Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 332 333 [334] 335 336 ... 469

Author Topic: X-Com Chimera Squad  (Read 736790 times)

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #4995 on: February 20, 2016, 02:00:57 am »

Nearing end of the game.  Could I have answers to my questions with as few spoilers as possible?

Spoiler (click to show/hide)
Logged
"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

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #4996 on: February 20, 2016, 02:06:44 am »

Spoiler: Answers (click to show/hide)
Logged
Quote from: RAM
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!

Darkening Kaos

  • Bay Watcher
  • Legendary Gibbering Idiot +5
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #4997 on: February 20, 2016, 04:34:41 am »

     A subtle hint from the game.  Three missions in a row where a hackable asset has rewarded my two specialists with permanent +20 to their hacking skills... ...
    My sergeant Specialist now has 96 Hack, while the corporal is at 75.
Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #4998 on: February 20, 2016, 06:54:59 am »

Just encountered the weirdest fucking glitch in the last mission: my sharpshooter couldn't throw a flashbang more than an inch.

Reloaded as a result; not really a fair thing to happen when someone is mind controlled...

Edit: Actually just savescummed like a wimp.  Three times.  Flashbangs don't even work on the purple dudes.  I wasn't going to let myself lose at the last stretch.

WTF Soloman.  That final mission... I'm going to be afraid of it on all future runs.  That or bring nothing but maxed out psi operatives.  I thought I would have things to say but I'm just blown away.  That was so hard compared to everything else in the game.  Although I didn't quite understand how the final fight worked and made some super crap calls as a result.  I also discovered that blaster launchers do not, in fact, have infinite range and thus wasted a great asset.
Spoiler (click to show/hide)
Edit: Apparently I earned more supplies from the black market then from supply drops 0.o
« Last Edit: February 20, 2016, 07:51:31 am by EnigmaticHat »
Logged
"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

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #4999 on: February 20, 2016, 08:13:32 am »

Jumping back in to this, and kinda wondering whether I'll be able to pull off a win on this first run.  I'm playing on Veteran, and it was honestly kicking my butt.  It's June 10 and I have 26 dead, I can't keep skilled soldiers alive. 

Avenger: http://steamcommunity.com/sharedfiles/filedetails/?id=628108019
Geoscape: http://steamcommunity.com/sharedfiles/filedetails/?id=628107809

Possibly because I still don't have plated armor.  I have magnetic weapons, but I just can't kill the enemies as fast as apparently most people can (it's a little frustrating to hear these tales of trivial success on Commander).  I suspect my biggest mistakes have been trying to sneak past enemies (then sacrificing my people to do an objective while hopelessly surrounded), and letting myself be rushed by the frustratingly short mission timers.

I kinda think I can win this, but it's frustrating that there are 5 pips that I can do nothing about.  And that's after defeating the first codex.  There's a base in Africa, too, which I'd have to *really* push to reach.  Should I?

Sounds like psi troopers are useful, too, so maybe I should research them after I get basic armor.

I can handle faceless, Advent, sectoids mostly, vipers tend to fuck my guerilla tactics, mutons aren't too bad, and codexes are bs...  No respect for turn economy, sure just teleport a duplicate behind me.  My squaddies don't have the near guaranteed hits that most players apparently have, so that's super painful.

Haven't even seen archons or andromedons yet, much less gatekeepers.
Do you have the proving grounds up yet? If so immediately research some grenades. Every single grenade can do wonders for turning the tide of battle. Group of sectoids or vipers? Instead of flashbanging them, hit them with an incendiary. Won't decrease their aim, but it does extra base damage in the explosion, and then you have the 1-4 burning damage per turn for two turns. So if one has only one health, it will be a guaranteed death at the beginning of the alien turn. On top of that, burning prevents enemies from using ANY of their special abilities. So no mind control, or tongue grab. Group of stun lancers or regular troopers? Hit them with a gas grenade. Poison will slow them down, lower their accuracy, and do 1 damage per turn. Plus it has a giant area of effect, even more when you get advanced grenade launchers and volatile mix. High amount of armor? Hit them with acid. Will shred extra armor vs a regular grenade, and do damage over time. Just remember to always give them to your grenadiers, who you should have at least two of per mission.
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5000 on: February 20, 2016, 08:16:03 am »

Does burning have the same effect as disorientation on MC using psi enemies?
Logged
"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

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5001 on: February 20, 2016, 09:39:45 am »

Does burning have the same effect as disorientation on MC using psi enemies?
Don't know. Its more of a preventive measure then anything else. Plus, with most enemies, it won't matter because they will just die.
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5002 on: February 20, 2016, 09:47:33 am »

Yeah, I had so many happy fun times with my main grenadier and her incendiary grenade that she doubles.

...I didn't actually know it prevented abilities, I just liked lighting aliens on fire.
Logged
"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

crazysheep

  • Bay Watcher
  • [PREFSTRING:fluffy wool]
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5003 on: February 20, 2016, 09:49:37 am »

You can get incendiary grenades? I kinda stopped experimental grenades after getting acid bombs.
Logged
"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5004 on: February 20, 2016, 10:01:24 am »

Just encountered the weirdest fucking glitch in the last mission: my sharpshooter couldn't throw a flashbang more than an inch.

Just to let people know, that ISN'T a glitch.
Final Boss has massive grenade-proof aura.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5005 on: February 20, 2016, 10:24:34 am »

Shouldn't be chucking grenades at it anyway, grenades are for clearing the enemies it brings with it. Chuck null lance and void rift and blaster bombs at it instead. Also sniper shots help, covering fire overwatch, other things.
Logged
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.

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5006 on: February 20, 2016, 11:08:42 am »

Well I presume they did that because 3 flashbangs would pretty much end that entire fight before it started :P
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Cptn Kaladin Anrizlokum

  • Guest
Re: X-Com 2: Welcome Back, Commander.
« Reply #5007 on: February 20, 2016, 11:25:15 am »

I finished off the final boss with a gas grenade though... I did notice I couldn't shoot the grenade that far, but I just moved and the grenade went back to normal.
Logged

Jopax

  • Bay Watcher
  • Cat on a hat
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5008 on: February 20, 2016, 12:04:18 pm »

Just lost one of my best grenadiers to carelessness. He got chrysallided but I figured he would tank trough the poison, and the six pack of the bugs was focusing my ranger anyways. Then a gatekeeper appeared and void rifted the place, killing him and zombifying him, while also spawning a cocoon. And as it turns out if one of those things happens, not sure which, you don't get to pick up the corpse. So I lost an EXO suit, some good upgrades for the gun and my bluescreen rounds. Plus the bugger was major rank so it stings extra bad :C

Still, the MVP of the mission was the ranger, he got aggroed by every damn chryssalid that was on the map. And he had bladestorm, and fusion blade. And was on top of a cliff. So you'd have one of them run up, leap into the air, freeze, get cut down, then another would do the same, then another. Two made it trough but they were on fire so they kinda dropped dead immediately afterwards. In the end this small cliff had five bug corpses littered around the spot the ranger was in XD
Logged
"my batteries are low and it's getting dark"
AS - IG

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: X-Com 2: Welcome Back, Commander.
« Reply #5009 on: February 20, 2016, 12:14:44 pm »

And that right there is why Assault Rangers are good to have.  :P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
Pages: 1 ... 332 333 [334] 335 336 ... 469