Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 391 392 [393] 394 395 ... 469

Author Topic: X-Com Chimera Squad  (Read 732598 times)

Krevsin

  • Bay Watcher
  • [RAINBOWS:REQUIRED]
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5880 on: January 18, 2017, 10:14:28 am »

So no squad cap?

Does this mean I can solve missions by throwing rookies at it until everything's dead?
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5881 on: January 18, 2017, 10:32:19 am »

No squad cap has been around for ages. And squad management too.

But multiple squads is pretty cool!
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5882 on: January 18, 2017, 11:49:03 am »

So no squad cap?

Does this mean I can solve missions by throwing rookies at it until everything's dead?
Yes, you can, as long as you can afford recruitment and they don't have any enemies that specialize in mowing down mooks.  Sadly, flashlights haven't been announced yet, so you'll have to make do with pop guns. 
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5883 on: January 18, 2017, 12:20:40 pm »

They already have a Long War mod for lasers. I'd be shocked if they didn't include them in LW2.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Bremen

  • Bay Watcher
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5884 on: January 18, 2017, 12:42:41 pm »

I wonder if you're rewarded for keeping a squad together.  That could reduce micro/add a nice narrative attachment.

I have read that yes, if soldiers keep going on missions with the same officer they start to accumulate bonuses with that officer, though it was second hand info from the LW2 forum.
Logged

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5885 on: January 18, 2017, 12:57:10 pm »

No squad cap has been around for ages. And squad management too.

But multiple squads is pretty cool!
https://www.youtube.com/watch?v=C3O9G6p42YM
Beaglerush, before the game was even released.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
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.

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5886 on: January 18, 2017, 01:01:35 pm »

They already have a Long War mod for lasers. I'd be shocked if they didn't include them in LW2.
The tiers seem to be Ballistic -> Mag -> Laser -> Coil -> Beam.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5887 on: January 18, 2017, 01:14:25 pm »

Even more information!

This time on new missions. Not much information other than that and I'm not sure if these are the multi-mission plot lines mentioned before, but they're still cool. The new missions include Jailbreaks, ADVENT Base Assault (and not just research facility assault like in the base game), and much more.

There's also going to be a twitch stream of Long War 2 gameplay with Jake Solomon and Garth DeAngelis today, 12 PM PST on the FiraxisGames channel.
Logged
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!

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5888 on: January 18, 2017, 01:23:38 pm »

God damn that strategy stuff makes me happy. YOU FINALLY RUN THE GODDAMN RESISTANCE OPERATIONS. You know, as a Commander. Not play the RPG-style dogsbody for the Good Guys fetching twenty Sectoid asses.

I just hope it's not going to be as condescendingly bullshit as EW's Long War was; that was, for me, a bunch of splendid gameplay changes, let down by the hurhurhur so hardcore have twenty 50-hp regen sectopods attitude.
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5889 on: January 18, 2017, 01:26:20 pm »

Even more information!

This time on new missions. Not much information other than that and I'm not sure if these are the multi-mission plot lines mentioned before, but they're still cool. The new missions include Jailbreaks, ADVENT Base Assault (and not just research facility assault like in the base game), and much more.

There's also going to be a twitch stream of Long War 2 gameplay with Jake Solomon and Garth DeAngelis today, 12 PM PST on the FiraxisGames channel.
Check out the last screenshot on that article.  The Viper in front has a different gun model than the one in the back left.
Logged
"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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5890 on: January 18, 2017, 01:51:03 pm »

I've thought since XCOM EU that there should be snakemen snipers. Nice to see someone putting them in.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5891 on: January 18, 2017, 01:56:56 pm »

Snek Snipers aren't new, they're in the Long War Alien Pack. And they're fucking bastards, the range on that rifle is insane. Didn't lose anybody to them, but it was a close thing.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5892 on: January 18, 2017, 02:04:38 pm »

Snek Snipers aren't new, they're in the Long War Alien Pack. And they're fucking bastards, the range on that rifle is insane. Didn't lose anybody to them, but it was a close thing.

Huh, surprised I haven't fought them before. I've been using that pack for a while. Although I haven't played in a month or two, so maybe they showed up in an update or something and I just haven't played since then.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5893 on: January 18, 2017, 02:10:19 pm »

There are so many aliens in the LWP that you probably just didn't roll them. I've seen people ask whether or not Andromedons are in the LWP, while I got them nearly every mission in late-game. Conversely, everybody talks about the Chryssalid Queens and Prime Sectopods, but I never saw either.

It seems like every time a new alien enters the pod formation, it's done based on a semi-random system. Nobody plays a normal campaign long enough for them all to show up. Hence the need for Long War, I suppose.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

Neonivek

  • Bay Watcher
    • View Profile
Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5894 on: January 18, 2017, 02:12:07 pm »

The Long War Aliens mod sort of breaks the game so to speak by destroying the Unit economy.

It is somehow... easier.
Logged
Pages: 1 ... 391 392 [393] 394 395 ... 469