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Author Topic: X-Com Chimera Squad  (Read 736772 times)

Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4935 on: February 17, 2016, 05:10:42 pm »

You do actually get an aim bonus when down to half a (default) squad still alive, if the mod descriptions are correct.
Less than 4 actually. If you never upgrade squad size, or are just staring out, it matters. (The few and the proud.)
It also decreases enemy aim if they hit a lot, and increases yours if you miss a lot.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4936 on: February 17, 2016, 05:43:01 pm »

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."
Nice!  I tried to do EU on classic/ironman without ever building satellite relays, but I couldn't beat the final mission.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4937 on: February 17, 2016, 05:59:52 pm »

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."
How the hell? I'm playing on Commander with a full squad and I still have a hard enough time making sure all the enemies are dead before they can shoot. And at that, now and again I'll have a soldier at full health who gets hit twice in the same turn by Advanced Troopers or whatever, and killed straight off, despite full cover. Does not upgrading squad size just make enemy progression go completely wack?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4938 on: February 17, 2016, 06:24:43 pm »

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."
How the hell? I'm playing on Commander with a full squad and I still have a hard enough time making sure all the enemies are dead before they can shoot. And at that, now and again I'll have a soldier at full health who gets hit twice in the same turn by Advanced Troopers or whatever, and killed straight off, despite full cover. Does not upgrading squad size just make enemy progression go completely wack?
You don't really need to kill everything before they can shoot now.  Source: I've been crit by andromedons on three separate occasions and haven't had a death in forever.  This is on commander.  You just need to make roughly sure that the same soldier doesn't get hit twice by ranged enemies or three times by melee enemies (seeing as how those are generally lower damage).  You can also try to funnel damage towards soldiers that ridiculously hard to kill (four armor colonels with defensive abilities or equipment, aid protocol on everyone in front, psi operatives with sustain, that kind of thing).  Oh and if any enemies have dangerous abilities, flashbang them.

Not to say that wasn't an impressive win, it really was.  But not impossible.  My assessment is he just needs to get over the hump of the early game difficulty peak without losses so everyone is overleveled and then either transition into some super-OP strategy like all blaster bomb grenadiers or psi, or finish the game before the enemies get too bad.
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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

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4939 on: February 17, 2016, 06:36:04 pm »

That final mission is certainly a thing at the end. Not gonna say more though. Won on Veteran with no ironman shenanigans. Lots of quicksaves.
Spoiler: Final squad, with pics (click to show/hide)
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Crystalline (SG)
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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.

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4940 on: February 17, 2016, 06:45:01 pm »


#3&4, Specialists. One got Salvo as an awc perk, the other has strong hacking. They spent most of the mission extinguishing the seemingly-fire-attracting grenadier and scouting with Ever vigilant.
#5, Said german grenadier. Not too great of aim. Lots of explosives helped.


So that nickname was intentional, right? Or is that right there some cosmic justice?
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4941 on: February 17, 2016, 06:47:00 pm »

They never actually got set on fire though, the entire game. They set everything else on fire.
...and then they got burned four times during the last mission.
Also that was the default nickname they got, not intentional.
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Crystalline (SG)
Sigtext
Quote from: RedKing
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.

Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4942 on: February 17, 2016, 08:05:32 pm »

Not to say that wasn't an impressive win, it really was.  But not impossible.  My assessment is she just needs to get over the hump of the early game difficulty peak without losses so everyone is overleveled and then either transition into some super-OP strategy like all blaster bomb grenadiers or psi, or finish the game before the enemies get too bad.
...psi units? Never built one. Blaster bombs? Never built a heavy armour suit.
I had a 50/50 sniper with a wraith suit, a gun grenadier with a flashbang and poison bomb, a scout with a wraith suit, and a combat specialist.
I had at least three months with sectopods and andromedons too... I just think the game is a bit too easy. I'm considering replaying on legend-Ironman, but I think I'll wait for some patches first.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4943 on: February 18, 2016, 01:55:30 am »

"Operation Doom Song". First move by my Ranger gets us spotted by a turret. The enemy hastily makes a stand on the road between us and our target. With enemies holding them in place nobody on the team was untouched by the turret.Our first Specialist and best Medic is killed outright by the turret and a Codex comes into view immediately afterwards. Between weapons being disabled and the Panic Spiral that resulted from a well timed Sectoid Psiattack most of my soldiers were hardly able to fight. But Lt. Harris said "this is some bullshit", gassed the room with the VIP, and proceeded to try to cover a flank that would hopefully allow escape to the LZ.

This was not to be so. Reinforcements had been called in on the road around the target building. The enemy had the flank covered and the jaws of the ADVENT forces began to close. Lt. Harris was the only one to make it back to the building behind them to regroup and mount a defense. Our combat specialist nearly made it, and managed to get the codex down to two 2HP copies. With an unknown number of enemies between herself and the LZ, Lt. "Gallows" Harris fought desperately for every yard she retreated. The Codex wound up destroying itself in a Void Sphere thing, and eventually just an Advanced soldier and a commander were all that remained. Clever movement kept Harris out of sight and allowed her to ambush her enemies at every corner.

But she did it. Gallows survived near impossible odds, completed the objective, and managed to make it back home.
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scrdest

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4944 on: February 18, 2016, 09:13:55 am »

Hotfix! We got a hotfix here!
Woo!

...it still CTDs on launch for me. FML.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4945 on: February 18, 2016, 09:53:30 am »

I think I'm doing something terribly wrong. It's december now, I've just reached black vial destination, I can barely get by on what I have, I keep losing regions because I have no soldiers to complete the mission.
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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 #4946 on: February 18, 2016, 09:57:41 am »

You dun goofed, yep.
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Crystalline (SG)
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Quote from: RedKing
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.

Anvilfolk

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4947 on: February 18, 2016, 10:13:53 am »

How the hell? I'm playing on Commander with a full squad and I still have a hard enough time making sure all the enemies are dead before they can shoot. And at that, now and again I'll have a soldier at full health who gets hit twice in the same turn by Advanced Troopers or whatever, and killed straight off, despite full cover. Does not upgrading squad size just make enemy progression go completely wack?

Do not underestimate the mimic beacons. I take 3 on every mission. If I can't wipe out most/all of the enemies in the pod(s) that I activated on a given turn, I pop a mimic beacon, usually from a specialist that is the last to act. I place it in plain view of all enemies, as far as possible from them, in as high cover as possible. It seems like if enemies have ANY chance of getting at it (melee or ranged), they will.


"Operation Doom Song". First move by my Ranger gets us spotted by a turret.

Cool thing about turrets: if they fall, they die. So just throw a rocket or a plasma grenade onto them. This is particularly good against the super heavy turrets that have 4 armour (on Commander diff). Rockets do negligible damage at that point, but can be fired from really far away, and can just take out the tough turrets. It's also not too hard to take them out with snipers with AP rounds, but that might take more than 1 action on 1 turn ;)

4maskwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4948 on: February 18, 2016, 10:59:45 am »

The mission I'm presently on should be called 'Mission Savescum'

I haven't savescummed up until now, and that's because this game has seen fit to screw me over on this mission a ludicrous number of times. The random seed must REALLY have something against me right now.

EDIT: Another savescum, another shitload of high percentage chance shots missed.

This fucking seed has a bloody raging hard on at me right now.
As I recall, EU had an anti-savescum feature where it generated all the random numbers at the beginning of the mission, so that you couldn't simply take the same actions and expect different results.  Maybe that's what's happening to you now and the RNG just decided "you know what, fuck this whole mission"?

Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4949 on: February 18, 2016, 11:06:00 am »

It seems like it still sticks with this principle, although I also got impression that hacking rolls are not always consistent.
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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'?
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