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Author Topic: X-Com Chimera Squad  (Read 736792 times)

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4965 on: February 18, 2016, 09:58:47 pm »

Fun fact: If a human corpse is in the area of effect when those guys use Shadow Ball, it'll revive them too.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4966 on: February 19, 2016, 01:04:38 am »

Had a fun thing happen. I saw a Chryssalid burrow just out of sight due to a scanner. So I had my Psi trooper blast it's position with Rift, figuring that'd force it to reveal and we could then shoot it down easily. Instead it got MC'd, which I'd never had happen before on a Rift. It was neat, if short lived. I guess that only lasts about 2 turns, so he soon turned back and got shot to bits by my team. But for a little while I had a nice disposable scout.
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RAM

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4967 on: February 19, 2016, 02:36:08 am »

Fun fact: If a human corpse is in the area of effect when those guys use Shadow Ball, it'll revive them too.
Does that work on mimic beacons?
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Jopax

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4968 on: February 19, 2016, 05:21:28 am »

Don't think those count as organics.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4969 on: February 19, 2016, 05:28:10 am »

Dead mimic beacons can be reanimated, yes.

Also, the shadow ball thing is pretty funny when used by the AI. I've had it kill multiple aliens in its own turn w/ the ability, since it wanted to reanimate a corpse in the middle of the aliens' position/
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

RAM

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4970 on: February 19, 2016, 06:42:11 am »

So, if you mind control a reanimator and reanimate a mimic, what does it reanimate as?
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GiglameshDespair

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4971 on: February 19, 2016, 08:15:47 am »

The Commander.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4972 on: February 19, 2016, 08:36:57 am »

X-COM
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4973 on: February 19, 2016, 10:22:17 am »

The beach ball from hell is very powerful when it decides to pop out of its shell and nuke ya. If it ever managed to do that before I either killed it outright, or engaged me when I was preoccupied with other pods, (or survive Domination) it might really manage to raise hell, what with persistent zombies and such really forcing me to further divide my forces. Fortunately I almost ALWAYS have both an EMP bomb and Bluescreen Rounds, so its never been an issue for me yet.

I think I could make a graph showing precisely how fucked the tactical situation is, based on A) the enemies revealed, and B) how long they have been alive.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4974 on: February 19, 2016, 10:27:11 am »

Beach ball from hell is exactly what it is on a retaliation. Half the civilians on the map killed in one turn, 5 psi zombies stumbling out of a structurally unsound building next turn.
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origamiscienceguy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4975 on: February 19, 2016, 11:15:34 am »

The cool thing is you can actually dominate one and gain control of it for the rest of the game. And all the zompies it raises.
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MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4976 on: February 19, 2016, 11:20:27 am »

Second campaign is dead, at the hands of fucking Archons and a chronic understaffing problem colliding. I nearly clutched it out with my sole surviving sniper who would have saved three unconscious others, only for an Advanced Officer to finally get a hit on what would have been the last turn.

After that I entered the meatgrinder with only one surviving advanced rank. I sold off as much of X-Com as I could to get some fresh rookies only for the next mission to introduce Andromedons. Called it after the second code black.

Live and learn, I really needed to rush upgrades more heavily. I wish I had more time to play this game, avoiding my own thread is annoying.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4977 on: February 19, 2016, 12:16:52 pm »

Second campaign is dead, at the hands of fucking Archons and a chronic understaffing problem colliding. I nearly clutched it out with my sole surviving sniper who would have saved three unconscious others, only for an Advanced Officer to finally get a hit on what would have been the last turn.

After that I entered the meatgrinder with only one surviving advanced rank. I sold off as much of X-Com as I could to get some fresh rookies only for the next mission to introduce Andromedons. Called it after the second code black.

Live and learn, I really needed to rush upgrades more heavily. I wish I had more time to play this game, avoiding my own thread is annoying.
Understaffing was the biggest issue for me in my Vet campaign. People would always come back from missions, but with, like, 22 days in the hospital. Then you gotta bring squaddies, and squaddies might crack, etc... I managed to handle it, but understaffing is just deadly all around. It's less problematic at least then in EU, since the GTS is easily the first or second thing you build, and you can start training rookies right off the bat.. You can buy two high-level units (one from headquarters for supplies, one from black market for intel) which is good for keeping your numbers up if they are slipping, but it is very expensive. Of course, better to have good units then dead ones in nice gear.

Unrelated, I wish I could actually set certain people as part of the A-team, B-Team, etc. It would be kinda cool. I think they have some ability as it stands to figure that out: my A-Team Grenadier went to visit A-Team Jane Kelly in the hospital (and would continually do so, which was cool).
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Furtuka

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4978 on: February 19, 2016, 12:56:08 pm »

Finished the game for the first time last night. Was on Commander Ironman and I was left feeing utterly exausted by the end of the final mission*. Solomon you utter madman. I applaud you.

*Did not help that I had to race the clock with both my laundry, and a non essential but hyped club meeting at the time.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4979 on: February 19, 2016, 02:05:55 pm »

Second campaign is dead, at the hands of fucking Archons and a chronic understaffing problem colliding. I nearly clutched it out with my sole surviving sniper who would have saved three unconscious others, only for an Advanced Officer to finally get a hit on what would have been the last turn.

After that I entered the meatgrinder with only one surviving advanced rank. I sold off as much of X-Com as I could to get some fresh rookies only for the next mission to introduce Andromedons. Called it after the second code black.

Live and learn, I really needed to rush upgrades more heavily. I wish I had more time to play this game, avoiding my own thread is annoying.
Understaffing was the biggest issue for me in my Vet campaign. People would always come back from missions, but with, like, 22 days in the hospital. Then you gotta bring squaddies, and squaddies might crack, etc... I managed to handle it, but understaffing is just deadly all around. It's less problematic at least then in EU, since the GTS is easily the first or second thing you build, and you can start training rookies right off the bat.. You can buy two high-level units (one from headquarters for supplies, one from black market for intel) which is good for keeping your numbers up if they are slipping, but it is very expensive. Of course, better to have good units then dead ones in nice gear.

Unrelated, I wish I could actually set certain people as part of the A-team, B-Team, etc. It would be kinda cool. I think they have some ability as it stands to figure that out: my A-Team Grenadier went to visit A-Team Jane Kelly in the hospital (and would continually do so, which was cool).

That kill exp+ upgrade definitely seems like a high-priority buy, since it feels like low-rank troops are less reliable than in EU (where you could just give one a laser carbine + scope and let them mop everything up).
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