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Author Topic: X-Com Chimera Squad  (Read 724714 times)

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4890 on: February 15, 2016, 02:28:36 pm »

You can get it by doing experimental powered weapon in the proving grounds too.

Shredstorm cannon is also really good.

Does experimental armor only give the utility underarmor or can it also give actual full suits?  I only did experimental armor once, got a vest that makes you immune to environmental effects which didn't seem big enough to replace a grenade.
I know how that works (I have the Shredstorm cannon already), I'm just rather happy to have it A) for free, B) without waiting for proving grounds to pop it out. Plus I wasn't expecting a powered heavy weapon, so extra nice.

On that note, I've only used the armor thing once so far, and I got a vest that provides regen like Toaster. There is also the Hazmat, and one vest that provides extra health and armor (could be worth it? Armor, unlike health, keeps soldiers away from "GRAVELY WOUNDED, 22 days".)

I also finally had an opportunity to use the EMP grenade (or was it the EMP bomb?). I didn't know it could shutdown mechanical units outright in addition to causing armor piercing damage and decreasing hack defense. The ability to potentially outright nullify a Sectopod is pretty sweet.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4891 on: February 15, 2016, 02:29:41 pm »

I wouldn't mind seeing a +armor vest.  Combine it with Blast Padding and WAR suit, and you have one seriously armored troop.
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Taricus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4892 on: February 15, 2016, 02:43:12 pm »

You'll want the plated vest then.
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cerapa

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4893 on: February 15, 2016, 02:49:28 pm »

Recently finished my first run.

The final mission was the first time I used psy troops and I also dominated a gatekeeper. Throughout the mission there were around 3 or so points where 6 enemies were grouped together, so the place where they were was just turned into a giant swirling mass of psionic energy by 4 psy dudes throwing their AOE down.

There was a particularly memorable POD of 2 mechs and 2 sectopods. Hack failed, so the place got filled with grenades and so much psionic energy I think the last sectopod gained a soul before it died.

There was also the event where the gatekeeper ate a chryssalid.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4894 on: February 15, 2016, 04:44:39 pm »

You'll want the plated vest then.
Theres also a mod that adds a slightly more plated version iirc.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4895 on: February 15, 2016, 05:27:45 pm »

You can get it by doing experimental powered weapon in the proving grounds too.

Shredstorm cannon is also really good.

Does experimental armor only give the utility underarmor or can it also give actual full suits?  I only did experimental armor once, got a vest that makes you immune to environmental effects which didn't seem big enough to replace a grenade.
The hazard vest is pretty binary. Useless on Psi troops, borderline-useless on three other classes, and an absolute godsend on Rangers. It's the same schtick as the Fortress Psi skill, which means that after you lay down all those fields of acid/poison/fire you can run your Ranger through them to smack people in the face.
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xub313

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4896 on: February 15, 2016, 07:48:19 pm »

I restarted the final mission, but now none of my soldiers get health or armor boosts from thier armor, and a ton of their abilities are broken. I guess I'll need to start another campaign to get the ending. It's really dissapointing, but this was an ironman game after all.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4897 on: February 16, 2016, 12:04:43 am »

I restarted the final mission, but now none of my soldiers get health or armor boosts from thier armor, and a ton of their abilities are broken. I guess I'll need to start another campaign to get the ending. It's really dissapointing, but this was an ironman game after all.
BE A MAN AND PUSH THROUGH ANYWAY
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xub313

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4898 on: February 16, 2016, 12:15:55 am »

BE A MAN AND PUSH THROUGH ANYWAY

I did, And I mad it pretty far with all the medkits I took, but then my soldiers animations broke and they just teleported around when I moved them, so I said screw it. Maybe I should have kept going just to show 'em. I'll have to try again later.

Anyway, I've been playing multiplayer and it's a lot of fun. The delays between turns are really long, but it's a different experience playing against another human.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4899 on: February 16, 2016, 12:26:51 am »

Anyone else disappointed by the lack of mind-controllers in the mid-late game?
I mean its like early game you have sectoids that fuck over your soldiers, but then once they become uncommon nothing really leaps into their place like in EU. There are no Ethereal types, so you have this big psionic gap left over.
I mean sure the Gatekeepers are psionic, but they use it rarely enough and its all direct damage stuff so that it doesn't really feel like they are.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4900 on: February 16, 2016, 12:27:47 am »

They should add sectoids with goggles so you can't flashbang them to break the link.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4901 on: February 16, 2016, 01:12:45 am »

Speaking of, I mind-controlled a sectoid today.

By looking in the corner, I found out that Sectoids have an actual malus when it comes to melee: they are "fragile", and take more melee damage. That's a nice homage to the trailers.
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4902 on: February 16, 2016, 04:32:25 am »

Well, the game's giving me an appreciable challenge, at least. On Veteran. I'm somewhat starved of supplies, the doom counter is ticking up, I only have plasma rifles, pistols, and shotguns, I have no psionics, no shadow chamber (not sure what that even does), only recently got the AWC so I'll likely never see extra skills on most of my main squad, recently lost my best soldier (a Specialist major) to a very bad tactical position, and generally I feel like I'm not going to be able to catch up with difficulty since I haven't seen Chryssalids, Sectopods, or any of the other fun things the game yet has in store for me. Saw a Heavy Mec though. It survived being shot by a gauss sniper with bluescreen rounds, so that's a thing.

In other words, having a bit of fun a-la XCOM so far. :P
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4903 on: February 16, 2016, 05:44:10 am »

Spoiler: image (click to show/hide)
One of my soldiers has a health bar that looks like it belongs to a Sectopod.  And she automatically hunkers down at the end of her turn if she hasn't attacked.  I literally dash her ahead of the squad if I'm on a time limit because I'm confident that there's no way she'll die in one turn.
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4maskwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4904 on: February 16, 2016, 07:17:30 am »

Well, the game's giving me an appreciable challenge, at least. On Veteran. I'm somewhat starved of supplies, the doom counter is ticking up, I only have plasma rifles, pistols, and shotguns, I have no psionics, no shadow chamber (not sure what that even does), only recently got the AWC so I'll likely never see extra skills on most of my main squad, recently lost my best soldier (a Specialist major) to a very bad tactical position, and generally I feel like I'm not going to be able to catch up with difficulty since I haven't seen Chryssalids, Sectopods, or any of the other fun things the game yet has in store for me. Saw a Heavy Mec though. It survived being shot by a gauss sniper with bluescreen rounds, so that's a thing.

In other words, having a bit of fun a-la XCOM so far. :P
Shadow Chamber is required to complete the game, that's all I'm going to say on the matter.
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