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Author Topic: X-Com Chimera Squad  (Read 736709 times)

4maskwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5145 on: February 26, 2016, 03:44:56 pm »

I'm still wondering how the hell do the special rounds function with plasma-beam weapons. >_>
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Culise

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5146 on: February 26, 2016, 03:45:29 pm »

I'm still wondering how the hell do the special rounds function with plasma-beam weapons. >_>
Magic Sufficiently advanced technology. ^_^
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5147 on: February 26, 2016, 03:49:14 pm »

I'll just stick with my headcanon that poison plasma beams are just pure superconcentrated beams of poison.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5148 on: February 26, 2016, 03:53:34 pm »

When you use poison, they adjust the gun to shoot radiation. When you use flame, they turn off the safety field keeping the plasma from igniting anything (thus wasting half of the time the scientists spent researching it).
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5149 on: February 26, 2016, 04:22:39 pm »

AP: they cool down the plasma so it is solid, could have just used and upgraded gauss.

Bluescreen: Radiation again, but this time in the emp range. Or each shot carries a small USB stick with windows 3.11 on it.
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GiglameshDespair

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5150 on: February 26, 2016, 04:36:26 pm »

I'll just stick with my headcanon that poison plasma beams are just pure superconcentrated beams of poison.
Makes sense. They are green, after all.
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MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5151 on: February 26, 2016, 04:43:03 pm »

My headcanon on the subject is that X-Com plasma actually just super-accelerates alloy slugs like the mag weapons, but with far superior velocity. This does explain why the animations are so different between alien and X-Com plasma weapons, as well as how you can have treated ammunition.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5152 on: February 26, 2016, 04:59:57 pm »

Plasma bullets. Don't understand it? Neither does anyone except Tygan. Tygan's a fucking science wizard. Basically it's a cross between conventional bullets and plasma bolts.

I'm back from Multiplayer. Things I learned:
  • ADVENT is no match for the power of Chrysallids. Two of them kill any ADVENT human on a single turn (and with poison, I probably could have one shot anything but the officer). The best part is now the enemy team is down a man, and they will generally attempt to focus-fire the cocoon (and since the cocoon has massive health, this takes quite a few of them). Since ADVENT is usually how a team spends its last points, this means you can take down a few this way and maybe even hatch yourself a little army.
  • The Codex has great synergy with the Chrysallids. Half of enemy team is overwatched? The Psi-bomb removes the overwatch, and they have to move+reload, nullifying them for a turn. The Codex would be especially deadly against classes with only guns, like the Sniper or the Trooper.
  • The Combat Hacker probably is the best anti-cheese in the game. Sectopod? Hack to shutdown. Gatekeeper? It's got a massive weakness to Combat Protocol, which goes straight through that armor. Codex? Same thing.
  • My ambush was a no bueno, but it didn't matter because Codex is OP.


I think a team with a Combat Hacker, and a Psionics class, could reasonably handle most of what could be thrown at them. A combat hacker+Chrysallids might be really solid. Hmm.

My headcanon on the subject is that X-Com plasma actually just super-accelerates alloy slugs like the mag weapons, but with far superior velocity. This does explain why the animations are so different between alien and X-Com plasma weapons, as well as how you can have treated ammunition.
I've been doing some modding, and I can confirm Aliens have a tier of weaponry totally distinct from XCOM.
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origamiscienceguy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5153 on: February 26, 2016, 05:03:00 pm »

Plasma bullets. Don't understand it? Neither does anyone except Tygan. Tygan's a fucking science wizard. Basically it's a cross between conventional bullets and plasma bolts.

I'm back from Multiplayer. Things I learned:
  • ADVENT is no match for the power of Chrysallids. Two of them kill any ADVENT human on a single turn (and with poison, I probably could have one shot anything but the officer). The best part is now the enemy team is down a man, and they will generally attempt to focus-fire the cocoon (and since the cocoon has massive health, this takes quite a few of them). Since ADVENT is usually how a team spends its last points, this means you can take down a few this way and maybe even hatch yourself a little army.
  • The Codex has great synergy with the Chrysallids. Half of enemy team is overwatched? The Psi-bomb removes the overwatch, and they have to move+reload, nullifying them for a turn. The Codex would be especially deadly against classes with only guns, like the Sniper or the Trooper.
  • The Combat Hacker probably is the best anti-cheese in the game. Sectopod? Hack to shutdown. Gatekeeper? It's got a massive weakness to Combat Protocol, which goes straight through that armor. Codex? Same thing.
  • My ambush was a no bueno, but it didn't matter because Codex is OP.


I think a team with a Combat Hacker, and a Psionics class, could reasonably handle most of what could be thrown at them. A combat hacker+Chrysallids might be really solid. Hmm.

My headcanon on the subject is that X-Com plasma actually just super-accelerates alloy slugs like the mag weapons, but with far superior velocity. This does explain why the animations are so different between alien and X-Com plasma weapons, as well as how you can have treated ammunition.
I've been doing some modding, and I can confirm Aliens have a tier of weaponry totally distinct from XCOM.
If you thinkk codexes are OP from just that, try grenading your own codexes to make them clone, then heal them.  :P
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4maskwolf

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5154 on: February 26, 2016, 05:30:40 pm »

So in other words, Codices are just as much of shits in multiplayer as they are in single player.

Seriously, fuck codices.  Just enough HP to generally not be one-shotted, clone abilities, and that fucking psi aoe.

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5155 on: February 26, 2016, 05:40:03 pm »

Codexes are dealt with with the Two Fs: Flashbangs and Faceoff. I once had a turn where my pistoleer killed five or six Codexes with it.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5156 on: February 26, 2016, 06:25:18 pm »

So in other words, Codices are just as much of shits in multiplayer as they are in single player.

Seriously, fuck codices.  Just enough HP to generally not be one-shotted, clone abilities, and that fucking psi aoe.
They are so much worse in Multi. Did you know they can just teleport forever? They don't even need to move regularly. If your strategy happened to involve, you know, not getting flanked constantly, the codex is there to fuck you up. God forbid you think your phantom can save you from this thing.
Codexes are dealt with with the Two Fs: Flashbangs and Faceoff. I once had a turn where my pistoleer killed five or six Codexes with it.
I'm amazed that I somehow forgot this between Singleplayer and multi. I mean, duh.

Okay, so now a Combat Specialist with a Flashbang is the ultimate in anti-cheese. Between doing double damage to the strongest units in Multiplayer (Sectopod, Gatekeeper, and Codex), and a flashbang to handle any Psychic bullshit,  they are the ultimate in bullshit handling duty.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5157 on: February 26, 2016, 06:26:43 pm »

People use phantom in mp? That seems like it'd be useless, unless theres concealment or something.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5158 on: February 26, 2016, 07:51:49 pm »

I don't know what Soloman was smoking when he thought MP players could be trusted with codexes.
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Culise

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5159 on: February 26, 2016, 07:58:17 pm »

I don't know what Soloman was smoking when he thought MP players could be trusted with codexes.
I wouldn't be surprised to find he was enjoying a sweet shot of players' tears rather than anything smoked. :3
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