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Author Topic: X-Com Chimera Squad  (Read 732730 times)

Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5910 on: January 19, 2017, 11:11:11 am »

I think I'll try to finish my current campaign first. It's pretty far along and I love some of the mod classes I have in it. Plus, I think it'll be good to wait and see what kind of compatibility Long War 2 has with various mods, and I expect that will take a little bit to shake out.
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misko27

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5911 on: January 19, 2017, 02:30:25 pm »

Well that was fast! Damn. I figured that by the way they said "Coming very soon", it would be coming out any day, but I was hoping it would at least wait until the weekend. Good on them though, I like that they kept all this a secret until they were ready.

Guess I need to make some free time.
They're so bad.

They thought impossible in the first game was actually impossible.  Which like, fair, up until the first terror mission its incredibly bullshit.  But then its like... you never realized how powerful colonel snipers were?  In your own game?
I know that on reddit someone managed an Impossible run without losing a single soldier, so clearly with sufficient cheese anything is possible.
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5912 on: January 19, 2017, 02:37:54 pm »

Dang, what karma.  I woke up late playing Orcish Inn demo.  It's raining in So Cal, and the 405 southbound has heavy traffic.  I was stopped for a few times, and my normal 30 minute commute took 2.5 hours.  I dumbly called work to say I'm late due to traffic, instead of just turning around and call it a week. 

And now I read LW2 is released.  Good thing I woke up late, as there were several accidents and a few more stalled vehicles that caused the jam.  I think I'm about to use some personal time off due to this rain.

Oh yeah, nexus download is suppose to be better than steam download.  Link was somewhere in reddit.

Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5913 on: January 19, 2017, 03:22:42 pm »

Oh yeah, nexus download is suppose to be better than steam download.  Link was somewhere in reddit.

Any idea what way it is better?
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5914 on: January 19, 2017, 03:28:16 pm »

They're so bad.

They thought impossible in the first game was actually impossible.  Which like, fair, up until the first terror mission its incredibly bullshit.  But then its like... you never realized how powerful colonel snipers were?  In your own game?
In fairness, Impossible was intentionally set by amping the difficulty until none of the team could beat it, I'm sure they knew someone in the world was better than them.
Oh yeah, nexus download is suppose to be better than steam download.  Link was somewhere in reddit.

Any idea what way it is better?
Partitioned mods on Workshop have a tendency towards weird fuckery, Nexus allows a whole download.
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scrdest

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5915 on: January 19, 2017, 03:39:05 pm »

AFAIK Workshop LW2 is not partitioned.
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Anvilfolk

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5916 on: January 19, 2017, 03:40:40 pm »

Went on a rescue mission, only one person made it back to the extract. A VIP. One dead soldier, two wounded, everyone captured.

I guess this is how you learn new mechanics. Woops. Ironman, ho!

MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5917 on: January 19, 2017, 03:43:52 pm »

AFAIK Workshop LW2 is not partitioned.
Huh. Well, even so Workshop mods get fucky sometimes.
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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.
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Anvilfolk

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5918 on: January 19, 2017, 03:53:08 pm »

Also a heads up. Do not load up the "free reloads" mod. Apparently some of the UI changing mods cause a bug where you can't see the icons for some of your actions like grenades.

It did give me a perfect excuse to start a new game (can't load a game that had a mod loaded without it loaded). But at least now I can see the taskbar icons for what my soldiers have.

Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5919 on: January 19, 2017, 04:36:42 pm »

Hmm, that might explain why I couldn't revive an unconscious soldier in my last mission.
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Anvilfolk

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5920 on: January 19, 2017, 04:56:16 pm »

I explained it wrong, sorry! The icon is still there, it's just black and it's hard to understand what it does at a glance.


The restarted game went about as poorly. All XCOM operatives dead/MIA but two civilians made it out. Damn. This is hard.

In other news, I should RTFM.

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5921 on: January 19, 2017, 10:15:43 pm »

Okay, I've done some playtesting, and I'm really goddamn disappointed. From what I've seen they went all-in on the "lol impossible timers" sort of difficulty, combined with the "Avenger defense mission" type of difficulty.

Playing on Classic (or whatever they called the equivalent), individual enemies are actually less dangerous than the base game, and in particular seem a lot less accurate (at one point I had seven all shoot and miss at a Marked rookie in low cover). They just swarm you with so many that you can't kill them effectively with newish troops -- I'm seeing 30+ enemies on the first couple missions -- and then give you a timer short enough that it becomes mechanically impossible to complete the mission unless you stealth it or rush through and hope someone is alive to hit the objective.

The problem with this is that once you have a seasoned team with good equipment, you can fucking mow through any number of enemies. It only works up until you have the capacity to kill them faster than they arrive on the scene. So it's all balanced around killing off your soldiers so much that you never get a full team of veterans, because if you ever reach that breakpoint the game becomes a joke. I'm just going to be sad if I get to a lategame mission and the big bad terrible super-enemy is an upscaled Sectopod with 200 health and twenty armor.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5922 on: January 19, 2017, 10:30:30 pm »

That's disappointing, though I was somewhat disappointed with XCOM 1 Long War as well.  They did mention on the stream that even low cover is a lot more helpful than in vanilla, but still.

Honestly, I'm so sick of the loading times that I'm considering loading up XCOM 1 LW instead.  I enjoyed that, and while it had a lot of heavy challenges, there wasn't anything as BS as the archon ruler.

I haven't tried XCOM 2 LW yet, because I have an XCOM 2 vanilla run that I can't bring myself to finish because of literal minute load times.  It's frankly bullshit considering what my machine can do.  And caps lock (IE that retarded undocumented feature to prioritize loading over staring at your dudes) causes crashes pretty often.

Kicker is, I think XCOM 1 *looks better*.  2 is all fuzzy and shiny in a way I hate.  I love the new outfits, enemies, and the theme but the graphics and load times kill it for me.  Not to mention the significant added difficulty (which Jake Solomon specifically acknowledged and apologized for, saying that 2's recruit is like 1's normal and they should have added more levels to avoid insulting people).
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5923 on: January 19, 2017, 10:37:58 pm »

The worst part is the infiltration mechanic. The idea is supposed to be that sending smaller squads means fewer enemies, but all of the additional bonus stuff to further improve infiltration doesn't come until later. My highest-rank operator with no gear but kevlar and an SMG on a four-day solo infiltration still barely got it to ~50%, which didn't noticeably decrease the number of enemies. It's like they intentionally frontloaded all of the difficulty with the intent of making people quit before they broke through, which is pretty much the exact opposite of what they did in LW1, where they smoothed out the difficulty curve to make the endgame much harder at the expense of a slightly easier early game.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

umiman

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5924 on: January 19, 2017, 11:47:16 pm »

there wasn't anything as BS as the archon ruler.
What's so bad about the Archon ruler?

I find he's the easiest of all the three. Every time I fight him his AI just moves for his free action or takes a standard shot. Compared to the Berserker Queen or the Viper King who will happily disable your squad one after the other every single action.

His super moves are also all delayed so it isn't scary either.

Not to mention at the stage you probably fight him, you probably already have the best gear AND the special armours since he's the last of the three. Especially considering you can put off doing the alien rulers to whenever you like.
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