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Author Topic: X-Com Chimera Squad  (Read 724500 times)

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5175 on: February 26, 2016, 11:38:35 pm »

Why did you invest in a scout ranger if you need every promotion?
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5176 on: February 26, 2016, 11:50:53 pm »

Why did you invest in a scout ranger if you need every promotion?
Because I'm not using an accurate sword mod, so any sort of support (including clearing fog of war) is better.  At these low ranks, blade rangers are practically just shotgun assaults.  Possibly worse.

Did the ranger move in from the same direction; specifically, did they step on that tile and the tile down-left from the marked tile?  Behind that pole there's a tiny blind spot which might have last-tile LOS from the marked spot.  Certainly, sure, that'd be an obnoxious reveal.
Huh, I don't know about the ranger, but yes the grenadier moved in from the lower-right (orthogonally along the grid).
I don't understand about the blind spot, but here's the pod as best I could capture:
http://steamcommunity.com/sharedfiles/filedetails/?id=633381548

Mainly I'm complaining of course, but it would be nice to have some indication of what tiles I'm "revealing".  And wasn't it possible to reveal a pod without triggering it, in NewCOM 1, if you were far enough away?  Bleh.

Edit:  Oh and, moving a sniper up along along a nearby ridge, I got battle music without seeing any enemies at all.  Why... would the logic for that music be any different than actual reveal logic.

And in stealth, it'd be nice to have a tile indication of how far you can be seen from (while flanked).  It makes the cover indicator red if a move will break cover, yeah, but that only indirectly indicates the range.  And enemies patrol.
« Last Edit: February 26, 2016, 11:56:52 pm by Rolan7 »
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5177 on: February 26, 2016, 11:53:20 pm »

Did the ranger move in from the same direction; specifically, did they step on that tile and the tile down-left from the marked tile?  Behind that pole there's a tiny blind spot which might have last-tile LOS from the marked spot.  Certainly, sure, that'd be an obnoxious reveal.
Huh, I don't know about the ranger, but yes the grenadier moved in from the lower-right (orthogonally along the grid).
I don't understand about the blind spot, but here's the pod as best I could capture:
http://steamcommunity.com/sharedfiles/filedetails/?id=633381548

Mainly I'm complaining of course, but it would be nice to have some indication of what tiles I'm "revealing".  And wasn't it possible to reveal a pod without triggering it, in NewCOM 1, if you were far enough away?  Bleh.

Yeah, I think you just clipped that right stunlancer, which is LOS-blocked from the ranger.  Again, obnoxious but legal.

I don't think it was intended behavior.  I've seen it a couple times in both EU and 2.
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misko27

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X-Com 2: Slaves to the Great Commandy one, God of Warfare; Chapter 2: Mod Fort
« Reply #5178 on: February 26, 2016, 11:54:28 pm »

It would make mind shields useful.
Mind shields have a wonderful niche, and that niche is helping your shaken soldiers be useful and get over the traumatizing experience of being horrifically maimed or seeing your best friend turned into a cocoon or whatever it is that sets off the shaken status (Incidentally, the new chrysallid cocoon is surprisingly nasty to look at, it just sort of dribbles out of the corpse and solidifies into a weird mass).

I am happy to report that I think I know understand how the difficulty level of missions work, and roughly how they are assigned, when, and why, and presumably that means I am close to being able to adjust everything around. Hopefully I adjust the potential difficulties of any given mission (meaning you might get an medium mission late game, instead of solidly "Very Difficult" ones), and potentially create a new level of mission difficulty (imagine getting a mission with difficulty rated as "Suicidal" every once in a blue moon). I'm relatively certain I can make a mission with weak units, but I'm not sure how I could go about adjusting how often a mission is a certain difficulty. Hmm. I think I might have a couple ideas.

Unrelated: I want more ADVENT units. Surely the world's only military twenty years in the future has not gotten rid of all soldiers except infantry and officers. I see a lot of mods along these lines (ADVENT scout, sniper, psi-unit, heavy, commander, all usually a different color) but I want a more comprehensive experience.
Why did you invest in a scout ranger if you need every promotion?
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5179 on: February 26, 2016, 11:55:21 pm »

Unrelated: I want more ADVENT units. Surely the world's only military twenty years in the future has not gotten rid of all soldiers except infantry and officers. I see a lot of mods along these lines (ADVENT scout, sniper, psi-unit, heavy, commander, all usually a different color) but I want a more comprehensive experience.

A "no aliens" mod in the future wouldn't surprise me.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5180 on: February 26, 2016, 11:59:10 pm »

I was thinking of making a mod that, in the place of advanced/elite units, just doubled/tripled the amount of Advent respectively.

But then I realized how much of a grenadier's heaven that would be...
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Culise

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5181 on: February 27, 2016, 12:38:48 am »

I was thinking of making a mod that, in the place of advanced/elite units, just doubled/tripled the amount of Advent respectively.

But then I realized how much of a grenadier's heaven that would be...
My ex-Mossad gunslinging sharpshooter calls for a Faceoff, too. :3
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5182 on: February 27, 2016, 12:55:58 am »

The execute overwatch could also potentially provide really big bonuses (much bigger than regular execute) and be a chosen promotion ability.
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AlleeCat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5183 on: February 27, 2016, 01:23:55 am »

Concealment isn't true stealth; you can't stealth your entire way through any mission.
Not completely true. You can stealth your entire way through the facility missions usually because those let you pick an evac point. I usually just go with doing an entire mission where i have to evac at the end entirely concealed because I won't get any corpses or anything from it anyway.

It usually goes:
Stay concealed and move everyone up to the objective. (usually planting a bomb)
Send one person into the facility itself to complete the objective.
Make it so said person completes the objective at the BEGINNING of their turn, because planting a tiny bomb alerts everyone within 5 square miles, apparently.
Put evac zone right outside the door to the facility.
Evac everyone before the aliens even have a single turn to retaliate.

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5184 on: February 27, 2016, 01:37:49 am »

Make it so said person completes the objective at the BEGINNING of their turn, because planting a tiny bomb alerts everyone within 5 square miles, apparently.
This really screwed me on the Forge mission.  Lost all but a couple of my trained soldiers, again.  I should have savescummed.  Instead I savescummed the next two missions, so it's not like I have honor.
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MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5185 on: February 27, 2016, 01:46:52 am »

It should be noted that a couple of ADVENT units were planned and ultimately cut, including the Witch, which was a psi unit. I'm sure all of these and more will be modded into life with time, or in the expansion this summer. Considering there's already a fairly highly rated ADVENT Sniper mod, I'm not worried.
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5186 on: February 27, 2016, 02:18:35 am »

It should be noted that a couple of ADVENT units were planned and ultimately cut, including the Witch, which was a psi unit. I'm sure all of these and more will be modded into life with time, or in the expansion this summer. Considering there's already a fairly highly rated ADVENT Sniper mod, I'm not worried.
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RAM

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5187 on: February 27, 2016, 02:27:00 am »

Verily. I could really see ALL of the Commissar's abilities being combined with a small but cumulative buff to their Performance-Review ability. Like "Heroic Resolve" +20 will on the commissar and +5 to everyone's will from team-killing, or "Battlecry" activatable with a cooldown to remove mental effects and add a 2-turn immunity to mental effects to the team upon team-killing.
Lead from the Front!: +2 armour and +20% to criticals against targets within 5 tiles and teamkilling produces an additional 1 armour to all allies versus Terrifying Presence: +5% aim and +1 damage to all allies that are flanked by the commissar and an additional +5% aim from teamkilling...

Maybe the ability would trigger every time that they killed an ally, but they could only manually kill an ally once per mission. Perhaps killing a civilian neutral would produce the same effect but only for a single turn...

What would the paths be named?
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5188 on: February 27, 2016, 02:41:47 am »

The two commissar skill trees: carrot and stick.

(you I know there is only stick, shoot me in the back why don't you)
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5189 on: February 27, 2016, 04:27:50 am »

Since I got magnetic weapons, basic armor, and flashbangs/mimics, things have been kinda... looking up.  No one died on the last mission!

including aliens or advent, but still

This is weird, though.  People are actually surviving.  I'm starting to notice their codenames.
Keeping in mind I have 31 dead scrubs in July...

But I have a *Captain* now!  A support even.  Yeah she had most of the rank when I hired her, but she's really turned out well.  Not like those dipshit snipers I blew like 400 resources on.

Except that's the best part, I have a "hero" of each class.  Someone I kept expecting to die, then got confused when they didn't die, and now I've... shit, I've gotten attached.  Hell, they even have different personalities!

Lt Ye (Black Widow) was the first, YET ANOTHER sniper.  Of the three, she survived.  Maybe because she carried the dragon rounds.  I haven't sprung for proper gauss sniper rifles, but she's a pistol specialist so it's all good.  Yeaaaah she probably hates me.  (She's twitchy, which seems right for a pistoleer).

Then came Lt Daly (Wildling).  This guy.  Ranger, so even more death-prone than the pistoleers.  Yet, he survived.  And survived.  Even dove out of cover to finish off a shieldbearer with his sword, and avoided the enemy fire.  Ironically he's a uptight, professional soldier.  The only one standing at attention.  He's a scout specialist now, because I want him to actually survive.  (Oh and he got shredder :D)

We hired Cpt Semyenova (Ripcord).  She's the support specialist.  She kinda sucks at hacking, but the heals are welcome.  And like any good support, she's surprisingly good at killing the enemy before they can hurt her patients.  She's sarcastic and easy-going.

I have no idea when we got Thunder.  I had a lot of grenadiers.  She's the one who survived.  She doesn't talk much.  She's seen some shit.
http://steamcommunity.com/sharedfiles/filedetails/?id=633492281
Hopefully we'll rescue this VIP.  But if things go south, I'm evaccing my team.  Imperial Guard mode was fun, but we space marines now.
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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.
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