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Author Topic: Let's Play OpenXcom: Up Close and Personal!  (Read 111385 times)

Offline ivandogovich

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Let's Play OpenXcom: Up Close and Personal! Ep #82: Stun 'em All!
« Reply #165 on: February 06, 2015, 09:10:24 pm »
Let's Play OpenXcom: Up Close and Personal! Ep #82: Stun 'em All!



Gotta finish this base and get us a commander! O.o

Cheers, Ivan :D

Offline vlad

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #166 on: February 06, 2015, 10:48:31 pm »
...
I'm curious as to the exact type of grenades you were using in your first encounter: standard HE? or HE Packs?  did you try alien grenades, stun grenades (from stun bomb conversion) or flashbangs (the improved flashbangs are pretty strong and may be able to do it)?
...
Normal buyable grenades and alien ones - pretty much 1:1 ratio, and HE only (no packs with blaster bombs). I have not yet researched any stun mechanics beyond zapper (and probably wont be using flashbangs or stun grenades as they are too easy to deliver, unlike the small launcher where you need to hit perfectly or have obstacle behind target close enough)
What was really dishearting was that laser try next time around, I had that one heavy laser and few laser pistols and it didnt go well too.

Also, funny sidenote : when trying to find the sectopods attributes, i bumped into article on UFOPaedia which ended with
Quote
Now you can go back to having nightmares about Sectopods
and I was like : What ? WHAT ?!  :o

Offline ivandogovich

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #167 on: February 06, 2015, 11:17:43 pm »

What was really dishearting was that laser try next time around, I had that one heavy laser and few laser pistols and it didnt go well too.

LOL! Yeah,  I have not fought a lot of sectopods really (even in standard OpenXcom), but I have the feeling that Heavy Laser in the rear armor is the way to go. 

One of the other things I thought about was a Laser Blast grenade designed with the Sectopod in mind.  I discarded the idea with the feeling that it was a little gamey. 

Another thought is a Laser Lance -  a stun rod - like melee weapon that does like 150 Laser Damage.   Still may be a suicide mission similar to the BlasterPack but may be doable.  Smoke and a covert approach to the rear of the beast might work, but still hugely risky.   Sounds like it might be fun trying it though. ;)

Offline Random Commander

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #168 on: February 06, 2015, 11:22:56 pm »
Another thought is a Laser Lance -  a stun rod - like melee weapon that does like 150 Laser Damage.   Still may be a suicide mission similar to the BlasterPack but may be doable.  Smoke and a covert approach to the rear of the beast might work, but still hugely risky.   Sounds like it might be fun trying it though. ;)

Laser lance? From the sound of it, you should call it a lightsaber instead :P


ALSO, RP + Pic From Episode 81:

Quote
The gardens in the alien base were creepy to Randy, not being able to see much through the helmet was another factor to the creepiness. "Ammocan" confirmed that the alien blocking her progress was put to sleep, so she advanced on, keeping towards the fire since it illuminates the gardens so well.

BLAMM!

The hiss of plasma fire catches her off guard, She couldn't see where it came from, but she dodged it in the nick of time. There was a fire beside the fire... No, it wasn't really a fire...

And then she saw it. It was metallic and flaming and it was nothing like she has seen. It was the cyberdisc from hell.


Offline xracer

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #169 on: February 09, 2015, 03:02:34 am »
holly shoot i am 35 episodes behind!!!!!!

Offline ivandogovich

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Let's Play OpenXcom: Up Close and Personal! Ep # 83: Snakes on Ice!
« Reply #170 on: February 09, 2015, 06:11:29 pm »
OpenXcom: Up Close and Personal! Ep # 83: Snakes on Ice!




Aren't these things Cold-Blooded?

Also... one-shots, TftD damage, Flying Armor, and Lightnings. ;)

Cheers, Ivan :D


« Last Edit: February 09, 2015, 11:15:57 pm by ivandogovich »

Offline ivandogovich

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Let's Play OpenXcom: Up Close and Personal! Ep #84:The Threat Below!
« Reply #171 on: February 11, 2015, 06:20:38 pm »
Let's Play OpenXcom: Up Close and Personal! Ep #84:The Threat Below!



In this episode we begin burrowing into the battleship with maximum use of overforce and find that unexpected attacks can be... unexpected! O.o

Never under estimate an Up Skirt Threat!

Cheers, Ivan :D

Offline ivandogovich

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Let's Play OpenXcom: Up Close and Personal! Ep #85: Slag Heap!
« Reply #172 on: February 13, 2015, 05:48:38 pm »
Let's Play OpenXcom: Up Close and Personal! Ep #85: Slag Heap!



Liberal Use of High Explosives FTW!

Cheers, Ivan :D

Offline hellrazor

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #173 on: February 15, 2015, 10:02:12 am »
LOL! Yeah,  I have not fought a lot of sectopods really (even in standard OpenXcom), but I have the feeling that Heavy Laser in the rear armor is the way to go. 

Actually you wanna shot not in the rear Armor but in the front, the sensors are weak to Laser.

Offline ivandogovich

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #174 on: February 15, 2015, 02:54:06 pm »
Actually you wanna shot not in the rear Armor but in the front, the sensors are weak to Laser.

Perfect!  We shall polish their front armor with our puny little Pew Pew guns!

Offline vlad

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #175 on: February 15, 2015, 09:11:17 pm »
Actually you wanna shot not in the rear Armor but in the front, the sensors are weak to Laser.
Dont you need headshot for this to work ? I do remember no problems with sectopods in my normal plays (aka laser rifle snap&aim spam) but this time around its like tickling the mountain. Still need to discover better strategy other than removing one quarter of the map per sectopod 8)

Also, just finished watching bunch up to #83. Best exit of XCOM craft so far :D

Offline ivandogovich

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #176 on: February 15, 2015, 11:06:04 pm »
Dont you need headshot for this to work ? I do remember no problems with sectopods in my normal plays (aka laser rifle snap&aim spam) but this time around its like tickling the mountain. Still need to discover better strategy other than removing one quarter of the map per sectopod 8)

Also, just finished watching bunch up to #83. Best exit of XCOM craft so far :D

I felt like BattlBunny on that exit! XD

Offline ivandogovich

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Offline hellrazor

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #178 on: February 17, 2015, 08:20:53 am »
Ivan are you allowed to use Small Launchers? They are better then your tiny little Pew Pew guns against Sectopods or?

Offline ivandogovich

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Re: Let's Play OpenXcom: Up Close and Personal!
« Reply #179 on: February 17, 2015, 02:36:46 pm »
Nope.  Small launchers are considered "Big Guns."

I do have the Stun Grenade mod, that allows you to convert a stun bomb into a throwable grenade.