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Author Topic: X-Com Chimera Squad  (Read 736592 times)

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5220 on: March 02, 2016, 06:28:37 pm »

Or maybe mod Enemy Inkown so all thinmen look like Thomas!
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5221 on: March 02, 2016, 06:45:28 pm »

You're thinking of the Councilman, the speaker is the slightly-better-disguised Thinman working for Advent.  Hence that name :P
Deeeeeeeerp yeah I want to kill that fucker, the speaker is an asshole.
What's especially odd is that he
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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

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5222 on: March 02, 2016, 06:51:53 pm »

I mean, you'd imagine Xcom would have assassinated him early on. Im pretty sure the aliens have back up copies for if he got killed in an accident or something similarly morale depressing. Whether he's dead or not, i want to personally kill him.
Edit: look at this shmuck. He's literally begging for a bullet to the overly-perfect face.
http://imgur.com/uC2bsSd
« Last Edit: March 02, 2016, 09:01:03 pm by LordPorkins »
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5223 on: March 02, 2016, 07:56:38 pm »

  • Your image tags are broken.
  • Your link goes to a google redirect.
  • The link is to a reddit thread, not an image.
What happened there?
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5224 on: March 02, 2016, 08:14:34 pm »

The perfect storm.
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LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5225 on: March 02, 2016, 09:01:10 pm »

fixed.
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Furtuka

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5226 on: March 02, 2016, 09:01:47 pm »

You're thinking of the Councilman, the speaker is the slightly-better-disguised Thinman working for Advent.  Hence that name :P
Deeeeeeeerp yeah I want to kill that fucker, the speaker is an asshole.
What's especially odd is that he
Spoiler (click to show/hide)
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Muz

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5227 on: March 03, 2016, 11:38:54 am »

I decided to rush magnetic weapons + plated armor on this run. Such a huge, huge difference. One of my guys got punched in the face by a Muton and fell unconscious. I really like how they put in small things like that instead of making it completely HP based.

But the advent seem to have upgraded their armor at the exact same time. Now everyone is advanced... Advanced troopers, advanced officers.

Seems a bit weird since before this I never faced those guys, while I was delaying the armor research. I even got up to the Muton Berserkers point before this, but aren't facing Berserkers now.
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Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5228 on: March 04, 2016, 12:03:07 am »

A little off-topic-ish in a way but i started a new TV series lately called colony... and i clearly see pre-xcom2 vibe in it as there is a new alien race that took over a few key cities ( ok its not global but just bare with me ) and most governement is trying to brainwash citizens ala advent. It shows what life in a resistance cell in XCom coul have been and so far i am really enjoying it. There is a lot of similitude between both the game and the serie.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5229 on: March 04, 2016, 03:11:17 am »

I was told to watch that by a customer at work maybe...six hours ago. I was skeptical because she also thought this season of The Walking Dead was good. But I trust b12. I'd trust you guys to raise my babies.
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Chiefwaffles

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Quote from: RAM
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!

jocan2003

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5231 on: March 04, 2016, 10:29:43 am »

That's how you get psychopath trained-to-kill babies, though.
Geezzz... I missed that experiment, but i can clearly see a grown-up badass coming out from that. Also... WHY THE FRIGGING F.... do i think like them too!!!1 nNooooo!!! Good thing police doesnt know who we are or else i think a couple of us would get a straight up ticket to arkum hahaha.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Muz

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Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5233 on: March 04, 2016, 11:34:57 pm »

My statement stands.

If mermaid bone farming and infant danger rooms can't deter me, nothing can!
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BlackHeartKabal

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5234 on: March 05, 2016, 12:01:07 am »

"I have all colonels, one of which is a Magus with all abilities, all in W.A.R suits, this alien facility assault to stop the AVATAR Project timer should be easy!"

Spoiler (click to show/hide)
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