OOC X-COM Think Tank (part 4)

MarineAvenger

Operator 21O
Staff member
I think I'll pass, India.

D734FC53C679F08D3109D3D4771B39439D934656
XD
 

DarkGemini24601

Well-Known Member
Working on some specialty weapons for the Specialists. I'll go over them in a bit (and fill in which ones we have to start, take notes), but first, wanted to mention I changed what was listed as the Specialist's secondary weapon. I thought to myself "the Gremlin is cute and all but it's a separate entity. Shouldn't Specialists get something of their own?) and figured out what would work. So now, like true guerrilla fighters in the modern age, we have Anti-Aircraft Missile Launchers. I imagine they could be used against infantry enemies as well, but their primary purpose will be to blown the engines up of certain... ADVENT aerial response units I have planned.
ADVENT Ship.jpg
Crimson Knight Yakone.jpg

Burning Dark Yakone CU.jpg
 
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DarkGemini24601

Well-Known Member
So far, the specialty weapons available to Specialists (that we start with) are:

Primary
Spine Trigun - A triple-barreled launcher that shots a trio of spiked spheres at the enemy. Useful for area-denial and allowing the Specialist to emulate a bit of the Ambusher's trapping skills. [Preliminary findings suggest we may be able to magnetize these spheres in the future, making them roll towards some armored targets.]
Uranium Blunderbuss - A modified combat shotgun that shoots a special form of ammunition. Housed within are depleted uranium bullets made from a radioactive disposal stockpile, wrapping in protective coating that is shed after they are fired. While it does low damage, if ANY damage makes it through to the target's body the radiation poisoning is likely to kill them instantly. [We may not have Repeaters from the game but we have these.]

Sidearms
Defender Pistol - A double-barreled pistol. Double the damage, though the effects of damage reduction are doubled as well. [It's basically like getting to fire twice with a normal pistol for free.]

Primary
Acoustic Rifle - A sonic rifle capable of temporarily or permanently deafening targets, and sustained abuse can cause internal hemorrhaging.
Fumethrower - A modified, compact flamethrower that instead spews a gas of the Specialist's choice. Ammunition capacity is somewhat limited.
Toxigun - A weapon that fires off pellets with little damage, moderate penetrating power, and inlaid viruses designed to target an alien species' biology.
Biodisruptor Carbine [BD Carbine] - Essentially an EMP gun designed to incapacitate the nervous system of a target. Its first setting is designed for stun and easier to pull off, while its other setting is designed to shut down a target's brain and kill them [which is understandably harder to do].

Sidearms
Sonic Derringer - A sound-based heavy pistol that can disorient targets, disrupting their center of balance and hearing.
UV Autopistol - A Machine Pistol that bombards a target with UV rays, giving them increasing radiation poisoning.
 

Taxor_the_First

Well-Known Member
So far, the specialty weapons available to Specialists (that we start with) are:

Primary
Spine Trigun - A triple-barreled launcher that shots a trio of spiked spheres at the enemy. Useful for area-denial and allowing the Specialist to emulate a bit of the Ambusher's trapping skills. [Preliminary findings suggest we may be able to magnetize these spheres in the future, making them roll towards some armored targets.]
Uranium Blunderbuss - A modified combat shotgun that shoots a special form of ammunition. Housed within are depleted uranium bullets made from a radioactive disposal stockpile, wrapping in protective coating that is shed after they are fired. While it does low damage, if ANY damage makes it through to the target's body the radiation poisoning is likely to kill them instantly. [We may not have Repeaters from the game but we have these.]

Sidearms
Defender Pistol - A double-barreled pistol. Double the damage, though the effects of damage reduction are doubled as well. [It's basically like getting to fire twice with a normal pistol for free.]

Primary
Acoustic Rifle - A sonic rifle capable of temporarily or permanently deafening targets, and sustained abuse can cause internal hemorrhaging.
Fumethrower - A modified, compact flamethrower that instead spews a gas of the Specialist's choice. Ammunition capacity is somewhat limited.
Toxigun - A weapon that fires off pellets with little damage, moderate penetrating power, and inlaid viruses designed to target an alien species' biology.
Biodisruptor Carbine [BD Carbine] - Essentially an EMP gun designed to incapacitate the nervous system of a target. Its first setting is designed for stun and easier to pull off, while its other setting is designed to shut down a target's brain and kill them [which is understandably harder to do].

Sidearms
Sonic Derringer - A sound-based heavy pistol that can disorient targets, disrupting their center of balance and hearing.
UV Autopistol - A Machine Pistol that bombards a target with UV rays, giving them increasing radiation poisoning.
*begins salivating*
 

BMPixy

Well-Known Member
So far, the specialty weapons available to Specialists (that we start with) are:

Primary
Spine Trigun - A triple-barreled launcher that shots a trio of spiked spheres at the enemy. Useful for area-denial and allowing the Specialist to emulate a bit of the Ambusher's trapping skills. [Preliminary findings suggest we may be able to magnetize these spheres in the future, making them roll towards some armored targets.]
Uranium Blunderbuss - A modified combat shotgun that shoots a special form of ammunition. Housed within are depleted uranium bullets made from a radioactive disposal stockpile, wrapping in protective coating that is shed after they are fired. While it does low damage, if ANY damage makes it through to the target's body the radiation poisoning is likely to kill them instantly. [We may not have Repeaters from the game but we have these.]

Sidearms
Defender Pistol - A double-barreled pistol. Double the damage, though the effects of damage reduction are doubled as well. [It's basically like getting to fire twice with a normal pistol for free.]

Primary
Acoustic Rifle - A sonic rifle capable of temporarily or permanently deafening targets, and sustained abuse can cause internal hemorrhaging.
Fumethrower - A modified, compact flamethrower that instead spews a gas of the Specialist's choice. Ammunition capacity is somewhat limited.
Toxigun - A weapon that fires off pellets with little damage, moderate penetrating power, and inlaid viruses designed to target an alien species' biology.
Biodisruptor Carbine [BD Carbine] - Essentially an EMP gun designed to incapacitate the nervous system of a target. Its first setting is designed for stun and easier to pull off, while its other setting is designed to shut down a target's brain and kill them [which is understandably harder to do].

Sidearms
Sonic Derringer - A sound-based heavy pistol that can disorient targets, disrupting their center of balance and hearing.
UV Autopistol - A Machine Pistol that bombards a target with UV rays, giving them increasing radiation poisoning.

No quad-barreled gatling suppressed scoped MIRV incendiary remote-controlled urine-seeking rocket-shotguns, pre-order cancelled. :p
 

DarkGemini24601

Well-Known Member
Apologies for radio silence. This is the hardest part. Can't wait for X2 to come out, both to play it and signal that Liberation of Earth is coming in 5 or 6 weeks after that. If I can I'll have the first half of the prequel ready for you all a day or two before release: if not I'll at least have the first quarter for you.
 

DarkGemini24601

Well-Known Member
The embrago on context has lifted. EnterElysium, Beaglerush, and ChristopherOdd are already back to posting stuff X2-related.
 

BMPixy

Well-Known Member
The joys of living in a desert valley-getting cut off from the world by snow, but not actually getting any snow.

Well, at least I have an excuse to start working on that Seikron story I've been planning.
 

DarkGemini24601

Well-Known Member
Four more days...

Also, I doubt any of said people will see this, but it sounds like Chris is favoring a style of mission logs posted in youtube comments. The people that were waiting on him bringing a RP here are most likely waiting in vain.
 

DarkGemini24601

Well-Known Member
Goddammit Firaxis I thought you fixed missions. I remember them having environmental recognition, but apparently there are still occasional... aberrations.

Uh.PNG


Edit: The map Elyisum is on doesn't appear to actually have snow so it might be a mission 'card' glitch showing the wrong tileset modifier.
 

BMPixy

Well-Known Member
Goddammit Firaxis I thought you fixed missions. I remember them having environmental recognition, but apparently there are still occasional... aberrations.

View attachment 937

Edit: The map Elyisum is on doesn't appear to actually have snow so it might be a mission 'card' glitch showing the wrong tileset modifier.

Well, the review copy that was released has a few bugs that the final version doesn't, so that's probably been fixed by now.
 

DarkGemini24601

Well-Known Member
Well, the review copy that was released has a few bugs that the final version doesn't, so that's probably been fixed by now.
True. If anyone's watched preview/review builds one of the things they presumably fixed is that "shadow realm" activation of enemies where all you see is fog of war and this howling wind before the pod shows up in sight range.
 

DarkGemini24601

Well-Known Member
no, I will not be having the Commander have been in stasis under alien control for 20 years. As cool as it is that the aliens were using "you" as a source of tactical simulations and data, that doesn't mesh with how I'm handling the role in Liberation of Earth. However, I wouldn't be surprised if the concept of "Tactican Databasea" shows up in a different manner in our story.
 

Dahlexpert

Well-Known Member
So, our former leader has uploaded another XCOM video of late game stuff so enjoy. We also see XCOM version of a bid daddy, you will see what I mean.

 

DarkGemini24601

Well-Known Member
Some cool fanart that echoes an idea I had for our Vipers, though this is more of an 'elite' armor than my idea of their metal plating covering their entire form for more reliable protection.
1454455761.lethaldoors_armored_danger_noodle_lady.png
 
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