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Author Topic: X-Com Chimera Squad  (Read 724725 times)

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5055 on: February 21, 2016, 11:24:37 pm »

I would kill to have that office.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5056 on: February 22, 2016, 04:22:54 am »


     In the retaliation I've just started, I have three 'lids, a shield bearer and an elite officer, so my grenadier fires a grenade at the base of the two storey building they are all hiding in/on.  The shield bearer, on the roof takes damage, falls to the ground, stands up, then takes falling damage and dies.
« Last Edit: February 22, 2016, 04:44:46 am by Darkening Kaos »
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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...

Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5057 on: February 22, 2016, 05:15:37 am »

I realized that cool kids make their own doors since Jagged Alliance 2.
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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'?

Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5058 on: February 22, 2016, 08:25:12 am »

Had my first run-in with Chryssalids. Retaliation mission, naturally.

First impressions had been underwhelming because... well, I had a sniper grapple up to a roof to watch for enemies further forward, and he managed to aggro a pack of three 'lids to himself (and away from a few juicy civvies strewn about). On their turn. So all they did was surround him and stare menacingly because they could only use their "scuttle to cover" actions and not attack. Next turn the sniper vaulted off the roof, and the nearest grenadier leveled the building with his suit's Shredder Cannon, reducing three full-health Chryssalids to one straggler on 1 HP, which was promptly finished off by the sniper's pistol.

Further impressions were better, as I had to meet the remaining two 'lids without having caught them off guard, and they proved sufficiently menacing, even if they only killed one civilian (and injured two of my troopers, who thankfully survived). Chryssalid poison seems to ramp up damage per turn, so I'm glad I packed a medkit. Also, that cocoon takes a mighty amount of killing to destroy.

Spoiler (click to show/hide)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5059 on: February 22, 2016, 08:35:30 am »

Thanks for everyone for the advice! It's now just barely playable!

Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5060 on: February 22, 2016, 08:37:23 am »

Had my first run-in with Chryssalids. Retaliation mission, naturally.

First impressions had been underwhelming because... well, I had a sniper grapple up to a roof to watch for enemies further forward, and he managed to aggro a pack of three 'lids to himself (and away from a few juicy civvies strewn about). On their turn. So all they did was surround him and stare menacingly because they could only use their "scuttle to cover" actions and not attack.
What? I know for a fact that they will attack your soldiers on reveal. Its the reason I always roll with a bladestorm ranger in a war suit and hellfire armor in missions with chryssalids.
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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.

Puzzlemaker

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5061 on: February 22, 2016, 08:44:55 am »

Oh, and I forgot to mention the coolest thing I did, which I am so sad there isn't an achievement for:

I did a facility mission, and finished it the first turn I was revealed.  No enemy casualities, no friendly casualties, in and out before anyone knew what hit them.
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5062 on: February 22, 2016, 08:47:39 am »

Mods I'm using on my latest run are

Spoiler (click to show/hide)

Mostly just getting a feel for various mods. And taking away timers and everything doesn't reduce difficulty as much as I'd have thought. All it does really is let you plan your opening engagement better. I've still had a good few missions fall apart on me. I just got the Trooper Mod, but the Rifleman is probably my favorite mod of the list. It's not an OP class but my second best fighter, and most consistently badass, happens to be a Rifle(wo)man. (Most badass character averages 3 kills/mission - Grenadier, obviously)

NINJA: Pulling off a true covert operation is always satisfying.
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5063 on: February 22, 2016, 09:08:43 am »

My current resident badass is a sniper with Killzone.  He got Covering Fire from the AWC (a pretty meh pick on him) but doesn't care, because here's how we start the opening engagement:

High ground
Pack goes in killzone
Another soldier fires first shot (nade if they're armored)
Killzone triggers
The maybe one survivor gets picked off
Wonder what the other three soldiers are supposed to do

He's currently at 11 missions and 33 kills.  It's the sombrero, man; makes him awesome.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5064 on: February 22, 2016, 09:40:36 am »

Had my first run-in with Chryssalids. Retaliation mission, naturally.

First impressions had been underwhelming because... well, I had a sniper grapple up to a roof to watch for enemies further forward, and he managed to aggro a pack of three 'lids to himself (and away from a few juicy civvies strewn about). On their turn. So all they did was surround him and stare menacingly because they could only use their "scuttle to cover" actions and not attack.
What? I know for a fact that they will attack your soldiers on reveal. Its the reason I always roll with a bladestorm ranger in a war suit and hellfire armor in missions with chryssalids.
When a pod is revealed on the alien turn by happening across your soldiers, they don't get to attack.  Just scuttle to cover.

Ironically it can be a lot more advantageous to the player than launching an ambush, particularly if you're set up in overwatch.  You get the overwatch as they scuttle, then you get a full turn of actions to deal with them.
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She/they
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This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5065 on: February 22, 2016, 11:17:06 am »

I might as well add my mod list for the current run too. On Commander.
Edit: there were a couple more mods here, but the game crashed when loading. Whoops! :)
Spoiler: Moooods (click to show/hide)
« Last Edit: February 22, 2016, 11:38:17 am by Aklyon »
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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.

scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5066 on: February 22, 2016, 11:48:30 am »

If you're going to run into an almost always non-cover spot, you need to damn hit. Otherwise you might as well just shoot the alien instead of sword. Untouchable is a long ways off from squaddie and only covers one shot per turn.

The solution for this scenario isn't Untouchable, but Implacable. I can't remember what the other option on that level was though. Probably something much more useful.
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Sindain

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5067 on: February 22, 2016, 11:54:29 am »

Had my first run-in with Chryssalids. Retaliation mission, naturally.

First impressions had been underwhelming because... well, I had a sniper grapple up to a roof to watch for enemies further forward, and he managed to aggro a pack of three 'lids to himself (and away from a few juicy civvies strewn about). On their turn. So all they did was surround him and stare menacingly because they could only use their "scuttle to cover" actions and not attack.
What? I know for a fact that they will attack your soldiers on reveal. Its the reason I always roll with a bladestorm ranger in a war suit and hellfire armor in missions with chryssalids.
When a pod is revealed on the alien turn by happening across your soldiers, they don't get to attack.  Just scuttle to cover.

Ironically it can be a lot more advantageous to the player than launching an ambush, particularly if you're set up in overwatch.  You get the overwatch as they scuttle, then you get a full turn of actions to deal with them.

I'm pretty sure 'lids only get an attack if you active their ambush attack when they're burrowed, not when you activate a pod.

If you're going to run into an almost always non-cover spot, you need to damn hit. Otherwise you might as well just shoot the alien instead of sword. Untouchable is a long ways off from squaddie and only covers one shot per turn.

The solution for this scenario isn't Untouchable, but Implacable. I can't remember what the other option on that level was though. Probably something much more useful.

Bladestorm's the other choice.
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scriver

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5068 on: February 22, 2016, 12:43:34 pm »

Ah. That explains why I've never taken Implaccable.
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Love, scriver~

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5069 on: February 22, 2016, 01:01:22 pm »

Thanks for everyone for the advice! It's now just barely playable!
I would do more searching around too. I got some ini advice (somewhere...) that fixed some stuttering I was having really well.

So I had a UFO defense. I was actually caught off-guard, because after evading it the first time around I figured it wouldn't come back. Well it came back for more, and in South Africa X-COM made what might be its last stand in Operation "Winter Giant". Our AO was a forest near some overgrown buildings (and a cemetery, love that). The Spike o'doom was behind a large building, so that complicated our efforts to make this easy. Having been caught off guard, our turrets didn't have an engineer in them, but nonetheless we had four of them and they performed admirably all things considered (barring one; I momentarily had options to move my turret, and after trying that it wouldn't work anymore). My original plan was to send in my Grenadier with some minor support backing him upwhile the rest of the team supported from behind: the plan was to blow up the building and allow the snipers to take out the spike. It didn't work. My forward elements got pinned down quickly, and within a couple of turns almost me entire team was pressing forward to help him (barring my sniper, who managed some sweet shit with serial and killzone). Unfortunately, the weren't fast enough, and my beloved grenadier got taken down before the rest of the team could support him (more on that poor son-of-a-bastard later). New Plan time: my rangers and WAR-suit Gunslinger went forward to attack the spike from around the buildings, while the rookies (and one barely-trained Psionics trooper) Bradford was sending me led by my surviving Colonel Grenadier (who was a heavy gunner) and my Specialist Medic held the middle area and pinned down reinforcements.

The Spike wasn't very concerning, but the troops holding the area proved to be more resilient then I expected, and we took relatively severe injuries. After taking down the spike, my forward elements retreated while my middle troops continued to rain hell on the reinforcements. Unfortunately we were just beginning to get over-run, so I ordered a general retreat of everyone but the few who couldn't make it to the hanger in time. A mis-click cost me a rookie at around this point. This is also the point where the turrets started paying for themselves, as they both hit the MECS hard and took the occasional shot for the team. My WAR armor gunslinger took the last of the hard hits (I finally have a chance to use the Shield-Wall ability), while someone retrieved my bleeding specialist from the Elite Lancers (I've had exactly two bleed outs this entire game, and it was the same guy both times; dude doesn't want to die). By the end multiple people were in serious shit: one of my rangers had exactly 1 hitpoint left, others were burning to death, and the only person who didn't take damage was my sniper (and maybe like one or two people here and there).

RIP Denis "Junkyard" Pavlov, my Hard-Luck, balding, former EXALT Grenadier. An inglorious end for someone who an old cynic. Final mission statistics tell me we took down 43 out of 46 of the bastards, in exchange for 6 wounded and two dead. Statically a good match, but still painful. Fun though, very exciting and tense.

Anyway, with that the resistance now wants to attack the Hunter UFO that they brought down. Ordinarily I would do something else, but I could use some revenge. After that I might try and contact the remaining regions before going for broke. I have more then enough breathing room on the AVATAR project currently, so I don't need to rush.
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The Age of Man is over. It is the Fire's turn now
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