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Messages - Zyzyfer

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16
LOL!!! Well as I said alien base raids are always LOL.  But was exiting episode nevertheless.

To add to what was already said:

1. Teamwork- stick together as already said- linking up the two x-com groups should be your first priority.

2. You should get in the habit of finishing your turn with any trooper on the front in smoke cover (this means all troopers excluding perhaps the sniper(s) and launcher/heavies should have minimum- one-to-two smoke grenade in his inventory). Too many times you end your turn with guys totally exposed & at times from multiple directions.

3. Vanilla its 20 turns (but your mod might be different), before aliens know your position. Albeit from my assaults on large ufos- whereby I tend to wait outside till most of the aliens come out after turn 20, i still get aliens not shooting when smoke between trooper and alien (albeit i might have to test this more but still good idea to get into habit of not leaving any trooper on front without smoke cover).

4. Never stand in front of elevators/lifts (even more when not under smoke protection- but just don't do it period), elevators are good locations for proximity grenades/HEs (you might want to prime your HEs to explode on turn 1 (instead of turn 0 ),  throw HEs then hide behind corner wait till alien turn, once the HE explodes rinse-repeat this way you can cover the lift indefinitely/until you run out of HEs- or just use prox grenades.

5. Don't rely on reaction fire- if you moved your guy- you can be he/she wont react (if he has poor reaction stats under 50 then forget about it). So really no point in leaving just enough time units for x1 snap shot in the hope of reaction fire because 99 out of 100 when that alien comes through your trooper's gonna get shot at first- albeit thing start turning to your favour somewhat once your reaction stats hit 100+.


17
Playthroughs / Re: OpenXcom tactical gameplay video uploads
« on: November 01, 2016, 01:53:06 pm »
Yeah storming ufo's (particularly the larger ones is nightmare for me). So it would be interesting how others do it/ good tactics they use.

I am also not getting much base defense missions (would love to see someone do a good tactical video of same). In my last x3 campaigns using openxcom; on the hardest difficulty mind you, not a single attack by alien on my base (i am beginning to think there's a bug or something- vanilla from memory seemed to result in at least one base defense every campaign- think for my next playthrough  I am gonna use mod that allows every UFO to detect xcom base just so see what happens.

18
Next episode is up.

[LP]Hardmode Expansion [EP27] - Who is the commander - https://youtu.be/PAf12tqRrdU

Episode 28 is the base assault :-)
Its nice to see you starting to use HEs, how ironic my guy equipped with them. It was a bit disappointing that I was overlooked for the promotion to Captain after I saved the day against that Chryssalid.

...anyways looking forward to you base raid (Alien bases tend to be LOL a lot of the time). :D

19
Playthroughs / Re: OpenXcom tactical gameplay video uploads
« on: October 25, 2016, 04:59:41 pm »
I am using OBS. You gotta start the record when in game- if you're in windows it wont work (set up hotkeys; i use num1= start record; num2=stop record).
If you want to see preview of your record (as an example), you gotta hit preview then go inside game, then you can minimise and you will see preview (otherwise you  get black screen).

20
Set the mood a little bit with listing to: To this Playlist for good war music!
That will give you the mindset of those poor X-Com Soldiers dying for humankinds freedom.
I always liked this -> https://www.youtube.com/watch?v=a5-JxQ4Qs_w


edit: Where is the next video its been a few days; having withdrawal symptoms. XXDDD

21
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 21, 2016, 04:50:20 pm »
Ok, the Germans may have been pretty impressive technologically but they were a far cry from aliens. Especially considering we got the same scientists to work for us.
Interrogation of alien scientists/engineers can do wonders; almost like they were working for us XDDD


Quote
And I thought Kevlar was rip-stop and could protect from slashes but without impact plates was almost useless against a combat knife point stab just on the basis of sharp wedge meets fabric.
Without impact plates Kevlar is also "almost useless" against rifle rounds. There are also a lot of rounds that rip right through a I & IIA vest. You probably need a IIIA vest to protect you from most handguns threats  apart form the big boys say for an example the  460 or 500 S&W magnum that are pretty much rifle rounds in revolvers.
You also don't have to go through it, if you dump enough power to cause trauma that will hurt or possibly stop your heart and kill you, so you better be investing in trauma plates too.

So basically it all depends but now I am digressing.

22
Enjoying this.
...I guess the blaster launcher guy (when you get one), ought to have poor reaction stat cause that was LOL. :(

23
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 20, 2016, 07:27:14 pm »
The only logic I can think of that makes plasma seem unworth adopting, is that maybe bullets are a luckily primitive weapon quite like swords would be against modern kevlar. Yeah, it's ripstop, it's strong. But it's for bullets. And if alien armor is for plasma, on the blindly adaptive logic of protecting from what you know best...

I dunno, it still seems like a stretch somehow. Granted, it would be a stretch if they worked the same or better after being reworked by someone who doesn't understand them as well as the original creators. So I'd I guess argue that it's on the preferable side of weird.
Firstly, Kevlar is also used against knifes- commonly referred to as "knifeproof body armour" - it is not just vs bullets. One can also look at it as alien armour being an advancement over conventional armour (the Alien species is older that human one so while the human species rely mostly on kinetic projectile type weapons, the aliens have advanced onwards).
So while alien Armour is geared towards protecting vs plasma weapons (& it  does this well), kinetic projectile weapons are even less effective as Alien Armour is advancement of earlier kinetic projectile type armours.

Secondly, WWII (as an example), shows us abundant examples of reverse engineering that resulted in design(s) on par and/or arguably even better than original. So lack of understanding (as compared to original creators), would/should have little to do with it- besides the alien plasma would still be stronger because it does more point damage over converted plasma weapons.

Point being I don't see a huge problem with the logic. Practically it would be easy to mod such change. Game-wise I might actually use the converted weapons... because right now maintaining ammo for them is a nightmare and they offer negligible advantage over conventional weaponary utilising HE/acid/AP ammo.




24
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 20, 2016, 12:22:52 pm »
I'd just up the armour modifiers of Aliens to plasma damage to make it at least on par with AP resistance.
As it stands [looking at the code] with most alien species its pretty much worse than AP.
Considering the materials to build the converted plasma weapons and ammo (some that cannot be manufactured/must be salvaged), are quite hard to come buy there should be at least a modest reward for using them (right now it just doesn't feel like it).

I guess on the flip side (another way to go), is to make it even harder to acquire materials to make converted weapons/ammo but give the converted weapons a clear advantage if one does manage to acquire them & be able to maintain the ammo for them.
Otherwise I am liking everything else, particularly love the changes to interceptors/dog fights, & I always liked using the conventional weapons even while playing vanilla Xcom (so I particularly love this aspect of the mod).

25
Look forward to watching your terror mission, see this tactic as an example. Hope you continue to enjoy the series :-)
Here is that terror mission vs Mutons ->https://www.youtube.com/watch?v=QTXeRspLgEc
You can skip the first 4:30mins of video as i am equipping. Only thing worth noting is that I pre-prime all my smoke grenades and all the HEs on Grenadiers are pe-primed (this saves a lot of TUs during tactical play and makes your Grenadiers much more deadlier).

You can see how effective HEs are (particularly in clearing obstacles/buildings). Throwing distance isn't really a problems -> those Grenadiers are also new as my old Grenadiers leveled their FA fast, & I have just prior to this mission rotated them into scouts as they also both had near 60 reaction stat (as I favour reaction for all troopers apart from dedicated sniper/heavy gunner).

Old Grenadiers could pretty much throw across whole map (well to the point where you suffer the 4 square height clipping).


p.s. slow start for Xcom in Ep22 but I good ending when you took out that large cluster of Foaters. Heh was that your Missus shouting in background DINNER IS READY !!! XDDD

26
Playthroughs / Re: OpenXcom tactical gameplay video uploads
« on: October 20, 2016, 08:24:46 am »
Terror Mission using Awesome Guns mod vs Mutons (ultra violence difficulty)- https://www.youtube.com/watch?v=QTXeRspLgEc



We look at High Explosives/ clearing building (the SAFE WAY!!!), with HEs (I personally favour heavy use of smoke screens and HEs).

This is my Elite team (or getting to elite- it has been a few months into the game so the troops have all racked-up at least 10-20 missions). I rushed Power Armour as in combination with medi-kits significantly improves survivalability of troopers.
My TEAMlayout: x1 sniper; x1 heavy; x2 grenadiers; x10 scouts = 14 total Troops (using Skyranger transporter). I tend NOT to favour TANKS (only leave some lying around for base defense- again tanks don't give exp.)

There is also a brief look of how I arranged my main base for base defense at end of video

*NB: the first 4.30 is equipment so feel free to skip this and go straight to mission if you want. Important thing is to pre-prime your smoke grenades & HEs (Grenadiers only- don't pre-prime on scouts).

27
Playthroughs / OpenXcom tactical gameplay video uploads
« on: October 20, 2016, 08:24:30 am »
I thought I'd start a tactical game play thread in OpenXcom (Ufo defence/Enemy Unknown).

If anyone else has any interesting tactical game play videos/tutorials feel free to upload video in this thread (maybe provide a brief description- if you want). It will be interesting how others do their missions/deal with the alien menace (particularly at the higher difficulty levels).

I tend to heavily favour High Explosives and high reaction stat (50+ for all recruits), but maybe some of you guys do things differently...

28
Only your grenadiers have primed HEs (for scouts you never prime them). Grenadiers having good starting strength (basically your strongest guys are your launcher and grenadier), can throw well behind smoke screen so they should never be getting downed (I am currently playing campaign on ultra-violence difficulty using Awesome Gun mod, I think its around September and both of my original grenadiers (one now a scout), still are alive never been shot/wounded.

It is clear the defense Minister has been recruiting from Major League Baseball (when it comes to throwing and XCOM recruits). I prefer my x2 grenadiers to be 4 & 5 (or there abouts), out the transporter (in this way the first x3 scouts usually have spotted some targets for them), and the area near transported visually cleared. It also comes handy having them near front if some heavy's appear like cyberdiscs etc.

I did have the unfortunate incident when my new grenadier got panicked by psi Alien. He dropped his HE's (from hands), but dropping explosives doesn't make then explode till next turn.
My team scattered, and the poor chap blew himself up :(
MEH...would have got dishonorably discharged for being mentally weak anyways so no biggie.

As for alien grenades they are about 15% weaker and just don't seem to have the punch to clear buildings quite as well and one obviously has to research that tech prior to being able to use them. But yeah you could carry more of them so i guess it depends on preference (but 15% power is 15%).

29
Another disaster :(  The Minister of Defense should get fired over this. XDDD

You should invest in some Heavy Explosives for taking out buildings and cyberdisks. Make sure you pre-prime the HEs also.

I basically use x2 Grenadiers that carry x8 PRE-PRIMED Heavy Explosives each (x16 in total), and can always come back to transporter for more if needed. My scouts (that's every guy except my x1 launcher & x1 sniper), also carry x1 HE (or more if they are strong enough- don't prime those in-case scout getrs killed, otherwise they'll go BOOM!!!).

HEs are way more powerful than human grenades and any alien killed or affected by blast (even if not killed), will cause the throwing soldier also to gain firing accuracy (so good way to also train FA), but that's not the point the point is to clear buildings with them and kill aliens.
If you make a hole in those 10x10 (or whatever they are), buildings and throw the 2nd HE right in the middle of the square it will clear whole building (so with just two HEs one can clear the average building), easy and safe.

I am uploading a Terror Mission I did few weeks ago, I will post it when it is done (will take a few days with my Burkina Faso connection), So you can see how I do Terror mission (from memory I think I didn't loose a single trooper, albeit I might have had a few wounded guys that needed sickbay).

30
Aye that mission was a bit of a disaster.

You haven't take consideration of the research tree within the mod being played. With this mod you have to raid an alien base to get a particular research item, which then will allow you to unlock armour higher than alloy vests (aka personal armour / power armour etc). As a result I have to raid their base with either standard coveralls or alloy vests (30 armour at front).

I do agree that working in pairs of soldiers is the best way forward, I didn't do that so much on that game. Will take that onboard.

I'm starting to agree about the tanks, I might attack next time without the scouts. They are quite useful but then I can only take 12 men, so i have reduced firepower.

One of the other issues regarding the research tree is that I need the base item for laser weapons. I know there will be nasties arriving in the next few months that require lasers to be effectively taken down, as a result I really need that base in this month so I have research and manufacturing time for the next wave.

I agree about the scientists however I am keeping them low until the next tier of research is available, then I will get many more of them :-)

I'm considering going for the base tonight since my lady is out drinking with friends, will have the house to myself for a few hours.

I'd get the alloy vests then, seems at this point pillaging an alien base is in order. Alloy vests might mean the difference that a soldier gets badly wounded or is killed. Just have some medi-kits available to heal fatal wounds and the soldier can keep fighting.
Albeit some time spend in sickbay will be needed ( from memory i think the accuracy of wounded soldiers can drop to max of 25% so you can ignore the accuracy descriptors they are inaccurate), wounded soldiers are still good to go.

I can't wait too see your second attempt at raiding the base XDDD

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