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Author Topic: X-Com Chimera Squad  (Read 733081 times)

forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6015 on: January 24, 2017, 09:58:18 am »

Now I am wondering if a tactical cover based combat system would lend itself well to small units using swords and bows and climbing gear. Tactical ninja combat and infiltration?

Gotta write that down.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6016 on: January 24, 2017, 10:13:20 am »

That makes me wonder if anyone has ever made a crossbow mod for xcom2. Could be pretty cool, a one-shot weapon that doesn't break concealment.
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6017 on: January 24, 2017, 10:14:28 am »

I've been using the Long War 2 Supressors mod, adds suppressors that you can use for your guns that won't break concealment immediately if you get a kill. It's a gamble but sometimes pays off.
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Twinwolf

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6018 on: January 24, 2017, 10:46:36 am »

Now I am wondering if a tactical cover based combat system would lend itself well to small units using swords and bows and climbing gear. Tactical ninja combat and infiltration?

Gotta write that down.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6019 on: January 24, 2017, 11:29:21 am »

Well, sounds like all the pieces you'd need to test the idea are in XCOM2. You'd just need to do some modding to put it all in place.
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forsaken1111

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6020 on: January 24, 2017, 11:33:23 am »

It is tempting. I'm more familiar with unity though so I might just knock together a rough prototype
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6021 on: January 24, 2017, 12:13:56 pm »

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!

So a DF crossover mod in XCOM.
melee weapons:
Axe (Assault),
Sword (Shinobi),
Spear (Ranger),
War Hammer or Mace (Heavy Gunner),
Pick (Specialist)
Crossbows with max 20 range for Sharpshooter
Siege operator Ballista for Technician
Catapult for Greanadier

Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6022 on: January 24, 2017, 12:15:24 pm »

That makes me wonder if anyone has ever made a crossbow mod for xcom2. Could be pretty cool, a one-shot weapon that doesn't break concealment.

Isn't one of the Alien Hunter DLC weapon is some sort of one shot crossbow looking thing?

Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6023 on: January 24, 2017, 12:17:34 pm »

I've been using the Long War 2 Supressors mod, adds suppressors that you can use for your guns that won't break concealment immediately if you get a kill. It's a gamble but sometimes pays off.

I have this mod, only to be dissapointed by a grazing shot on an exposed snek 3 tiles away. 

The mod video looks cool with a Sniper Suppressor though

Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6024 on: January 24, 2017, 12:39:00 pm »

That makes me wonder if anyone has ever made a crossbow mod for xcom2. Could be pretty cool, a one-shot weapon that doesn't break concealment.

Isn't one of the Alien Hunter DLC weapon is some sort of one shot crossbow looking thing?

Yeah, it's not silent but it is kind of crossbow-ish. Could probably easily mod in a less powerful but silent version, though. That could be pretty cool.
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EnigmaticHat

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6025 on: January 24, 2017, 12:44:54 pm »

Silent weapons don't super fit into the Xcom 2 mindset tho.  You'd have to kill an entire enemy pod in one shot right?
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Toaster

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6026 on: January 24, 2017, 01:13:26 pm »

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

There's a reason I always packed lots of high explosive in OldCom.
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6027 on: January 24, 2017, 01:25:29 pm »

The pistol from Alien Hunters is stealthy, in that it has a once-per-mission ability to infiltrate the user if the shot kills.
The shot is particularly flashy and loud, though.  I... guess it's supposed to be a distraction or flashbang or something.
Works on every mission, though, so I was able to scout ahead with an infiltrated sniper on the final mission.  Helped substantially.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6028 on: January 24, 2017, 01:26:16 pm »

Silent weapons don't super fit into the Xcom 2 mindset tho.  You'd have to kill an entire enemy pod in one shot right?

Fits a little better in LW2.
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lordcooper

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6029 on: January 24, 2017, 01:28:26 pm »

Has anyone found an actual use for sharpshooters yet?  The pistol changes and reliance on timed missions seem to have rendered them basically worthless.
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