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Author Topic: X-Com Chimera Squad  (Read 737075 times)

crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4725 on: February 12, 2016, 07:52:52 am »

Ah, that's a throwback to the same visual bug in XCOM: EU/EW :p
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AlleeCat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4726 on: February 12, 2016, 10:02:21 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.
Bladestorm has kicked in about 5 times for me and seems like it would be really useful for Vipers... If it would ever fucking hit. I've never hit with a Bladestorm attack. Ever. Even when it was twice in the same round. Why are swords in this game LESS ACCURATE THAN SHOTGUNS?

Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4727 on: February 12, 2016, 10:08:03 am »

I've noticed a distinct pattern of misses on Bladestorm procs as well... though its triggering (even though it missed) broke a Viper grab.  Huh.


Also, I saved the world.  Woo.


Spoiler: Final mission comments (click to show/hide)
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4728 on: February 12, 2016, 10:39:16 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.
Bladestorm has kicked in about 5 times for me and seems like it would be really useful for Vipers... If it would ever fucking hit. I've never hit with a Bladestorm attack. Ever. Even when it was twice in the same round. Why are swords in this game LESS ACCURATE THAN SHOTGUNS?

Get the accurate swords mod.
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Sanctume

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4729 on: February 12, 2016, 11:42:46 am »

Ending

Spoiler (click to show/hide)

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4730 on: February 12, 2016, 11:47:10 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.
Bladestorm has kicked in about 5 times for me and seems like it would be really useful for Vipers... If it would ever fucking hit. I've never hit with a Bladestorm attack. Ever. Even when it was twice in the same round. Why are swords in this game LESS ACCURATE THAN SHOTGUNS?
There are mods that fix that problem.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4731 on: February 12, 2016, 11:58:01 am »

Or just mod it yourself.

Open DefaultGameData_WeaponData.ini
Find the lines: RangerSword_Conventional_Aim, RangerSword_Magnetic_Aim, RangerSword_Beam_Aim.
Set them all equal to 200. Now none of the XCOM swords will ever miss.

Incidentally, this is also the place to reduce the damage they do to the environment if you don't like constant RULES OF NATURE. Also their crit chance and the chance of the T2 sword stunning. The RangerSword_[tier name]_BaseDamage lines let you set their damage, damage spread, additional base damage, extra crit damage, armor pierce, and armor shred.
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jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4732 on: February 12, 2016, 12:00:49 pm »

The ranger blade miss is really something that shouldnt really exist, you are already exposing him greatly, taking huge risk for a sword attack, potentially being flanked next turn and revealing 2-3 pod at the same time... and then above all that he miss.... Really? We arent gambling enough as it is? Good thing more and more mods are popping up everday for all sorts of playstyle. And now that i completed the game i understand now why have more than 8 member bugs the squad placement on the map. Because yeah you can have many more squad member, but having more than 8 total makes some of them use an enemy spawn location... wich can result in VERY akward moment when you reveal pods on turn 1 and there is 3 sectopods, 2 archon and a gatekeeper and thats without the squishy advent trooper accompanying them....
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4733 on: February 12, 2016, 12:04:12 pm »

Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4734 on: February 12, 2016, 12:16:52 pm »

Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?
Yeah, this is why its a thing, but the problem with this is XCOM can field 6 units, while ADVENT can throw twelve stun lancers at you if the RNG feels like sodomizing you today.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4735 on: February 12, 2016, 12:25:46 pm »

I hope to finish relatively soon, I'm worried about spoilers.

I feel like I am staring at the last great hump. I'm on the verge of Tier 3 everything, but I don't have the resources to actually outfit my squad. Right now the only Tier-3 Weapon anyone has is the Plasma Hand-gun. I have many strong soldiers, but it's like half or more are in the medbay. I could visit the blacksite "forge", but I don't have the intel to contact East America. The clock has now ticked down to 16 days, and i have a completely unrelated mission to finish before I follow my facility lead (god bless that lead) to the New Mexico Facilty and stop the clock. I'm about to research the Codex brain, but it sounds like something bad will happen.

I also met the Andromedan and the Sectopod. Two things: I literally did not get attacked that entire mission, EXCEPT for the Andromedan ignoring my suppression too launch a glob of acid at half my team (all gravely wounded of course). Sectopod freaked me out, but I had already beaten the objective, and I managed to see it with the battle-scanner, so I just waited a bit. Turning traditional wisdom on it's head, Killzone was useless, but Chain-shot Shredder from my Grenadier and Deadeye + Bluescreen Rounds was more then enough to knock the sectopod out of the sky and get me the "Meat over Metal" achievement.
Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?
ADVENT Stun Lancers miss me so often. It's glorious. I've had troops practically written off for dead, saved by that nonsense.

I'm now super scared of spoilers. They keep coming! At this rate, I'll lose the entire ending. I think I might stop checking threads and stuff.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4736 on: February 12, 2016, 12:45:14 pm »

Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?
Yeah, this is why its a thing, but the problem with this is XCOM can field 6 units, while ADVENT can throw twelve stun lancers at you if the RNG feels like sodomizing you today.
if the RNG feels like sodomizing you today.
if

Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?
Yeah, this is why its a thing, but the problem with this is XCOM can field 6 units, while ADVENT can will throw twelve several dozen stun lancers at you if because the RNG feels like sodomizing you today all day every day.
FTFY
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4737 on: February 12, 2016, 12:46:46 pm »

I mean, with the settings I'm playing with, a Ranger that can miss the sword means that I just roll with 4x Grenadier instead of 3x.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4738 on: February 12, 2016, 02:09:37 pm »

Well, enemy melee attacks can miss, so it's only fair if XCOM ones can as well.  How about when that stun lancer charges in and whiffs; how much did you laugh at him as you gunned him down?

It's not though.  Equal randomness favors the enemy.  Most enemies will only take one or two attacks ever and the enemy has infinite units.  Your ranger will probably take dozens of attacks over his lifetime and is gone forever once he dies.

It's like perils of the warp in 40k.  It's okay in tabletop because everything resets after the mission and your psyker will probably only cast a maximum of four or five times in a game.  But in the RPG your psyker might cast dozens of times and when that perils pops it can ruin him forever.  A small chance of disaster favors the team that isn't permanently affected by the disaster.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4739 on: February 12, 2016, 02:22:28 pm »

Or, for another analogy: AI controlled units are like G2A missiles, while XCOM operatives are like multi-role fighter jets. The former missing or being destroyed is largely meaningless, as they're fundamentally expendable and typically used en masse. If the latter misses, it's a waste of time and effort; if it's destroyed, that's a large investment lost to a relatively meaningless attack.

After a mission, AI troops are essentially gone forever, regardless of whether they hurt anything or lived/died. After a mission, an XCOM operative that got hurt or killed is the loss of a meaningful asset. Thus, risking the former is trivial, but risking the latter is serious, especially if the risk includes a total failure state (missing and then getting shot) as opposed to a success in the immediate action followed by injury or death.

When you send a Ranger to melee something, you're already rolling the dice on whether they get hurt or killed. Adding in the possibility of them not even giving you anything in return for that risk is just insult piled atop injury.

Also it helps that in my game a fully-kitted Ranger still can't one-shot an Elite Lancer with melee unless they crit. Really helps slot the sword into the trash-cleaning/guaranteed finishing blow role.
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