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Author Topic: X-Com Chimera Squad  (Read 724734 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5070 on: February 22, 2016, 10:45:12 pm »

Welp.  The sequel to the most weirdly successful mission of all time (3 rookies + one specialist, destroy the relay on legendary, perfect win) was basically losing the campaign in a single turn.

See when he got his advance copy of Xcom 2 Beaglerush would do this thing where he stuck one squad member out in the open and had everyone else overwatch on a roof to set up perfect ambushes.  Firaxis noticed this and introduced their own fix: if the squad leaves concealment on an enemy turn, sometimes the enemy just shoots you.  This has never happened to me before.

So, I'm just doing my own thing in the next mission, a VIP rescue mission.  See a patrol, sidestep a patrol, see second patrol on objective.  Set up a kill on that pod, but it moves so I go closer.  See a third patrol, "oh, better not reveal till I get those guys out of sight".  First patrol comes back, reveals squad, all three pods trigger, third pod shoots during their own turn and double crits the specialist from the previous mission.  This leaves a grenadier, a sniper, and a rookie, all flanked.  No, not flanked, encircled, by this ridiculous crescent formation.

...I still won.  I'm going to lose the caimpaign, but god dammit I won the mission.

Edit: What happens if I fail a retaliation strike and I haven't contacted anyone?
« Last Edit: February 22, 2016, 10:58:26 pm by EnigmaticHat »
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5071 on: February 22, 2016, 10:57:43 pm »

The anti-beaglerush maneuver is something that can really get you if you aren't looking out for it. I unintentionally let a patrol flank me once in the first blacksite mission, which lead to my best soldier and only specialist for that mission being crit. That event lead to two squadwipes in a row doing the same mission and the loss of the campaign.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5072 on: February 22, 2016, 11:28:08 pm »

Ooof. This Commander game started off great, a string of flawless and nearly flawless missions. Last two missions saw the death of two Corporals and a squaddie, leaving me with a single Sargent, a Corporal, and a few newly trained squaddies from the GTS and a few rookies who haven't been on missions yet.

I think I'll be able to manage, but not if I keep losing soldiers like this.

Interestingly, all three of the deaths were people from my character pool who'd been in the previous campaign. I guess I'm required to use new soldiers this time around.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #5073 on: February 22, 2016, 11:41:40 pm »

Edit: What happens if I fail a retaliation strike and I haven't contacted anyone?

A failed retal in the HQ zone just loses supplies, not the whole region; even if you've got other regions.

Interestingly, all three of the deaths were people from my character pool who'd been in the previous campaign. I guess I'm required to use new soldiers this time around.

A good buddy of mine who got put into the pool keeps getting wasted in my campaigns.  I think he's up to four deaths now.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5074 on: February 23, 2016, 12:18:06 am »

Well, time to go on the final mission. Penultimate mission down without a scratch. Only thing left to do now is, figure out who and what to bring! And that IS a difficult set of choices...
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5075 on: February 23, 2016, 03:28:38 am »

Edit: What happens if I fail a retaliation strike and I haven't contacted anyone?

A failed retal in the HQ zone just loses supplies, not the whole region; even if you've got other regions.
Augh.  Entered mission with 3 rookies and a sharpshooter.  Tell myself I'm not here for the mission, just the kills (this is legendary so I'm full tryhard).  Objectively, supply income doesn't matter much, but damn if I don't like leaving the civvies to die.  Managed to take out two pods just perfect.  1 more civvie death till mission failure.  Reveal a faceless, reveal last pod (sectoid + two troopers).  Take out both troopers, sectoid raises zombie.  Second faceless reveals; two giant claw smashes later and two rookies at 1 health.

This is the point where I should have evaced.  But I didn't.  I smelled victory.  Took out one faceless, even tho BLU Spy misses an 85% AR shot at close range.  Leave the last 4 health rookie (BLU Spy) as a blocker for the remaining faceless.  But I fucked up and left one of the 1 health rookies too close to the zombie.  Sectoid psi panics BLU Spy, causing him to move out of the faceless' LoS so it targets and kills a 1 health rookie.  Zombie takes out the other one.  BLU spy and 'Lumberjack' the sharpshooter manage to evac and get promoted.

I was so close to a clutch win.  If I had just evaced when I was ahead I would be up four promotions, now I'm up two but down two soldiers and at a serious manpower deficit.
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5076 on: February 23, 2016, 10:48:54 am »

Welp. Last relic of the previous campaign is dead. Critted out of cover by a Viper. I think I'll take the hint and not recruit anyone else who was in that campaign. Now I need a new Grenadier. *sigh*
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Re: X-Com 2: Welcome Back, Commander.
« Reply #5077 on: February 23, 2016, 11:59:51 am »

Well, time to go on the final mission. Penultimate mission down without a scratch. Only thing left to do now is, figure out who and what to bring! And that IS a difficult set of choices...
You gonna need AoE damagers, psi-operatives if possible. Also something to bring down gatekeepers and berserkers.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #5078 on: February 23, 2016, 02:04:56 pm »

Well, time to go on the final mission. Penultimate mission down without a scratch. Only thing left to do now is, figure out who and what to bring! And that IS a difficult set of choices...
You gonna need AoE damagers, psi-operatives if possible. Also something to bring down gatekeepers and berserkers.
I would recommend as many trained psi-ops as possible, a specialist or two set up for heals, and then snipers/rangers for the rest. Use psi troops as your AoE peeps and let erryone else worry about massive single target damage.
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Re: X-Com 2: Welcome Back, Commander.
« Reply #5079 on: February 23, 2016, 02:12:12 pm »

I would recommend as many trained psi-ops as possible, a specialist or two set up for heals, and then snipers/rangers for the rest. Use psi troops as your AoE peeps and let erryone else worry about massive single target damage.

How does this build deal with armour, without Grenadiers (with shredder)? I'm thinking it's probably psi-ops stuff which ignores armour, and A.P. rounds on the high-damage folks like snipers?

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5080 on: February 23, 2016, 03:50:56 pm »

Everything that has armor is either hackable (and thus also very vulnerable to bluescreen round rangers or grenadiers) or vulnerable to aoe and mind control. You're better off bringing one sniper over several, you won't have good spots for multiple snipers. Bring grenadiers if you've replaced everyone elses grenades with stuff.

Its basically Psi>Medic(s)>Sniper/Assault Rangers/Grenadiers.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5081 on: February 23, 2016, 04:15:24 pm »

Psi ops get a huge boost in the final mission because its about 3 times as long as any other mission and nothing they have is consumable.

Edit: Except domination, but that also helps out a ton in long missions so it barely counts.
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Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5082 on: February 23, 2016, 05:24:02 pm »

See when he got his advance copy of Xcom 2 Beaglerush would do this thing where he stuck one squad member out in the open and had everyone else overwatch on a roof to set up perfect ambushes.  Firaxis noticed this and introduced their own fix: if the squad leaves concealment on an enemy turn, sometimes the enemy just shoots you.  This has never happened to me before.
Ah, no. I'm fairly sure that was caused by the first squad spotting you before the other squads take their turn patrolling, so the aliens still have the movements for their turn.
Then they are allowed to take their turn as normal, which means they shoot you.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5083 on: February 23, 2016, 05:27:22 pm »

...that's not how normal movement works tho?  Also they said in a tweet it was specifically because of Beaglerush.
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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

Cptn Kaladin Anrizlokum

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5084 on: February 23, 2016, 05:39:20 pm »

...that's not how normal movement works tho?  Also they said in a tweet it was specifically because of Beaglerush.
Oh, okay then.
The one time it happened to me I triggered the entire map (13 enemies and a turret) at the same time, but the AI got confused and spent its turn running in circles. I was able to complete the objective and get out with 0 injuries on both sides. Central yelled at me for it though, and told me I failed the mission, even though it still stopped the dark event.
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