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Author Topic: X-Com Chimera Squad  (Read 736550 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5250 on: March 05, 2016, 11:56:51 pm »

You guys realize this IS the game where you get to invade the aliens?  I mean your base is a UFO and everything...
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crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5251 on: March 06, 2016, 12:52:58 am »

good gods i just realised how large the flashbang AOE really is
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5252 on: March 06, 2016, 04:22:17 am »

Habe you tried using it with a grenadier?
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crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5253 on: March 06, 2016, 04:29:33 am »

Yes, that's when I realised how large its radius actually is.
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Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5254 on: March 06, 2016, 04:35:15 am »

Gas grenades make a pretty big boom too.
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crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5255 on: March 06, 2016, 05:36:30 am »

Those too :3
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5256 on: March 06, 2016, 08:36:51 am »

 This chrysalids cocoon is some terrible crap. I didn't encounter them on veteran, but now I consider just skip retaliation so I don't have to deal with it.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5257 on: March 06, 2016, 09:29:33 am »

I am learning how Andromedrons make the best mind control targets. They are beefy, I think when they die and return they're still under control (not sure), they have AOE acid...

Just now in a main story mission, I charged my andromedron forward through a ton of chryssalids, each one only dealing 1 damage or missing. When it got to the objective, seven chryssalids popped out and dealt like 3 damage to it, then the Andromedron wiped out the chryssalids in one turn with acid bomb :D

Screenshot incoming...

Spoiler (click to show/hide)
« Last Edit: March 06, 2016, 09:31:19 am by Skyrunner »
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Anvilfolk

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5258 on: March 06, 2016, 10:04:51 am »

I am learning how Andromedrons make the best mind control targets. They are beefy, I think when they die and return they're still under control (not sure), they have AOE acid...

After you kill it the first time and the suit revives, it's considered a new enemy, so it's no longer under mind control :(

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5259 on: March 06, 2016, 10:06:13 am »

I am learning how Andromedrons make the best mind control targets. They are beefy, I think when they die and return they're still under control (not sure), they have AOE acid...

After you kill it the first time and the suit revives, it's considered a new enemy, so it's no longer under mind control :(
The acid pools it leaves everywhere do damage its allies though, so if you put it in a group when it dies it turns into an acid grenade pretty much.
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Sirbug

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5260 on: March 06, 2016, 10:21:28 am »

I just tried mind controlling Andromedon myself, too. It was really good bullet sponge, because of all the armour. It also has grenades as ability.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

LordPorkins

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5261 on: March 06, 2016, 10:41:27 am »

You Know how Berserkers tend to occasionally attack their allies if you haven't been detected yet? well, once i saw a brawl between a berserker and an Andromedon. All of my guys were hiding on top of a nearby building, watching the show. You could almost hear them placing bets. Eventually a stray trooper spotted us and ruined the fun, though if we didn't get detected i don't know what would have happened.
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Skyrunner

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5262 on: March 06, 2016, 11:46:20 am »

Final mission too hard ;-;

I don't think I can beat it...
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GiglameshDespair

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5263 on: March 06, 2016, 11:47:49 am »

Final mission too hard ;-;

I don't think I can beat it...
How to beat the final mission is pretty simple.

Spoiler (click to show/hide)
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Mephansteras

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5264 on: March 06, 2016, 12:47:28 pm »

Final mission too hard ;-;

I don't think I can beat it...

I had that concern too the first time I tried, but pulled off a win anyway. What do you have to work with?
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