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Author Topic: X-Com Chimera Squad  (Read 736775 times)

Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4950 on: February 18, 2016, 11:41:53 am »

So just abuse it for a turn. Have all your guys hunker down or get defensive aid and let the aliens miss for a turn, see if you can take their good luck from them.

At least, that used to work for me in EU.
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4951 on: February 18, 2016, 11:48:26 am »

Does anyone know what the aim bonus the aliens get when firing at a marked target is? Whenever they do that it seems their accuracy jumps up to the 90% range regardless of cover (not exaggerating either, I can count on one hand the number of times they've missed a marked person)
According to the ini it's +10 aim.

So just abuse it for a turn. Have all your guys hunker down or get defensive aid and let the aliens miss for a turn, see if you can take their good luck from them.

At least, that used to work for me in EU.
I did this once in LW, because all my good shots missed and then a pack of floaters hit a bunch of 15% or so shots against me.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4952 on: February 18, 2016, 01:21:34 pm »

It seems like it still sticks with this principle, although I also got impression that hacking rolls are not always consistent.
Hacking rolls were totally non-seed based on launch for some reason. Could just savescum the hell out of them until you got exactly what you wanted.
Then about halfway through my first campaign they seem to have become seed based and become as immutable as everything else.

Though even now they seem to differ by a few percentage points (and always in the "fuck you" direction, every time)
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4953 on: February 18, 2016, 02:46:42 pm »

This just reminded me of the XCOM resistance
https://xkcd.com/842/
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4954 on: February 18, 2016, 03:22:24 pm »

I just did the Codex Brain co-ordinates thing. I sense I'm near the end of the game, but I won't know until I research what I got from there. It'll be a little while in any case: I don't have the power to upgrade my facility, and while that could be solved relatively quickly, I also have guerilla ops to do.

EDIT: I did the research on that, and now I have the penultimate mission. I still have a couple things left to do first, namely get attacked by a UFO that is hunting me (I WILL use my defense matrix damn it), completely level my psy-soldier (my god the usefulness is pretty much constant with them. Basically no situation without a trick up their sleeve), level up my B-team (My B-team consists entirely of people who took the opposite sub-class of my A-team, meaning my ex-convict Gunslinger, my laid-back medic, my "veteran gone slightly crazy" heavy gunner, and my self-insert girlfriend Sword-Master), contact the remaining regions and build a relay or two for the continent bonus (not that most will help. The most useful is North America's allowing me to get instant armor in case I decide I want more), and apparently one more guerilla mission for old times sake. Oh, and get more intel to get those sweet bonuses.

Tell me, does the final mission provide the same intel boni that penultimate one does?

I know I say this often, but I am really enjoying this. It's still very "cool" overall, and replayability looks to be strong. I hope the complaints I do have are fixed up a bit, because when they are this will be one of my all-time favorites.
  • I'm getting generally solid 60 FPS generally now, but I'd like to bump the settings up a little higher. This is a new computer; a laptop, true, but a gaming one.
  • Some bug-smashing here and there unrelated to performance, like some small avenger things, the tendency of Skull-jacking to be weird with the camera and in general, and maybe getting rid of some of those damn pauses.
  • The campaign does need some leveling out. It's November in my game (I delay a lot), but other then the periodic data-slate Tygan's had pretty free weekdays. I've had T3 for months, it was just upgrading to it that was the problem. Plus I've had all the end-game enemies for a good long while. This I hope is fixed in DLC, with modding providing a good stop-gap until then.

Also, I've been trying a few small mods, and they have really improved quality of life, despite my initial concerns about how much they worked. Evac All is practically just a straight-up patch. I haven't actually used Free-camera yet, I keep forgetting.  :D

Now I gotta go take a test.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4955 on: February 18, 2016, 03:30:04 pm »

The final mission has a different bonus.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4956 on: February 18, 2016, 03:45:31 pm »

I really need to be more careful about mind controlling people. I keep activating new pods because my new friend can see them. This usually goes poorly for my new friend.

R.I.P. Shieldbearer. Better you took that Sectopod hit than me.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #4957 on: February 18, 2016, 04:09:55 pm »

I really need to be more careful about mind controlling people. I keep activating new pods because my new friend can see them. This usually goes poorly for my new friend.

R.I.P. Shieldbearer. Better you took that Sectopod hit than me.

Better a new slave than someone important.  That shield is one-shot anyway.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4958 on: February 18, 2016, 05:42:29 pm »

Of course. It was more the fact that he activated a Sectopod (and a few other Advent) when I did that then him dying before he did anything.
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4959 on: February 18, 2016, 08:38:49 pm »

I always consider getting enemies to shoot at mind controlled dudes to be rather productive, it prevents your soldiers from being in danger.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4960 on: February 18, 2016, 08:44:39 pm »

In a recent mission I played I hacked a heavy MEC, he revealed a ton of enemies, shot the relay objective once, then died.

Then I finished the relay off with a gas grenade and evaced because I didn't feel like fighting 4 archons at once with my B team.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4961 on: February 18, 2016, 08:50:21 pm »

MC'd Andromedons (when they happen) are like grenades and mimic beacons combined. Need a hole in the wall? Order the andromedon to walk through it. Need to scout forcefully and avoid damage? Send in the andromedon. Plus its hackable if you need an extension on its support later, otherwise you don't have to deal with the armor it had before while you kill it for good.
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Jopax

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4962 on: February 18, 2016, 08:59:27 pm »

Andromedons are pretty good for MC. Tho the first time I did it I kinda forgot about the whole "walks trough stuff" thing. So I send it out to scout out this bridge in the forge and it just casually walks trough the high cover my grenadier and sniper were in, destroying it in the process. It didn't matter in the end since they never got shot at, but it was still an annoying thing to happen.

Also fun thing my sniper got, deep cover, the thing that gives you hunker every turn you end in cover. Naturally I had to combine that with the hunker aim bonus for great glory :D
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4963 on: February 18, 2016, 09:00:31 pm »

     In the final mission I MC'ed a big white beachball and then used its power to reanimate a bunch of friends that did mass scouting for me, didn't bother me if they ran into trouble on the way.  The beachball only died when the 'lids swarmed over it.  But, better the beachball than one of my best.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4964 on: February 18, 2016, 09:51:23 pm »

     In the final mission I MC'ed a big white beachball and then used its power to reanimate a bunch of friends that did mass scouting for me, didn't bother me if they ran into trouble on the way.  The beachball only died when the 'lids swarmed over it.  But, better the beachball than one of my best.
I dominated one and it lasted all the way to the last room. Almost kept it alive till I won, but forgot that mutons don't take kindly to melee attacks.
Also all the enemies it could reanimate were dead before it appeared, so didn't get to use it for that.
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