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Author Topic: X-Com Chimera Squad  (Read 732947 times)

Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6000 on: January 24, 2017, 07:42:23 am »

I savescummed occasionally when the I felt the game pulled something glitchily.  Like having 3 of my squad bombed by a sectopod I couldn't see or even attempt to target because it was "behind" a train (yet it was in tall-mode, shooting over that train).  VIPs getting shot while still in intact transport-vans.  Even particularly ridiculous-looking pod discoveries, where I advance behind another squad leader yet pull a pod (LOS is occasionally as enigmatic and frustrating as OldCOM).  Like one mission, I got discovered on turn 1 because there was a hidden pod standing right behind a *car*.

I'm missing out on learning these absurd mechanics by trial and error, sure.  They're often frustrating and unintuitive.  If I want to see the mechanics of the game fully exploited, I'll watch Beaglerush, I'm just playing to experience a cinematic narrative with reasonable challenge.

That means losing soldiers, but not to immersion-breaking nonsense.  Which is up to individual interpretation.
Not to mention that the game has crazy slippery-slope syndrome.  Losing isn't fun when a single mistake can doom an hours-long campaign.  A mistake like an andromedan charging up and grenading the hunkered-down VIP it never saw before.
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Aoi

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6001 on: January 24, 2017, 07:44:57 am »

Gremlins (and hypothetically Bits, though I don't use Sparks quite as much) are able to hack doors, chests, and data points from a distance.  This is very useful in particular circumstances where you can obtain (or arrange to obtain via judicious rocketry) the necessary line-of-sight with the door from the extraction point.

Punching holes specifically for remote hacking's something that's never occurred to me before... and I've cleared missions by taking lucky potshots across the map with Lucubration's sniper's sabot rounds.

I'm kind of tempted to make a version of the Specialist that's disarmed, but in return, has a more powerful Gremlin and natural squadsight. So it's more like trading a unit for drone support on your team.

I savescummed occasionally when the I felt the game pulled something glitchily.

My favorite one with that was when I had a LW Shinobi Fleche a faceless on the roof of a building... he climbed up, swung his sword, killed the faceless, and the entire corner of the building disintegrated, making him fall a few floors to his death.
« Last Edit: January 24, 2017, 07:49:57 am by Aoi »
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6002 on: January 24, 2017, 07:49:27 am »

Can you hack via squadsight? Oh my god hacker overwatch. Really why would the hacker even get out of the transport at that point.
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Aoi

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6003 on: January 24, 2017, 07:51:47 am »

Can you hack via squadsight? Oh my god hacker overwatch. Really why would the hacker even get out of the transport at that point.

Exactly! Though normal Specialists don't get Squadsight, which is why it'd have to be a mod. Some interesting possibilities are already bouncing around though...
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6004 on: January 24, 2017, 08:02:32 am »

Can you hack via squadsight? Oh my god hacker overwatch. Really why would the hacker even get out of the transport at that point.

Exactly! Though normal Specialists don't get Squadsight, which is why it'd have to be a mod. Some interesting possibilities are already bouncing around though...
I wonder if you could make it a spark upgrade and let it use the hacking skill of one of your soldiers who are 'off map'
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GiglameshDespair

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6005 on: January 24, 2017, 08:16:10 am »

Apparently you can capture advent mecs and use them yourself. Is that just in havens, or can you use them more generally?
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6006 on: January 24, 2017, 08:20:35 am »

Just worth noting that by default nuCOM 2 uses the setup where results are pre-seeded, i.e. if running a guy through overwatch to a spot results in him being shot, he'll be shot no matter how many times you reload. Same deal in reverse, if a specific shot you take misses, it will always miss. So TBH I don't care as much about savescumming-to the limited extent that I care about how people play SP games in the first place-since it at least means trying out different approaches to tactical problems rather than repeating an action 'til the dice come up right.
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6007 on: January 24, 2017, 08:22:58 am »

I don't get why people care how other people play a game. I've seen this argument come up again and again over multiple games, with the notion that if you're sacescumming you're somehow not a good person and if you play on max difficulty ironman you're somehow special. It's just a game, play it the way you want and have fun. Nobody needs to prove anything to anyone.
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scriver

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6008 on: January 24, 2017, 08:31:37 am »

Can you... can you blow a hole in the cell walls from the outside?
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Culise

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6009 on: January 24, 2017, 08:32:56 am »

Can you... can you blow a hole in the cell walls from the outside?
Yes, you can, and it activate the VIP (or VIPs, even in cells you don't blow open) just like hacking the door would.  Just be careful not to blow up the VIP by accident.  Not that this has *ever* happened to me.  *cough* *cough*
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Twinwolf

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6010 on: January 24, 2017, 08:50:25 am »

I've found XCOM 2 becomes quite a bit more fun when you realize that you can use explosives for more than blowing up enemies :P
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6011 on: January 24, 2017, 08:54:06 am »

If you don't mind the added risk it can be really funny to crank the cover destruction on swords way up. And at least that way you know that it's always going to happen rather than it only coming up at the worst possible times.
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Twinwolf

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6012 on: January 24, 2017, 09:07:18 am »

Now do that
And then do a mod that lets you free-target sword slashes.
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6013 on: January 24, 2017, 09:49:06 am »

Now do that
And then do a mod that lets you free-target sword slashes.
And then a mod that removes all non-melee weapons so you just have swords.

And turns the xcom into soldiers and the aliens into heathens. Deus Vult!
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Teneb

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6014 on: January 24, 2017, 09:55:18 am »

Now do that
And then do a mod that lets you free-target sword slashes.
And then a mod that removes all non-melee weapons so you just have swords.

And turns the xcom into soldiers and the aliens into heathens. Deus Vult!
Nah, just reenact Metal Gear Rising in XCOM. RULES OF NATURE!
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