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Author Topic: X-Com Chimera Squad  (Read 736807 times)

Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5100 on: February 24, 2016, 03:32:30 am »

I keep losing soldiers in this campaign. It's starting to become an issue, but I'm doing well enough to keep afloat. Really need to do the blacksite as soon as possible, though, and I've got almost nothing to work with since most of my veterans are wounded. Avatar project just hit 2 squares to failure, though. Time is actually running out.

Right now I've got a supply raid I could do, or I could rush the blacksite. All I've got, though, is a Corporal Ranger and a bunch of squaddies. Do have Mag weapons (Well, Sniper and Shotgun, anyway) and Predator Armor (And one Exo-Suit).

Tough decision. Do the supply raid with the lower ranked troops and risk waiting a week or two for some veterans for the blacksite, or see if tech can give me enough of an edge to win?

Spoiler (click to show/hide)
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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...

Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5101 on: February 24, 2016, 08:51:07 am »

Spoiler: Addendum to above (click to show/hide)
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Anvilfolk

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5102 on: February 24, 2016, 10:08:13 am »

I keep losing soldiers in this campaign. It's starting to become an issue, but I'm doing well enough to keep afloat. Really need to do the blacksite as soon as possible, though, and I've got almost nothing to work with since most of my veterans are wounded. Avatar project just hit 2 squares to failure, though. Time is actually running out.

Right now I've got a supply raid I could do, or I could rush the blacksite. All I've got, though, is a Corporal Ranger and a bunch of squaddies. Do have Mag weapons (Well, Sniper and Shotgun, anyway) and Predator Armor (And one Exo-Suit).

Tough decision. Do the supply raid with the lower ranked troops and risk waiting a week or two for some veterans for the blacksite, or see if tech can give me enough of an edge to win?

I feel like you are in a cycle of people dying because they're not good enough. So what I'd say is to focus on survival... everyone takes mimic beacons. Pop one every time you wake up a pod. Make sure it's in plain sight for them, and they will attack it instead of your own troops. Then wipe them out. If you need to, extract from a bad situation... if your squad isn't too spread out, you can usually extract in a single turn.

The supply raid might be a good mission to do... you won't lose anything, I think, for failing it or extracting earlier. Also, if you don't have it, definitely invest in the upgrade that grands extra XP!

Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5103 on: February 24, 2016, 02:15:32 pm »

I think the supply raid is one of those missions that has a red icon on the map? I think you actually lose contact with the region if you fail or ignore it, which struck me as asinine since it's just a supply raid.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5104 on: February 24, 2016, 10:35:27 pm »

Final mission DEFEATED. Earth SAVED. Satisifcation level: 100%.

How it went: Oh god the fucking bugs on that mission. I swear to god I think the enemies started hacking my computer itself towards the end. Fucking strobe-lights and the level just generally collapsing into something to give an epileptic person an episode. Just like, nasty shit.

It went extremely well besides that though. I would have breezed through it if I had not seriously underestimated how close together the pods were, and often I would, despite taking precautions to the contrary, activate a pod on my last move. Over and over. Fortunately, I managed to handle it well despite that. I don't regret my roster choices at all now. Bringing a Medic would have robbed me of the powers of my Combat Specialist, who really pulled his weight on this one: Shutting down a Sectopod and an absolutely crucial Capacitor Discharge on a couple of Codices. I did miss him when I had some acid troubles, but overall a good addition to the team (beside, the medic got his moment to shine in the penultimate mission). Psi-Ops did her thing well, Null Lance is just wonderful. My Bladestorm did manage to come in handy though: Chrysallids, her name was death.

Spoiler details:
Spoiler (click to show/hide)

Time to play some multi-player, then start thinking about A): What mods to use for my new game (and whether to go for Commander or Ironman, or both), and B): what I what to mod.
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5105 on: February 24, 2016, 11:04:49 pm »

Hardest part of final mission was the beginning for me. I activated tons of pods in one go. But I managed to take control of three enemies (dominated a gatekeeper, MC'd an andromedon, and hacked some other enemy), activating even more pods but allowing me to draw fire towards the controlled enemies and not get any squad injuries.

I kept the gatekeeper for the whole mission. Gatekeeper MVP.
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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!

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5106 on: February 24, 2016, 11:36:17 pm »

Hardest part of final mission was the beginning for me. I activated tons of pods in one go. But I managed to take control of three enemies (dominated a gatekeeper, MC'd an andromedon, and hacked some other enemy), activating even more pods but allowing me to draw fire towards the controlled enemies and not get any squad injuries.

I kept the gatekeeper for the whole mission. Gatekeeper MVP.
I think the Gatekeeper is only there just to make the mission winnable on Legendary. It's impossible otherwise.

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5107 on: February 24, 2016, 11:52:53 pm »

Hardest part of final mission was the beginning for me. I activated tons of pods in one go. But I managed to take control of three enemies (dominated a gatekeeper, MC'd an andromedon, and hacked some other enemy), activating even more pods but allowing me to draw fire towards the controlled enemies and not get any squad injuries.

I kept the gatekeeper for the whole mission. Gatekeeper MVP.
I think the Gatekeeper is only there just to make the mission winnable on Legendary. It's impossible otherwise.
Oh yeah. The Gatekeeper was a real pal. I'm just sad I never got to make any zombies.

I'm trying Multiplayer. I got my butt whupped by a truly mediocre player only by completely outmatching him in mediocrity. His squad was pretty all-rounded, while mine sucked.

I'm wondering about creating a sneaky stealth team this time. Phantom, Chrysallids, Codex, Stun Lancer, and maybe the Berzerker. The idea would be let him get in close, then rush attack to try and catch him off-guard (The codex would be pretty helpful here: Teleport is absolutely a joy to use. Cut off his retreat) If I get a Chrysallid kill, protect that Cocoon at all costs. If it hatches (how long is that?) I've pretty much won, as I will A) have a fuck load more Chrysallids then I started out with, and B: the fact that he couldn't destroy it within that time period will show that I've done serious damage to his team.

The only real danger is a robot or alien-heavy team. I suppose the Ranger is there for that eventuality. Given that you seem to choose your XCOM units based on sub-class, Blademasters are really strong, since they get Run & Gun. Maybe I should bring one of those... But they are so expensive. Alas.

Also Snipers are useless. His did not do a *single* thing.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5108 on: February 25, 2016, 12:07:35 am »

Also Snipers are useless. His did not do a *single* thing.
He's probably used to EU multiplayer where sniper's aim increased infinitely with distance.
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MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5109 on: February 25, 2016, 03:42:36 am »

I also kept my pet Gatekeeper through the final mission, even though he (she? it? Yeah, it.) it was at one health for the vast majority of it and missed its opportunity to suck an Archon dry. Third campaign victory.

In other news, I am about 100% sure that repeaters don't work for me, as in my entire campaign they never once triggered.
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Furtuka

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5110 on: February 25, 2016, 03:46:55 am »

Something funky and advent related is going on in the stats page of the official website apparently
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Sensei

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5112 on: February 25, 2016, 05:20:55 am »

Also Snipers are useless. His did not do a *single* thing.
He's probably used to EU multiplayer where sniper's aim increased infinitely with distance.
Yeah, you gotta keep an eye on the Squadsight penalty, and dash your sniper forward when it creeps up to 20% or so. Height advantage helps (it helps everyone, but especially snipers because they can often afford not to move forward).

Something funky and advent related is going on in the stats page of the official website apparently
So it is! Has anyone on the internet managed to translate the Advent gibberish text into something meaningful?
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5113 on: February 25, 2016, 05:32:26 am »

Something funky and advent related is going on in the stats page of the official website apparently
So it is! Has anyone on the internet managed to translate the Advent gibberish text into something meaningful?
No mention of it on the various subreddits, I'm afraid. I did find a suicide vest mod, though.

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5114 on: February 25, 2016, 06:38:47 am »

I also kept my pet Gatekeeper through the final mission, even though he (she? it? Yeah, it.) it was at one health for the vast majority of it and missed its opportunity to suck an Archon dry. Third campaign victory.

In other news, I am about 100% sure that repeaters don't work for me, as in my entire campaign they never once triggered.
I can verify that they are not bugged, they do trigger for me.

That being said the entirety of my successful campaign saw a grand total of 4 successful executions.  5-15% is not a lot.  You can get better results on it by putting it on soldiers that are accurate, and that tend to shoot every turn to weaken rather than kill.  Specalists are the best candidates (although they really want extended mag + scope), followed by... I'd say rangers?  Rangers tend to shoot to kill, but on the other hand grenadiers don't tend to shoot/hit that often and sharpshooters either use their pistol or aim for reliable sniper kills to proc a certain Colonel ability.

In general I'd call repeaters a junk mod alongside hair triggers.  Proc chance is too low to plan around.
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"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
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