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Author Topic: X-Com Chimera Squad  (Read 732944 times)

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4575 on: February 10, 2016, 03:43:41 pm »

I'll put you on the front line of my SSFaFP. Right in front. I'll also make you wear a shirt that says

"I can't tell the difference between French and Spanish and I dared to challenge the Commandant's superior command of all human languages"

When we fight the Sectopods, I'll make you charge at them solo with a broken toothpick.

Edit: Also now because of you all my Google ads are MSF asking for my donations. AND I WILL DONATE TO THEM. Because of you.
[/quote]pls dun kil me
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Black lives matter.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4576 on: February 10, 2016, 03:44:09 pm »

Terror From the Deep was mostly the first XCOM, but underwater.  Your bases are underwater, most of the aliens are aquatic (though there were missions on coasts and ships where some weapons wouldn't work, and (theoretically) some aliens wouldn't appear). 

Basically you blew up the alien base in Cydonia in X-COM 1, but a decade or so later countless numbers started awakening under the oceans.  Apparently they had visited before, millions of years ago, and cultivated all manner of mythos beasts.  Some, like the floating brain-dome, pretty creepy.

I guess it's actually kinda weird...  Unlike in NewCOM, they never really explain what the aliens were after in OldCOM 1.  OldCOM 2 sorta provided some explanation, if you count "they wanted to twist us into body horror abominations because they're literally Mythos monsters".

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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.

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4577 on: February 10, 2016, 03:45:44 pm »

I mean, to be honest, the etherals seemed a little... shifty. I dont think thy were just looking for a replacement race. We wouldnt have to fight that hard to prove it. I think that was their last-ditch attempt at survival.
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Ïlul Thuveg-Ellest
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Kar Pum-Sisha

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4578 on: February 10, 2016, 03:48:27 pm »

I haven't beaten the game yet, so I'll compile my guesses.  Don't answer.

Spoiler (click to show/hide)
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Shoes...

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4579 on: February 10, 2016, 03:50:17 pm »

I haven't beaten the game yet, so I'll compile my guesses.  Don't answer.

Spoiler (click to show/hide)
You're correct on every level.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4580 on: February 10, 2016, 03:56:33 pm »

I mean, to be honest, the etherals seemed a little... shifty. I dont think thy were just looking for a replacement race. We wouldnt have to fight that hard to prove it. I think that was their last-ditch attempt at survival.
I haven't beaten NewCOM 2 yet so I don't know what Avatar is.  But...  I feel pretty confident about my interpretation of NewCOM 1.  The Ethereals served some unknown entity that wanted a perfect race, a blend of psionics and toughness.  The ethereals failed, they were too frail.  The other races failed due to insufficient psi power, or the sectoids being weak in body AND mind.  Human DNA seems to hit some idea middle ground, one they were unable to reproduce (by, saying, mixing a muton with a sectoid or ethereal).

So they wanted our genes.  That's why they abducted so many people, and experimented with human psionics.  Their human psi captives had abilities beyond even the Volunteer, by the way. 

After NewCOM 1 I thought they wanted humanity as a slave race, mostly intact except for some tweaks.  NewCOM 2 goes in a different direction - using those amazing human genes to enhance the existing races, most notably the sectoids.  I get the impression that new sectoids are almost half human, even.  And I'm sure the Avatar project is a continuation of that, some sort of ideal human-alien hybrid with JUST the right mix of physical stamina, reflexes, and most importantly psi ability.

Spoiler (click to show/hide)
I'm tempted to let my current, very suboptimal run fail.  Just to see what it looks like.  Though I bet they don't actually show it off much in the failure ending...
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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.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4581 on: February 10, 2016, 03:57:24 pm »

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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 #4582 on: February 10, 2016, 03:57:58 pm »

I mean, to be honest, the etherals seemed a little... shifty. I dont think thy were just looking for a replacement race. We wouldnt have to fight that hard to prove it. I think that was their last-ditch attempt at survival.
I haven't beaten NewCOM 2 yet so I don't know what Avatar is.  But...  I feel pretty confident about my interpretation of NewCOM 1.  The Ethereals served some unknown entity that wanted a perfect race, a blend of psionics and toughness.  The ethereals failed, they were too frail.  The other races failed due to insufficient psi power, or the sectoids being weak in body AND mind.  Human DNA seems to hit some idea middle ground, one they were unable to reproduce (by, saying, mixing a muton with a sectoid or ethereal).

So they wanted our genes.  That's why they abducted so many people, and experimented with human psionics.  Their human psi captives had abilities beyond even the Volunteer, by the way. 

After NewCOM 1 I thought they wanted humanity as a slave race, mostly intact except for some tweaks.  NewCOM 2 goes in a different direction - using those amazing human genes to enhance the existing races, most notably the sectoids.  I get the impression that new sectoids are almost half human, even.  And I'm sure the Avatar project is a continuation of that, some sort of ideal human-alien hybrid with JUST the right mix of physical stamina, reflexes, and most importantly psi ability.

Spoiler (click to show/hide)
I'm tempted to let my current, very suboptimal run fail.  Just to see what it looks like.  Though I bet they don't actually show it off much in the failure ending...
You're also correct on every level.

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4583 on: February 10, 2016, 03:59:38 pm »

I thought the sectoids only failed on Body.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4584 on: February 10, 2016, 04:03:31 pm »

I thought the sectoids only failed on Body.
You're probably right, I bet the Uber Ethereal only criticized their body.
But, they're mentally weak compared to ethereals.  Whereas humans measure up to Ethereals, if the ability to cast Rift is a sign.

Also, I just thought of another point-  The aliens used their human experiments when doing the base assault.  Why not just use Ethereals?  Humans must have more psi potential than even the specialized Ethereal race.
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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.

Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4585 on: February 10, 2016, 04:06:35 pm »

The Etherials don't treat Etherials as expendable.
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Reverie

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4586 on: February 10, 2016, 04:14:56 pm »

Okay so...this game's performance atm is, indeed, crap. It probably doesn't help that this is the Mac port, which probably uses OpenGL in lieu of DirectX :/
I could either wait until they release a patch that cleans up performance a bit, or redownload the entire thing in Windows to play there (or both), but it's kind of disappointing anyway.
Edit: This is really strange, actually. Like, the first game ran nicely even on Mac, and it doesn't look like there was much improvement graphics-wise for the sequel. Is it all just poor optimisation?
« Last Edit: February 10, 2016, 04:17:54 pm by Reverie »
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4587 on: February 10, 2016, 04:15:36 pm »

I thought the sectoids only failed on Body.
The Ethdudes also said they were cowardly / cruel or something like that. Don't really remember.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4588 on: February 10, 2016, 04:19:04 pm »

Okay so...this game's performance atm is, indeed, crap. It probably doesn't help that this is the Mac port, which probably uses OpenGL in lieu of DirectX :/
I could either wait until they release a patch that cleans up performance a bit, or redownload the entire thing in Windows to play there (or both), but it's kind of disappointing anyway.
I'm sure you already tried lowering settings, but people are saying that the anti-aliasing in general is a major hit.

I honestly wouldn't have known OpenGL was even a thing anymore, except I saw it in Euro Truck Simulator recently.

Also don't forget to tap caps-lock during the loading screens
no really...
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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.

Reverie

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4589 on: February 10, 2016, 04:20:35 pm »

Okay so...this game's performance atm is, indeed, crap. It probably doesn't help that this is the Mac port, which probably uses OpenGL in lieu of DirectX :/
I could either wait until they release a patch that cleans up performance a bit, or redownload the entire thing in Windows to play there (or both), but it's kind of disappointing anyway.
I'm sure you already tried lowering settings, but people are saying that the anti-aliasing in general is a major hit.

I honestly wouldn't have known OpenGL was even a thing anymore, except I saw it in Euro Truck Simulator recently.

Also don't forget to tap caps-lock during the loading screens
no really...
Yeah, DirectX is a proprietary Windows thing. Also, caps-lock during loading screens?
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