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Author Topic: X-Com Chimera Squad  (Read 732911 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4635 on: February 10, 2016, 09:54:31 pm »

So are MECs ever a problem for anyone? The first time I encountered a MEC was after I'd gotten Haywire Protocol on my best specialist, and I've never failed a hack on them to take control so far. I just take a specialist with Haywire Protocol eith me on almost every mission now, and whenever I see an enemy MEC, my first thought is "Ooh! They're bringing me presents again!"

I mean worst case scenario, they shoot the hell out of it before it gets a chance to act, and then it's still out of their hands permanently.

They killed my first run by one-shotting a sniper and causing a panic spiral.  They're immune to most debuffs, their weapon hits a pretty brutal damage threshold the first time you meet them, and they're armored earlier than usual.

Once you get your soldiers out of one-shot range the main threat they present is imitating Xcom's classic one-two punch of destroying cover and then having everyone else shoot the exposed soldier.  AI doesn't seem clever enough to truly take advantage of this tho.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4636 on: February 10, 2016, 09:57:42 pm »

Savescumming is a sin.
Only for Advent supporters.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4637 on: February 10, 2016, 10:01:23 pm »

TBH I don't even bother hacking MECs any more. Past a certain point they're cannon-fodder like anything else: apply 2x of any relevant AoE attack, or 1x + one shot if you're short on consumables. I've noticed that I tend to kill them fairly early in engagements mostly because for whatever reason they like to cluster in the center of groups of other weak enemies, so they're natural focal points for mass attacks if there's nothing really nasty to aim at.

BTW, with power weapons: Get Blaster Bombs and the upgraded Shredder cannon. They both have stupidly long range, stupidly good damage, and (in the case of the latter) an absolutely unfair AoE. The tier-2 shredder basically automatically kills everything below a certain health threshold, destroys all cover, and shreds armor in a 45-degree cone with a maximum range topped only by the Blaster Bomb and Squadsight snipers.
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Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4638 on: February 10, 2016, 10:14:39 pm »

So here's a fun factoid about oldcom...

You see oldcom was made with merch in mind (as hasbro one of the distributors wanted a toyline to go head to head with Mattels G.I. Joe dolls).
Hell oldcom even had a cartoon series supposedly in the works but the whole thing apparently fell apart.

This brings me to the point...

Did anyone notice that all characters are pretty much action figure or sculpture material?
Seriously just look at a full squad (moreso in Nucom1 than 2) and say that they don't look like something you'd put on your shelf.

Better yet! 3d printed custom soldiers!
Everyone could own their personal Doorn!

Sigh... if only Firaxis had the resources and guts to pull that off.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4639 on: February 10, 2016, 10:16:34 pm »

Savescumming is a sin.
Playing a campaign you know for sure you're going to lose because you wiped a squad of your best is stupid.
Losing is Fun.
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SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4640 on: February 10, 2016, 10:25:57 pm »

Not in this game.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4641 on: February 10, 2016, 10:29:03 pm »

X-Com tabletop could be fun and a great pair of middle fingers to GWS.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4642 on: February 10, 2016, 10:36:52 pm »

Fun facts I just learned about sneks:

1.  If you deal 1 damage to them, they don't stop binding.  2 does seem to be enough tho.

2.  Their pull can reveal new squads (this one is kinda obvious but still brutal).

3.  If you're like me, and think "two damage per turn isn't so bad", be warned.  After several turns the bind will deal 4 damage.  The next turn, it will jump up to 12 damage.  So you know, that's a thing.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4643 on: February 10, 2016, 10:39:49 pm »

Did anyone notice that all characters are pretty much action figure or sculpture material?
Seriously just look at a full squad (moreso in Nucom1 than 2) and say that they don't look like something you'd put on your shelf.
That was actually the design philosophy.
X-Com tabletop could be fun and a great pair of middle fingers to GWS.
http://www.amazon.com/Fantasy-Flight-Games-XC01-XCOM/dp/1616619686

Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4644 on: February 10, 2016, 10:45:33 pm »

Not tactical tho.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4645 on: February 10, 2016, 11:04:51 pm »

So are MECs ever a problem for anyone? The first time I encountered a MEC was after I'd gotten Haywire Protocol on my best specialist, and I've never failed a hack on them to take control so far. I just take a specialist with Haywire Protocol eith me on almost every mission now, and whenever I see an enemy MEC, my first thought is "Ooh! They're bringing me presents again!"

I mean worst case scenario, they shoot the hell out of it before it gets a chance to act, and then it's still out of their hands permanently.
The first time I met them they were annoying because I didn't like their armor, and armor was frustratingly annoying.

At this point I'm enjoying their existence tremendously. Makes my life significantly easier, depending on the situation. Just had a mission where I saw two MECs and a trooper, and I take over the regular MEC (there was also a Heavy MEC, but the odds were a little too close to be a good idea). Overwatch takes out the trooper, and I use the MEC to detonate himself, the other MEC, and the ground they stand on.

Unfortunately it A) activated a second pod, and B) got killed by the Archon it activated, leading to C) the Heavy MEC raining explosives on my squad. None of this would have been too bad, except D) all the falling and exploding caused a bad glitch, and it seems I'll have to restart the mission because all my troops lack animations and I can't end my turn. Oh well, when I restart it, I'll know what to do: A) try my luck with the Heavy MEC, or B) don't blow up so many buildings.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4646 on: February 10, 2016, 11:12:08 pm »

Rescued someone from that 4/5 capture from before!  He's not actually that impressive anymore tho...  On the bright side, he coincidentally looks like Tucker from Danger 5.  In other news, "Rev", my grizzled grenadier with the fire grenades (only special grenades I've got), finally unlocked an AWS upgrade.

Its Killzone.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Sonlirain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4647 on: February 10, 2016, 11:21:00 pm »

Its Killzone.

Does this mean he/her can fire at squadsight ranges?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4648 on: February 10, 2016, 11:26:31 pm »

Its Killzone.

Does this mean he/her can fire at squadsight ranges?
I have no idea.  Haven't used it yet.

Two boxes away from avatar project completion.  New base construction is imminent, two days away from being able to attack a base, skulljack just completed, going to a guerilla operation to stop +1 avatar progress dark event.  One way or the other shit is going down.

In other news:
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4649 on: February 10, 2016, 11:39:05 pm »

Funnily enough, alloys and elerium are much less important, since you can flat-out buy them.
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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
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