57 am »

KINDA starting to hate Killzone. I mean, I like it on a theoretical level. "Shoot all the things" would be amazing with my shredder sniper or grenadier who got it, but in actual combat I haven't seen it work correctly a single goddamn time.

I mean, the ideal situation to use it is when you're about to ambush some peeps, but for some reason it doesn't act like "normal" overwatch and trigger the moment one of them so much as twitches, but waits until they've gone a good 3 feet before shooting at the FIRST one in the "chain"
Because of this EVERY TIME I'VE USED IT it hits one, and the other enemies are already safely in cover before it even tries to fire off again. Or more often it MISSES the first shot and doesn't even try against the others.

Oh, and unrelatedly, but I built a workshop and workshops are boss. I don't even know what to do with my other engineers at this point.
Have one drone running the hospital and two running communications. I imagine that when our rebels call base they have to talk to one of those automated message things.
"Press 1 if you're a VIP in need of extraction.
Press 2 if you're the victim of ADVENT retaliation
If you've stashed supplies for XCOM, press 3" etc.
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4529 on: February 10, 2016, 10:47:57 am »

councilman why is your voice so good
Ha, I saw this.

Somehow I'm doing really poorly with the AVATAR project, and now its full. And a got a dark event for "Major Breakthrough", which means that even if I do take out the Eastern Europe Facility (which I will be doing as soon as I start playing again) and take out three pips, I have to hope to counter that dark event or I'm almost right back where I started, except this time it'll be a lot harder because there aren't any facilities in reach.

Tell me: I see the AVATAR project progress is locked up in several different little facilities, but are there hidden facilities that have some portion of the avatar project that already exist (as opposed to the ones they tell me about when they build them)? If not, what is the hack award "Facility Lead" do?
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The Age of Man is over. It is the Fire's turn now
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