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Author Topic: X-Com Chimera Squad  (Read 733001 times)

Toaster

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6030 on: January 24, 2017, 02:36:44 pm »

There are still non-timed missions, and I feel they could find use as an executioner from a good perch with the LW2 perk that gives them another shot if they kill a lower elevation enemy.
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Culise

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6031 on: January 24, 2017, 02:46:45 pm »

Even on timed missions, I get good use out of them by stripping them down to increase their mobility if they're squadsighters, who shouldn't be in range to take hits or use grenades, and AWC-trained pistoliers should be close enough to keep pace on the front lines regardless.  Death From Above (the perk Toaster referenced) is highly useful for them as well for the reason specified, especially if you also put any sort of stock on their gun: a free action every turn with a sufficiently-powerful gun is all sorts of helpful as long as you can keep on racking up kills, especially with any sort of stock to use Steady Aim (granting bonuses of +10 to +20 to Hit and Crit, making it even easier to get more kills next turn) or Snapshot.  I'm still getting quite a bit of worth out of my sharpshooters, I think.
« Last Edit: January 24, 2017, 02:56:05 pm by Culise »
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6032 on: January 24, 2017, 03:42:50 pm »

Gotta say, I'm loving the Squad Manager system. This is exactly the sort of thing I wished I had back in LW 1.
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Aklyon

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6033 on: January 24, 2017, 04:18:28 pm »

Without Ironman the difficulty setting is useless...

What does it matter if you play on Rookie or Legendary if you're just going to savescum a bad result?
Considering how occasionally the tactical mode sometimes crashes on load if you have too many mods (or just odd interactions) last I'd played, Ironman is just two steps away from an unnecessary amount of wasted time trying to catch back up to ruined saves.

And with how LW2 sounds? A stressfully unnecessary amount of it.
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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6034 on: January 24, 2017, 04:50:45 pm »

Early Sharpshooter using Holo tree is very useful if not using Not Created Equally was everyone has base 65 aim only.

They become interested with AWS perks which are random. 

Long range snipers are good for sweep mission where there is no timer and you have to kill all aliens.

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6035 on: January 24, 2017, 04:59:55 pm »

Without Ironman the difficulty setting is useless...

What does it matter if you play on Rookie or Legendary if you're just going to savescum a bad result?
Considering how occasionally the tactical mode sometimes crashes on load if you have too many mods (or just odd interactions) last I'd played, Ironman is just two steps away from an unnecessary amount of wasted time trying to catch back up to ruined saves.

And with how LW2 sounds? A stressfully unnecessary amount of it.
Pretty much. I tried playing LW2 on the in-game ironman but after I lost several missions to crashes and bugs, culminating in me losing the game to a bugged save I just started a new one with a self-imposed Ironman. No loading or saving during missions still but at least this time if the game decides to crash on me or just have half my squad take damage at the start for no bloody reason whatsoever.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6036 on: January 24, 2017, 05:13:44 pm »

I play generally bronzeman. Which is to say, I recognize that I have a bad habit of playing past the point where I really should have stopped for the night. Since I don't realize this until I do something really dumb, it helps to be able to say to myself. "Ok, time to quit. Roll back to the last save on the base and pick it up next time from there".

I'd roll back to the start of a mission, but then you have too much knowledge of the enemies which makes it easier.

I have also occasionally reloaded inside a mission because the game bugged out and something didn't go as it was supposed to. I'm ok with my mistakes killing troops. I'm ok with bad RNG. I am not ok with bugs killing off my troops.
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6037 on: January 24, 2017, 05:33:37 pm »

There's bronzeman in LW2 1.1 whenever they release that. 

Also, there is a bug fix.  Currently in 1.0, the AI knows where you are even when concealed; and will continue to patrol IF their pathing will reveal you due to flank. 

Also, if you wait around when concealed in 1.0, some of the patrols just hovers outside your visual range that when you do unreveal to engage, those other patrols are on yellow alert and can patrol next turn on your flank and be able to do offensive actions because they are in range to gain the yellow alert status.

Aklyon

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6038 on: January 24, 2017, 05:53:16 pm »

Currently in 1.0, the AI knows where you are even when concealed; and will continue to patrol IF their pathing will reveal you due to flank.
Wasn't there a mod ages ago to remove this in vanilla nucom2?
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Crystalline (SG)
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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.

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6039 on: January 24, 2017, 06:12:31 pm »

I was wondering why every patrol always seemed to patrol straight into my concealed squad.

Has anyone found an actual use for sharpshooters yet?  The pistol changes and reliance on timed missions seem to have rendered them basically worthless.
Some get good AWS perks. The Pistol perks being from AWS actually make them much better, since you can run them with snapshot &c. to make a mid-ranged skirmishing sniper (and then transition some to long-range snipers once they're decently good with the perk respec). Same deal with being able to manufacture items reliably, you can give them tracer rounds almost right from the start and AP rounds not too much later if you like. The holo-targeting (especially the free one from the perk) is pretty damn good for shooting things out of cover, which is important now that grenades are less reliable until you get Sapper Grenadiers.

They're also quite good as rebel advisors since the Faceless intercept missions have no timers and many expendable grunts to spot.

Granted, not many reasons for taking them instead of literally anyone else, but you get them and troops are scarce, and a high-rank one can be deadly.

e: Good fucking god, LW 1.1 is adding the frost bomb as a candidate for Rapid Deployment. Might actually take that perk now.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6040 on: January 24, 2017, 06:36:39 pm »

Flashbombs count for Rapid Deployment, which I made good use of in one of my recent missions.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6041 on: January 24, 2017, 08:41:21 pm »

Long War 2 1.1 Patch Notes.

Not released yet, but there's a ton of changes. The stupid remnant just mentioned in the thread where patrols seek concealed units is gone for good, some perks have new re-arranged, lots of balancing, and a lot of bug fixes.
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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!

Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6042 on: January 24, 2017, 08:46:34 pm »

Could someone explain the "patrols seek concealed units" thing?  Patrols patrol, but they seemed to patrol along routes regardless of where I was.  Which was occasionally frustrating, because I eventually happened across a strategy of putting all my guys in overwatch, and one in a position to be "flanked" - granting me a full turn of overwatch fire as they scattered, and then I got an entire full turn to myself.

So much better than the "break concealment with a concealed shot" method they pushed, even though that one concealed unit got an accuracy bonus.  Big whoop.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6043 on: January 24, 2017, 08:53:12 pm »

Ah yes, the beaglerush manuever. The drawback is that an enemy will fire at your flanked unit which usually is pretty painful.
Though said AI counter is getting removed in 1.1 because of some other counter they're doing.

And patrols will seal concealed units. It's mostly gone in LW2, but they do actively adjust their patrol routes to intercept you. 
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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!

Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6044 on: January 24, 2017, 09:05:33 pm »

Oh right!  I almost didn't remember, but he was famous for that wasn't he?  So they added a chance that aliens would fire on the same turn they discover.
That hasn't happened to me at all on XCOM 2 easy (Jake Solomon normal).  Not even in actual normal, that I recall, though I wasn't using that strat then.
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