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Author Topic: X-Com Chimera Squad  (Read 732754 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4710 on: February 12, 2016, 12:16:10 am »

I'm playing commander/ironman with no cheats (aside from savescumming one situation for my own mental health).

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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 #4711 on: February 12, 2016, 01:25:32 am »

So, I just saw a new alien.  No spoilers, no trailers, not in oldcom.

Spoiler (click to show/hide)
If you just saw it and say they appear far in the campaign, either you play on very easy cheat mode to storm the strategic element, or you dont really know how long the campaign is. The archon appear like at middle game, muton early middle game. Hell i even had the
Spoiler (click to show/hide)
before the mission it is first supposed to appear... And god was i in for a suprise when i saw that, hell i prefer sectopods and archon ANYTIME.....

TBH they're not that bad. Same old focus-fire melting, no dodge, and you can psi them.

Also I've only once seen them both shoot and hit, and it was a 4-tile distance flank shot. Mostly they just vortex or reanimate.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4712 on: February 12, 2016, 01:28:50 am »

[Enemy being referred to in spoilers] makes me happy when I see it, because it's super easy to dominate and extremely helpful through the whole mission.
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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!

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4713 on: February 12, 2016, 02:45:33 am »

  The first three big, white beach-balls I encountered - all before their proper introduction - my grenadier 'executed' from full health, so I never saw what they did and wondered what the fuss was.  Then there was a black facility that needed clearing out to bring down the doom counter - first time I saw it open up to reach out and touch someone..........it got all the bullets next round.  For free, express post.

     A few missions later, my specialist took one out by herself with four consecutive Guardian overwatches.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4714 on: February 12, 2016, 02:53:56 am »

[Enemy being referred to in spoilers] makes me happy when I see it, because it's super easy to dominate and extremely helpful through the whole mission.

I'm just happy the newcom devs have started inventing some new aliens.  I don't count the outsiders; they were basically a filler enemy because putting sectoid commanders on the starship bridges wouldn't have been fair.  Most of the Xcom 2 aliens are re-imaginings of the re-imaginings, but unless I'm missing something big from my xcom lore I think the enemy we've been discussing was invented whole.  Fits with the style too (ironically, probably fits the style of EU and oldcom better than X2's style).

  The first three big, white beach-balls I encountered - all before their proper introduction - my grenadier 'executed' from full health, so I never saw what they did and wondered what the fuss was.  Then there was a black facility that needed clearing out to bring down the doom counter - first time I saw it open up to reach out and touch someone..........it got all the bullets next round.  For free, express post.

     A few missions later, my specialist took one out by herself with four consecutive Guardian overwatches.
Guardian is so kickass.  With threat assessment a specialist can give themselves a free overwatch, and then overwatch normally.  That's two chances for infinitely procing overwatch, one of which can trigger on enemy action.  Batteries extended mag not included.

I really think threat assessment is a no-brainer choice.  I mean, it literally includes a baby version of its alternative.  The only reason to pick covering fire is that it doesn't add 1 to your aid protocol cooldown.  And, fair, that increase is painful. But given how much of an empty level covering fire is it seems best to just bite the bullet and pick threat assessment.
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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

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4715 on: February 12, 2016, 03:16:19 am »

     I really want a melee overwatch for the ranger, so that when the next 'lid bolts past and flank-reveals her, she can smack it down before it decides to stop and give her a big ol' hug.

     Also, the GTS ability that grants an extra 3 mobility for the first two turns does not seem to be working for me, anybody else experienced this?
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4716 on: February 12, 2016, 03:27:58 am »

     I really want a melee overwatch for the ranger, so that when the next 'lid bolts past and flank-reveals her, she can smack it down before it decides to stop and give her a big ol' hug.

     Also, the GTS ability that grants an extra 3 mobility for the first two turns does not seem to be working for me, anybody else experienced this?
Bladestorm. You want bladestorm.
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4717 on: February 12, 2016, 03:50:14 am »

     Well, damn, looks like when she has healed up from the latest mess, she will be re-speccing, as I chose Implacable for her.  Wasn't really focussing on her being a swords-mistress at that time.

     And the GTS ability I was referring to before was called, Lightning Strike.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4718 on: February 12, 2016, 04:37:16 am »

Doesn't bladestorm cause the ranger to leave cover?
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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

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4719 on: February 12, 2016, 05:06:05 am »

The few times it has triggered to me, there has been no change to cover status.
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4720 on: February 12, 2016, 06:09:13 am »

Me, being the slow (and highly unsuccessful, I might add) player that I am, am just tackling the first blacksite. Not the first playthrough, but the first ended up being so rife with bad decisions that I had no way of recovering. I was three pips away from armageddon by the time the second retaliation attack landed, that's gotta be some kind of record.

This time I'm doing a little better, seeing as I'm actually attacking the damn blacksite instead of loitering around it collecting sidequest loot and waiting for better gear to crop up. I have mag weapons researched, but there weren't any alloys around to build some for the crew. The five-man band (which is 40% women) consists of two squaddies - a Sharpshooter and a Grenadier - and three callsign-wearing Corporals, who are a Ranger, a Specialist, and another Grenadier because I figured I might as well pack extra grenades. Between them all they have two flashbangs (one on each grenadier), one set of AP rounds (given to the Sharpshooter in expectation of having to knock out turrets), and some misc low-level weapon upgrades.

So far, it seems like the team might actually pull through without any fatalities. I savescummed once, where a streak of particularly bad luck coupled with a few of my signature 3-AM-brainpower tactical decisions resulted in a complete squad wipe, so it's actually my second run through this mission, and this time I'm not taking chances with taking control of turrets. I gave that sniper AP rounds for a reason, dammit. :P

Of course, the Ranger ended up quickly eating one of them shock lances with his face, so now the squaddie grenadier is having to lug his unconscious ass around, but otherwise everybody's health is at reasonable levels and aside from that early encounter with a few shock lancers and a Viper, most of the mission was relatively under control. I'm actually starting to get the hang of the new tactical combat options.
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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teoleo

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4721 on: February 12, 2016, 06:19:28 am »

today i can't load the saved mission.....crash and crash....  :O((
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Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4722 on: February 12, 2016, 06:45:49 am »

Doesn't bladestorm cause the ranger to leave cover?
It shouldn't, unless they destroy their own cover.
It does break the animations when a soldier gets wrapped by a viper and kills it with the blade storm though. They just get stuck looking wrapped.

Not that I had blade storm or anything, just something I saw from my brother playing. He thought his character turned psionic because he stopped firing his gun to kill things.
« Last Edit: February 12, 2016, 06:47:30 am by Cptn Kaladin Anrizlokum »
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Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4723 on: February 12, 2016, 07:15:43 am »

The collateral damage caused by blades is annoying. On one memorable case, I used a ranger to go and slash a Viper wrapped around another dude. The slash killed the snake and made the car next to it blow up, killing both of my guys.

Beautiful job, kamakrazee. Witnessed.
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Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4724 on: February 12, 2016, 07:23:39 am »

Just fire a sniper rifle like a pistol

Also those are the base tier rifles and they are firing plasma bolts :P
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