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Author Topic: X-Com Chimera Squad  (Read 733353 times)

Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6645 on: July 28, 2017, 03:50:52 pm »

Got tired of the grind of Long War 2. I like a lot of the strategic aspects of it but...I just don't want a 100+ hour campaign. That and I don't consider 20 enemies on the map to be 'Moderate' levels of enemy troops. Especially not on small maps where you're pretty much guarenteed to trigger multiple pods at once. I also got tired of the 'Enemy gets a move to run towards you, enemy gets a scamper to get into position once they are revealed, enemy gets to now fire on your flanked troops' nonsense.

Tried out Spectrum but...it's just not fun. Too much nonsense to deal with. Like enemies with 4 or 5 armor when most of my troops are running around with ballistic weapons. I don't mind a strategic challenge, but too often this mod just throws enemies at me that are pretty much guaranteed to kill someone before I can take them out.

So I think I'm back to tweaking up my own collection of mods. Who knows, maybe I'll get inspired to start playing around with the mod tools myself.
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Sanctume

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6646 on: July 28, 2017, 04:11:08 pm »

Re: XCOM2 Spectrum Green mod.

I had to abandon my v1.2 because the Scout class was removed.  I was doing good too in a Nightmare campaign.  But it came down to a strat of using 2 Heavy Cannons, 2 DMRs.  5th one is SMG, 6th one is DMR again. 

Name of game is High cover for me.  And removing cover on targets with the Heavy Cannons. 

I did however added a mod that removes timer, and my game enjoyment skyrocketed.

I am starting v1.3.

nenjin

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6647 on: July 28, 2017, 04:49:04 pm »

Yeah, what LW2 considers a moderate challenge is a little berzerk. It's something you can deal with, but it resulted in a ton of save scumming for me to not trigger multiple pods at once.

The situation is either engage someone immediately so you can start whittling down active pods on the map, which fux0rz concealment, or spend turn after turn circling around the map and waiting for pods to spread out so you can start engaging them one at a time. I can deal with 20 guys on the map. Just not all 20 at once.
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TheDarkStar

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6648 on: July 28, 2017, 05:17:07 pm »

In my LW2 campaign I've been relying heavily on all the abilities/weapons that damage more than one alien at once. Reaper is especially useful (as long as you're careful not to alert any other pods), since swords are nearly always guaranteed to it and don't destroy loot drops. Psi operatives are good too, both because of their late-game AoE attack and because they all get an attack that does guaranteed damage.
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Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6649 on: July 28, 2017, 05:21:38 pm »

Yeah. It's not that I can't deal with them, I'm just tired of it. Too many missions in between feeling like I'm making progress. It just got exhausting.

I really want a tweaked version of long war that is about...half as long, maybe. And with probably a base +25% boost to infiltration to cut down on the enemy numbers.
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Xvareon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6650 on: July 28, 2017, 06:52:26 pm »

I know what you mean. There really are a shitload of missions in the game, so much that they tend to blur together after a while. The solid variety of soldier abilities and enemies is usually good enough to keep me coming back for more, though. In my current campaign, I'm just getting my plasma weapons online (I use the Coil > Plasma Tier Swap mod) and getting some powerful Psi Operatives as well. I've got a full squad of Master Sergeants about to wreck an Alien Facility, and I just rolled two Dark Event Interdiction missions with over 10 days infiltration. So I'm still having a lot of good fun, and I don't see myself stopping anytime soon. Hopefully I can finish this campaign before War of the Chosen comes out.

Tiruin

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6651 on: July 29, 2017, 05:55:23 am »

Yeah. It's not that I can't deal with them, I'm just tired of it. Too many missions in between feeling like I'm making progress. It just got exhausting.

I really want a tweaked version of long war that is about...half as long, maybe. And with probably a base +25% boost to infiltration to cut down on the enemy numbers.
From my wholly ported experience from adjusting LW in XCOM, I'm assuming that it can be modified here--at least, back in XCOM:LW, I found that I'm able to modify the base LW files, which ranges from the mission duration (missions per specific length of time, overall), to the repair times to otherwise. In seeing that I could also modify XCOM2 files, I'm presuming the same can be said here.

It makes it a personal adjustment though, as any updates you make to modify the mod can be wiped every patch-update of the mod you use, as long as your adjustments are in its main folder directory.

I could tweak it and send it as an open file but I'm not sure if that's okay at all. .-.;
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Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6652 on: July 29, 2017, 11:07:00 am »

I'd have to look into it. Yeah, LW 1 could be modified to directly effect the length. Not sure about LW 2, it uses a very different system.
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TheDarkStar

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6653 on: July 30, 2017, 05:58:59 pm »

Unrelated question: Does accidentally killing civilians have any negative effects? Since I've exploded a few who ran into a swarm of ADVENT units during my current LW2 game.
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MetalSlimeHunt

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6654 on: July 30, 2017, 06:01:14 pm »

As I recall, LW2 does indeed have a hidden Infamy stat for killing civilians.
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Xvareon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6655 on: July 30, 2017, 08:00:10 pm »

As I recall, LW2 does indeed have a hidden Infamy stat for killing civilians.
Oh, really? And what does Infamy do? Does it lower the rate at which you recruit new people to Havens in the region you killed civilians on?

SOLDIER First

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6656 on: July 30, 2017, 08:03:29 pm »

It means you have to go on a length sidequest, interacting with a set of nine specific objects with no close travel points, before you can unlock a DLC item. Every single time you gain even one point of infamy.
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TheDarkStar

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6657 on: July 30, 2017, 09:28:47 pm »

A quick google says that there are no repercussions for killing civilians except for feeling bad about it (and potentially breaking cover or wasting grenades).
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Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

nenjin

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6658 on: July 31, 2017, 12:58:09 am »

I thought infamy from killing civilians increased Advent strength in the region faster.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Sindain

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6659 on: July 31, 2017, 07:08:37 am »

I've never heard of this. Google turns up nothing.
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