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Author Topic: X-Com Chimera Squad  (Read 736844 times)

SOLDIER First

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4920 on: February 16, 2016, 03:24:24 pm »

[&] Having steamy sex with Snektits
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Black lives matter.

miauw62

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4921 on: February 16, 2016, 03:58:18 pm »

brb buying xcom 2
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Furtuka

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4922 on: February 16, 2016, 04:10:53 pm »

*looks at supply search subtitle*

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It's FEF, not FEOF

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4923 on: February 16, 2016, 06:32:55 pm »

*looks at supply search subtitle*

There are a lot of interesting rumors. I found a abandoned ADVENT trooper imprisoned in a hole somewhere, and there are documents that have Vahlen's signature on them.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4924 on: February 17, 2016, 02:34:27 am »

Having lost my first run to the base defense mission, and knowing it was coming eventually in my more successful campaign, I prepared for it super hard.  I got everyone healed up to full, built a defense facility, and then upgraded and manned said facility.

My advice?  Don't do that.  I mean healing ok, sure, but the turrets are too much.  They took what could have been a dramatic moment and made it really trivial.  Also kind of hard to control, as the turrets can double shoot and there were four of them.  On top of that, my first base defense mission featured a grueling battle across a cemetery and up a hill.  This base defense mission, well:
Spoiler: image (click to show/hide)
Look how close that is.

The mission in general was very trivial, which was disappointing.  The first base defense I had was this dramatic climax to the caimpaign.  This one, well (bear in mind this is on commander):
Spoiler: the results (click to show/hide)
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4925 on: February 17, 2016, 02:52:35 am »

Doing god's work.


>be me
>download mod
>time to choose difficulty
>I guess I'll just take it easy for once
>Easy difficulty is now titled Little Bitch
>mfw
>mfw i have no face


I haven't even played yet and I'm already thoroughly entertained. This is a must have mod for everyone ever.

HAHA ENABLE IRONMEME MODE WHAT LULZ IS THIS
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scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4926 on: February 17, 2016, 06:46:36 am »

>be me
>use meme in wrong setting
>i am shame personified
>lerk mere

Fixed that for you.
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Love, scriver~

Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4927 on: February 17, 2016, 08:14:08 am »

Well, I beat the game without upgrading my squad size on commander difficulty. I got the final boss down to one health, then it killed one of my soldiers. I would have done the last mission flawlessly too...  :( Rip Stitch.
I ended up only losing 4 soldiers total, and two of those were from the tutorial.

For some reason I saw muton berserkers for the very first time halfway through the final mission of the game. So I was heading to the final boss and get interrupted by central telling me "Stay out of melee range."
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4928 on: February 17, 2016, 12:07:46 pm »

Doing god's work.
"PRESS CAPS LOCK TO TELEPORT BACK TO BASE" lol

This sort of mod was in NewCOM 1 too of course, and it was hilarious then as well.  Hehe, wow.
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4929 on: February 17, 2016, 01:03:41 pm »

Quote from: Mod author
I hope you all like some Dosh, because that's what I just renamed Supplies to.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4930 on: February 17, 2016, 02:46:33 pm »

Hotfix! We got a hotfix here!
Quote
We will continue our patch support over the coming months with additional fixes and performance updates. It is important to the team that we address the issues below as soon as possible so fans can get back to enjoying the game. Stay tuned for more information on future updates!

XCOM 2 Patch Notes
Player is unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial – This will fix previously affected saves.
Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.
Adjustments were made to Texture Streaming to assist with periodic frame spikes.
Using the preview voice button for a modded voice pack will no longer crash the game when in the armory.
Removed 8x MSAA from default Max settings.
The most immediately helpful one for me will be the Texture streaming thing (maybe?), while the Chryssalid Cocoon problem is a close second . The Voicepack will also be useful in the future.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4931 on: February 17, 2016, 03:16:43 pm »

Oh thank goodness, now I can properly preview the cheeki breeki voicepack.
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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

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4932 on: February 17, 2016, 03:25:39 pm »

Maybe now I can actually switch to the EXALT or MEC voicepacks without crashing too.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4933 on: February 17, 2016, 04:33:06 pm »

Not even save-scamming can save me from this horror. I'm down to squad of rookies led by colonel specialist, fighting gatekeepers. I'm broke, and Avatar project hit timer twice now.

By the way, did anyone get impression that game cheats in your favour when you have it particularly bad? Being down to the last soldier, I found that ADVENT troops lost all accuracy.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4934 on: February 17, 2016, 04:35:44 pm »

You do actually get an aim bonus when down to half a (default) squad still alive, if the mod descriptions are correct.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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