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Author Topic: X-Com Chimera Squad  (Read 732890 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4650 on: February 10, 2016, 11:53:24 pm »

Supplies seem more fluid than spacebucks.  They can be spent on a wider variety of things, there are more ways to earn them, and yet most of the things you can spend them on are arguably optional.  As opposed to spacebucks which had to be constantly fed into this self-producing mill of more spacebucks.

Intel is a pretty cool change too.  Now the resource that gets you more money isn't money.

Edit: So, ah, does that statue symbol in the center of the ocean indicate hidden facilities, or avatar progress that cannot be reverted?  Because if its the latter, I'm in trouble...
« Last Edit: February 11, 2016, 12:26:33 am by EnigmaticHat »
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4651 on: February 11, 2016, 12:31:09 am »

It represents the Avatar Project HQ or whatever that you can't get to, but that adds Avatar progress over time. Having not beaten the game yet, hoping for moon base.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4652 on: February 11, 2016, 12:42:35 am »

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

I think this alone caused 2-3 deaths in one mission, depending on how hard you blame me for the third one.



In other news, my only still living real sniper died.  I keep killing them off in great numbers (the first two dying in the incident above).
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thegoatgod_pan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4653 on: February 11, 2016, 01:16:08 am »

I think the best part of this new version, is the return to the old tactical pillar of old com: explosions.

Turret with 3 armor on a building?  Don't try to kill the turret! Kill the building! Blow up everything under the turret and it instantly dies.

Complicated extraction/bomb placement past several fortified positions? Blow a hole in the undefended side and walk right through!

Extraction far away and on top of a building? Blow up the access to the extraction site, or just the whole thing and the game will assign you a new one, which at least in my experience, tends to be much more convenient.

That and psychics: god are psychics good. Put biggest thing in stasis, kill everything else. Put the only vulnerable member of the group/ threatened civilian in stasis and mind control whatever is threatening.  Void storm to trigger 5 different effects on 5 different enemies.

The only thing I cannot understand is what prompted them to nerf Snipers so (especially if Assaults got such an unnecessary buff)... Killzone is the only good ability in the whole class, they are just never up to what one expects from snipers after xcom 2.

The only thing that breaks the game good and true are mimic bombs.  For whatever reason a mimic bomb completely overrides the AI: no matter what is happening, every alien in sight will try to shoot the mimic clone, ignoring all other targets until it is dead, leaving cover to get to it, etc.  It is a virtual I win button, although you can only make one per 1-2 retaliation missions.
« Last Edit: February 11, 2016, 01:21:37 am by thegoatgod_pan »
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4654 on: February 11, 2016, 01:56:41 am »

"Woah, what's that thing over there?"

"Oh shit, it's SUPER XCOM!"

"KILL IT! KILL IT WITH PLASMA!"
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Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4655 on: February 11, 2016, 02:06:53 am »

So far I'm about to build the shadow chamber on commander difficulty, and the only two soldiers I've had die were killed by 1. A disoriented & poisoned Muton criting her in full cover (not flanked) from the edge of sight and 2. A hidden faceless exposing itself and jumping into her tree-house, which destroyed it causing them both to fall to their deaths and completing the mission for me. Otherwise it has been pretty easy. I haven't even made any facilities outside of the proving grounds.
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kilakan

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4656 on: February 11, 2016, 02:25:24 am »

So having just beaten the game for the first time on Veteran Ironman, I have to ask: Is there any way to get back to the avenger on that save file?  Reloading it just takes me to the last turn of the last mission and I forgot to take pictures of super squad which I'd actually kinda like to have.
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4657 on: February 11, 2016, 03:13:30 am »

     My sniper specced sharpshooter acquired Run and Gun from the AWC.  Now he can keep up with the squad and still use his sniping rifle well, apparently not, can still keep up and shoot, though, and one more promotion til he gets fan fire.
« Last Edit: February 11, 2016, 03:53:54 am by Darkening Kaos »
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4658 on: February 11, 2016, 04:26:18 am »

Fucking threat assessment.  Advanced trooper picks a target, stands up from behind log, and takes aim.  Nothing happens for a few seconds.

Me: "So game, what's happening here?"

*Railgun fire flies in from offscreen, causing the trooper to ragdoll comically far away from his log*

Offscreen Specialist: "I... I got it?  Right?"
« Last Edit: February 11, 2016, 04:28:12 am by EnigmaticHat »
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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

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4659 on: February 11, 2016, 05:09:55 am »

All the new abilities and mechanics and stuff really cause turn-resolution to hang up. 

I recently lost my Grenadier Major to acid out of nowhere.  Like literally a pool of acid appeared in the room and she was dead.  It was in the Forge so I couldn't reload my game too.
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scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4660 on: February 11, 2016, 06:16:25 am »

I just realised I haven't gotten the option to build any Defense Something building in my second playthrough. Anyone know why that is?

I'm not actually sure the options to dismantle either Mecs or Turrets have appeared in my Research window either. That might have something to do with that.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4661 on: February 11, 2016, 07:15:25 am »

I just realised I haven't gotten the option to build any Defense Something building in my second playthrough. Anyone know why that is?

I'm not actually sure the options to dismantle either Mecs or Turrets have appeared in my Research window either. That might have something to do with that.
I think you get it from the turret breakdown. If you haven't got any turret wrecks yet (EG you never killed a turret in a non-extraction mission) then naturally the research option won't exist.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4662 on: February 11, 2016, 07:19:31 am »

Turrets are mostly in extraction missions so it makes sense. 
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scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4663 on: February 11, 2016, 07:29:45 am »

I'm fairly certain I've faced turrets in supply raid missions where I font think you extract. I do have a habit of killing turrets while they're hacked. Maybe they don't drop wrecks then?
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4664 on: February 11, 2016, 07:48:59 am »

Ahahaha, a Faceless just killed two ADVENT with a car while trying to get a Ranger.
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