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Messages - Zyzyfer

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46
Playthroughs / Re: Newbie in need of advices!
« on: March 03, 2016, 09:03:30 am »
Grenades/HE pack are always going to be OP; my suggestion at least offers some realism. The reality is, all  XCOM operatives are recruits of Major League Baseball.
If one really wants to gimp oneself don't use grenades at all.
The one thing that bugs me is that Grenadiers will also improve firing accuracy (which IMO they shouldn't), for each kill they make (often at a much faster rate than the snipers/scouts as the grenadiers tend to have most of the kills- when you can sometimes kill 4+ aliens with x1 HE pack).

47
Playthroughs / Re: Newbie in need of advices!
« on: March 03, 2016, 04:52:17 am »
 
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And im getting used to relay grenades. (Am I the only one to think that throwing a live grenade at a friend... even as a relay feels wrong? XD)
You can set them up in options so that they explode when thrown, even so that they affect multi levels instead of single(original). I suggest you set them up this way for more realistic play.
The grenade relay is original xcom gayness. ???

48
Offtopic / Re: New to XCOM and want some advice
« on: February 12, 2016, 03:41:23 am »
Chryssalid tactics... yeah...

1. Careful with the smoke. You need to see them coming. Use smoke against Snakemen.
2. Need to scout actively. A Chryssalid has enough TUs to get you from past your maximum vision range (it takes 80 TUs to move for 20 tiles, and Chryssalids have over 110 TUs)
3. Never trust a thrown explosive to finish the Chryssalid off, unless as last resort. Try to kill them in your own turn with direct fire.
4. Never use thrown explosives against zombies, as they will spawn 'ready for action' Chryssalids who will have their entire turn to mate with your soldiers.
5. For the same reason, it is optimal to kill zombies with Reaction fire, as the emerging Chryssalid will have 0 TUs and can be dealt with in your next turn.
6. If you're sure a Chryssalid is going to get you, arm a High Explosive. When he gets you, it will explode, hopefully taking the Chryssalid and Zombie with you, or at least severely weakening them. If the Zombie dies that way, the emerging Chryssalid will have no TUs that turn as well.
7. Zombies are slow, hence 5) is not that hard to do. They won't charge you from more than about 10 tiles afar, so that distance is pretty safe.
Good advice particularly on the zombies make perfect reaction practice.

With the smoke I say be wasteful with it. I tend to use it in following way. Lets say Scout moves 76 TUs (out of 80), anything spotted is killed by sniper/heavies. Scout drops smoke grenade (costing 4TUs); ends turn on 0TUs. The other 5 scouts (i tend to work with 6 dedicated scouts in 14 men team), do same in opposite directions  away from skyranger. This way you're covering a hellova lot more ground. Also at 4TUs remaining there is no point being able to see the Chryssalid (during alien turn), as you wouldn't be able to do much about it anyways.

However its safe to assume that because the scout hasn't spotted anything (aliens), will be at-least 20 squares away (beyond visual range). At that distance the chryssalid coming out of visual range has a good change to totally ignore your scout.
In fact this is what happens 99.9% of times the chryssalid either goes for a target it can see ie. civilians, or runs right pasts the scout totally missing scout (yeah you would think the AI will see smoke and say to itself OH LOOK THERES SMOKE I will blind fire into smoke/run right in (Chryssalid), because chances are there will be Xcom operative in there somewhere... BUT No, the AI is too retarded to do this.

Next turn your scout moves 3-4 squares forward suddenly finding himself at edge of smoke cloud and suddenly he can see again of course once again he moves 76 TUs anything spotted is killed by team...drops smoke bombs (rinse repeat).

The other tactic I use is x2 scouts working as team (still working under sniper support). One scout remains stationary while the other moves forward but not too far drops smoke. The scouts leapfrog each other with one always being stationary for a turn for max reaction. Problem with this method is much less covered ground/turn & you need experienced-high reaction stat/high TUs scouts.
In this scenario the smoke ends up between the rear scout and alien with the front scout in the middle covered by smoke. Without the smoke the Alien kills the front scout and the rear scout doesn't react because to him alien still not within visual range. With smoke Aliens needs to move much closer and the rear scout often fires through smoke if the alien gets too close.

49
Offtopic / Re: New to XCOM and want some advice
« on: February 10, 2016, 03:55:43 am »
@ gunnar123abc...

I usually sell all the human rifles and order Heavy cannon ASAP (use HC-AP rounds), for my snipers (early game they will be doing most of the killing). I keep pistols for scouts as pistol has much quicker snap shot for reaction fire training & also a much quicker aim shot (but you wont be doing much aiming with it, it's mainly for the snap shot).
The difference in damage of the pistol & rifle is 4 points in favour of the latter, but this small deficit in damage is negated by the fact you be having more shots with pistol and better chance of more reaction fire.

For cyberdiscs even HC-AP is relatively useless (but if u try to take them on with standard human rifles then LOL SUICIDE!!!  :P). Instead use Grenadier with HE pack and Heavy gunner with Grenade Launcher with Large HE rockets.
Once you acquire the small launcher use stun bomb for cyberdiscs if you don't want them to explode (however sometimes you want them to explode so this is situational). As said already cyberdiscs cannot be captured- you need to interrogate the alien medic to find more info.

My early squad of 14 usually includes x6 scouts (wielding standard pistols and the usual utility setup I mentioned in my earlier post), 1-2 Grenade Launchers with HE large rockets, x1 Grenadier with HE pack (don't bother with human grenades thy are weak, while alien grenades should become standard issue to all troops as game progresses), the rest of the squad are snipers with HC-AP rounds.  Lastly we have X1 Ammo mule (a really strong guy), who carries extra HE large rockets + HE packs.

As game progresses & soldiers acquire great strength the ammo mule is phased out in to the new Grenadier & the old grenadier become sniper as he will probably have most of the kills and thus improve his firing accuracy at greater pace than your snipers- in my current campaign it about 7 month my grenadier went from about 35 FA & now approaching 100.

As game progress I prioritise laser rifles over  plasma rifle for scouts (again due to the quick snap shot of the laser rifle over the plasma rifle). Heavy Plasma is ultimate weapon for snipers. So with that said I tend to totally skip over the plasma pistol/rifle.

As for the chryssalids they can be a nightmare. HE packs/HE large rockets work well. HC-AP works too (but not as well), forget about using standard human rifles/pistols. Later x2 shots of Laser Rifle usually does the job.
Chryssalids also have a bad habit of expending their energy so the more prolonged the battle the easier the fight against them becomes as their maximum travel distance is reduces greatly in prolonged battles...
Make sure you use plenty of smoke cover, if the chyss can't see your trooper, chances are very good it wont make a straight up rush at that poor rookie. With that said, once you have flying suits they are almost no threat. And YES you can capture them, I prefer to do it with stun bomb/small launcher (shoot them with a hit of laser first then use stun bomb- as they can usually take a single stun bomb alone).

I am actually wondering how people will deal with the Chryssalid Spitters in my Mod.
The ranged zombification attack is damn powerful :D
Can they spit upwards  :P ::) :o

50
Offtopic / Re: New to XCOM and want some advice
« on: February 09, 2016, 04:05:41 pm »
My advice to new guy(s) for keeping soldiers alive:

Rush Laser cannon for profit (If playing with mods, you might want to rush motion scanners to make some cash as unlike vanilla it might take you a little longer to reach laser cannon). Early use Laser Rifles on the battle field and rush heavy plasma for snipers but keep with laser rifle for scouts until they max reaction.
I have mods so it takes little longer for plasma weapons so I rush heavy flash rifle instead.
Large rockets for heavies->heavy launcher->blaster launcher=optimal. Grenadier uses HE. (You might want use Ammo mule in early missions to carry extra rockets/HE)

After generally try to rush personal Armour and then medikits once i have laser cannon. Saved me a lot of soldiers (albeit sickbay is always full). Also make sure you have at least one guy with motion scanner on each mission (remember the bigger the blimp on scanner the less TUs the entity has so pay attention to location as well as size of blimp)


I personally like 14 soldier team to start with' you know very soon you will have 14 universal soldiers instead of 10 or 8 etc. I just think soldiers are more valuable than tanks due to exp. But certainly keep a few tanks lying around for base defense & once you have the bigger transporter (use them as scout & don't necessarily have to use their guns too).  ;D

Grenadier + heavies clear buildings by flattening them. Snipers support scouts. Scouts spot aliens (scouts become valuable later on so don't kill them off unnecessarily (albeit the casualty rates of Xcom scouts are among the highest of any of the roles- but every soldier knew what he/she is signing up for).
In my current campaign I already have some of my scouts hitting my cap of 105 reaction ( I am currently in August 1999).

I also aim to equip every soldier with x1 alien grenade x3 smoke grenade x1 medikit (make sure you prime smoke grenade in soldier equip screen while still in your base, that way the game will always remember to auto prime them for you in future). Bare minimum is x1-2 smoke grenades if the soldier is still weakling.

Tactics:
1. Throw Smoke grenade on floor just in front of skyranger ramp, let the aliens have a turn and deploy on turn 2 (make sure you use motion scanner. once available during turn 2 to check if there is any activity around skyranger just prior to deploying on turn 2). If you see any alien out of the skyranger on Turn 1 make sure to kill it! 8) (but to avoid reaction fire have the 2nd row guy throw (here you have to throw NOT drop), a smoke grenade inside the skyranger then shoot away at will).
 
2. After deploying, position your snipers in optimal spots (move them if needed to find that sweet spot). Sweep battlefield with scouts in a circular direction away from skyranger. If a scout spots alien have the sniper neutralise the alien (since snipers are ideally far in the back row it wont provoke reaction fire).
Ensure the scouts have the backing of at-least one sniper. If you need to move the snipers to better position then do so, but then don't move scouts forward that turn (otherwise all you're doing is throwing in bait without the hook).
If a scout comes across an obstacle/building have the heavy team/grenadier clear the building before proceeding further.

3. Always leave 4 TUs at end of scouts turn to drop primed smoke grenade on floor (don't throw the smoke grenade simply drag from shoulder inventory to floor, this way you only use 4TUs). SG will explode upon hitting alien turn button providing cover for your scout.
Never rely on reaction fire unless you have full TUs (*formulae for reaction fire is TUs remaining/maximum TUs * Reaction Stat). So as you can see having full TUs is important to react fire (hence why you'll be using smoke grenades to save your scouts and not reaction fire most of the times). Albeit reaction fire will come in handy as the scouts improve this stat (usually once you start hitting 85+), to blockade/suppress fire.

4. Assaulting Ufos/Bases is risky. This is where most of my casualties come from. Never even think about doing this without at least a motion scanners (optimal weaponry and good soldiers is always handy for alien bases).
As per usual use smoke grenades to provide cover. When dealing with UFOs I usually stay outside (the Aliens just love to rush out). If needed I will assault the UFO, but only to neutralise the last of the aliens once the majority have been neutralised outside UFO.

5. Never do night missions period, they will always certainly end in casualties (as your vision is severely reduced while Aliens can see as if it was day time). If you get a night terror mission just keep locked on the terror mission with interceptors +/- skyranger until day time then assault. If absolutely dead set on assaulting at night flares are a must; don't even think about it without them.


EDIT:

My selection criteria for new recruits (the rest get fired on spot):

Grenadier- 35+ strength; 65+ throwing;
Scout- 50+ reaction; 50+ FA;
Heavy- 35+ str 55+ FA;
Sniper 60+ FA
Ammo Mule (whatever as long as str 35+)


hmmm... I probably missed a few things but that's the grit of it.

51
1. I am pretty sure it works by play difficulty settings,  the alliens then suffer casualties based on defenses. From memory in original UFO defense  x4 FB launchers & x1 Grav shield was enough for any UFO to get completely obliterated.
But then in original the difficulty setting was bugged- you might need to add extra FB if playing on superhuman.
I personally like playing the base defense missions so I don't add any base defenses at all (at least to the bases I want the aliens to attack- otherwise stick a mind shield instu & the aliens will probably never locate the base).

2. To be honest i never tried mind controlling zombies (i usually disable psi as same makes game too easy/boring for me). Besides, OpenXcom is different game to original so might not work anymore (sorry cant help you on this one).
Albeit zombies make good reaction fire practice for scouts. On terror missions with Chrysalids allow them to impregnate civilians for the reaction fire practice on the zombies (as zombies are harmless until they turn).

52


By the way you should have a choke point when designing bases, it will make base defense less of a nightmare. The above is my starting base in my current campaign.
Aliens need to turn blind corner from hanger, and xcom can have a missile/sniper team in the north end of the north general store under smoke cover just sniping away at any aliens turning corner and they will get a line of fire all the way down the corridor.
You can also hide tanks/scouts with motion detectors in the side rooms and they can just pop in/out for extra support (I recommend having some tanks lying around for base defense- I tend not to use tanks on missions as i prefer the exp but they are great for base defense and one doesn't necessarily have to use their gun).
For even easier defense you could remove the bottom living quarters (but this is not necessary), I find this is good set up without wasting too much space. General stores are also indestructible so when things like blaster launchers and/or cyberdiscs come to play you don't have to worry the module (and everything behind it- can lead to loss of most base), will get destroyed.

Also once you research hyper-wave decoders, small + large radars become obsolete so destroy them and build something in their place instead of wasting room. Also I tend to not bother with base defense structures as they waste room and also means your team wont be getting as much exp from base defense (but I guess whether you choose to use them is up to you/play style).


53
Playthroughs / Re: epic victories
« on: February 01, 2016, 10:06:26 pm »

This is a terror mission i recently did with my Professionals (my best of the best team of 14-man crew- well actually 12men, i just sacked my ammo mule and one of my dedicated scouts still had a week to go is sick bay). 
Lots of smoke grenades for cover. Explosive grenades (by dedicated grenadier), and heavy launcher to clear buildings.
Occasional alien grenade to flush out fortified aliens. Lastly,  lots of reaction fire from elite scout team with additional support from sniper team.

12v43 without saving/reloading tactic. So much FUN!!! :D ;D :o :) ;) :-* :P ::)


edit:
I have to agree with those that say psionics break the game. I play with the mod that disables all psionics- game becomes unchallenging/boring with same IMO.



54
If you can get an intact terror ship I'd say go for it.  More Reapers are good for your scouts to level reaction statistic (use rifle/laser pistol).  Kill those pesky floaters and leave the reapers for your scouts.
Always use smoke grenades to protect scouts (stay in center of cloud), it means aliens wont get a shot at you until they get very close while you can spot and shoot at them. Reapers & aliens in general tend to behave weirdly when your soldiers are under smoke cover (mind you i play with mod that allows smoke/explosions to affect multi levels), if you keep them about +20 squares away Reapers tend to aimlessly wonder letting you react fire without concern.
In my current campaign I am only month of April and all of my dedicated scouts (I have x6) have hit +70 in reaction fire and x2 are about to hit 80+ A good scout crew make play less of a nightmare later on.
So go ahead play those terror ships/terror missions. The early ones are quite easy exp.



55
Playthroughs / Re: Cyber city
« on: January 24, 2016, 02:12:26 pm »
Alien grenades are great, bur on this playthrough I am only going to use human tech. The memorial screen is going to be huge.
human grenades/explosive do the job just fine (if you use high explosive mod its actually a bit too easy- lately I've been leaving it off).
The heavy cannon/machine gun (i am using mods), and rocket launcher with large rockets/incendiaries for some of the terror creatures are must also (but you already know that). I actually think the man-made weapons are not too shabby
Albeit I don't like using TFTD damage ruleset (the one with 50%-150 damage), instead I use defense/enemy unknown ruleset where the weapons do 0-200%. Some of the terror creatures are nearly impossible to kill with TFTD damage ruleset.

Also once you can afford use x1 tank for scouting (you don't necessary have to deploy its guns), but at least you can build up some elite troops before loosing them and a tank can be replaced.

ps. look at the bright side, Greasy should now be eligible to receive the 'Star of Valor' for being only survivor.  ;)


Quote
And your points for the mission and the stuff you will carry home. Sure, it's an easy way to ensure, nobody will get killed of your men. But I really don't want to imagine what happens, when your nice grenadier is being shot, while surrounded by comrades, e. g. in Skyranger.
Yeah i usually score poorly in terror mission -200 to about 300 on average. But I try to keep it above 0.

I don't think I ever had the grenadier shot in the skyranger. I have always seemed to manage to eliminate any aliens visible from skyranger, then deploy smoke grenade. Move out on turn 2 amid smoke. My scouts (all have +55 in reaction), aliens also tend to move after 1st turn so this reduces any potential reaction fire. My grenadier is usually second/sometimes third to step of skyranger.


56
Playthroughs / Re: Cyber city
« on: January 24, 2016, 01:41:06 pm »
WOW!!! to OP  ;D :D ::) :P

I've played thousands of hours (including back in the days of original UFO enemy unknown, and never ever seen this.
I normally also use a grenadier in front row, albeit that close range cyberdisk exploding after death would be problematic here, particulary since my grenadier is usually loaded with half-a-dozen high explosives.

In this case I would have probably resorted running my granadier out of skyranger as suicide bomber. (hopefully he can get as far away from skyranger before reaction fire  :P)


...what unlucky start :P

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