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Author Topic: X-Com Chimera Squad  (Read 733851 times)

somemildmanneredidiot

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6405 on: June 15, 2017, 09:04:08 pm »

Bradford is a phenomenal accountant and his grasp of logistics is legendary. I mean, your units in the field never run out of ammo, that's got to be for some reason, and he's able to provide the Commander with representations of relatively abstract resources in a manner that's actually useful. It's just that when it comes to actual combat, he's only good at doing things himself rather than giving tactical commands.
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Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6406 on: June 15, 2017, 09:17:50 pm »

I kind of feel like Bradford is both a high floor for X-Com capabilities and a low ceiling. I mean, he kept it going for 20 years without the commander, probably due in large part to his own combat abilities. But his lack of any real command ability kept them from accomplishing much other than survival during that time. 
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MetalSlimeHunt

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6407 on: June 15, 2017, 09:34:00 pm »

Bradford's tactical skill, in my mind, is limited to firing full auto into groups of aliens with that crazy assault rifle. Drunk and screaming about commanders and close range.
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Strife26

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6408 on: June 15, 2017, 10:06:38 pm »

If I was going to do a full conversion mod, I'd try to make something out of the idea of the surviving factions being actual military forces, instead of the cliche options that have been revealed (maybe NATO survivors, Eastern survivors, and dispersed EXALT types).
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origamiscienceguy

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6409 on: June 15, 2017, 10:07:22 pm »

He also falls for every bait a UFO does.
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ArchAIngel

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6410 on: June 15, 2017, 10:51:33 pm »

He also falls for every bait a UFO does.
Grenadiers solve all UFO bait issues.


The transmitter doesn't have a deadmans switch, apparently!

origamiscienceguy

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6411 on: June 16, 2017, 02:16:39 pm »

I'm specifically talking about this:

http://www.youtube.com/watch?v=U4cn4e6kmrY&t=25m3s
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nenjin

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6412 on: June 16, 2017, 03:01:14 pm »

If I was going to do a full conversion mod, I'd try to make something out of the idea of the surviving factions being actual military forces, instead of the cliche options that have been revealed (maybe NATO survivors, Eastern survivors, and dispersed EXALT types).

I woulda respected that I think. On the other hand, they're pushing the idea that this is a post-apocalypse and the factions are genuinely different (but completely passe for games) by not going that route. (ie. what Phoenix Point is doing.) You could honestly replace those faction names in a high fantasy game and wouldn't notice the difference. I think that's what kinda bugs me. Exalt and Advent have pizazz just in the name. This sounds like something cooked up in one my high school D&D groups. It's like:

Templars: We defend.
Reapers: We reap!
Skirmishers: We....skirmish?
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Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6413 on: June 16, 2017, 03:11:54 pm »

Yeah, not so keen on those names myself.
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Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6414 on: June 16, 2017, 06:26:22 pm »

Some resistance groups are worse at naming than others.
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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.

Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6415 on: June 16, 2017, 06:27:33 pm »

Yeah, not so keen on those names myself.

Yeah but it will do well in the Teen demographic!

But seriously my problem with the names is that these are... "Factions" *eyeroll*, not like... Fight clubs.
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Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6416 on: June 16, 2017, 06:28:21 pm »

They might be fight clubs too, who knows how they get into shape to fight aliums.
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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.

Teneb

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6417 on: June 16, 2017, 06:32:25 pm »

Frankly, I think the name are fine for the classes themselves. Just not for the groups (except maybe Templars).
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6418 on: June 16, 2017, 06:44:25 pm »

Xcom is turning into a bit of stylistic soup with this expansion.  Moreso than it already was in Xcom 2.

IMO Jake Solomon's attitude towards Xcom is that he's translating a super generic FPS corridor shooter like Halo or the near-future CoD games, into a TBS.  So it makes sense that we would have what are pretty much Destiny classes in this game.  I think the idea is that the base game explored the clean and futuristic ADVENT a lot, now we're visiting the post apocalyptic stylings of the resistance.  The only thing I'd say as that we're crossing the streams a bit, the Chosen aliens are somewhat Mass Effect which fits with the alien's style but they also have a bit of Predator in them which is much more human in Xcom 2 terms.  Meanwhile the resistance factions themselves are too futuristic stylistically to fit with the resistance as we understand it, particularly the Templars.  On the bright side they are exploring interesting themes, with the exception of the Reapers which seem like a mashup of existing classes.

This expansion seems like a trial run for mechanics to use in Xcom 3.  I said a long time ago in this thread that I think the weaker enemies in Xcom 3 should move in small squads to emphasize how badass your soldiers and the main aliens are.  It looks like the Lost are going to be a test of that principle, in a safe way where if its not a fun mechanic it won't hurt the rest of the game.  I also think that they've realized the difficulty curve in both newcom games was awful and they're trying to fix it.  The alien card deck system and rulers both look like failed attempts.  I think the Chosen are a test run of a system to have individual aliens levelup alongside the player soldiers.  My guess is that if the Chosen and Lost are popular, in Xcom 3 they won't be secondary game mechanics but rather a core part of how the alien enemies function.
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Chiefwaffles

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6419 on: June 16, 2017, 06:56:39 pm »

Well, from what I've seen I'd assume that the resistance factions are more small elite groups that can't really get anything done due to their size.

But yeah. I've been saying for a while now that XCOM 2's main flaw is its theme and tone. Whereas XCOM 1 does pretty well with its scary-alien-invaders tone, XCOM 2 just doesn't nail down any tone in the same way. XCOM 1 has the little piano riff when you encounter aliens, the ambient music, the dialogue, the design of the aliens, and more.
XCOM 2 is fun and is definitely a better game in my opinion, but it does do the tone worse.
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