aliens

Author Topic: Let's Play OpenXcom: UFO Redux  (Read 80076 times)

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #30 on: April 03, 2015, 07:31:39 am »
go into your options menu and make sure advanced movement is turned on. Then hold control while you click. you will run, expending more energy but less time units. If you would have ran you would have been successful.
Oh man, I completely forgot about running!

Offline DoxaLogos (JG)

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Re: Let's Play OpenXcom: UFO Redux
« Reply #31 on: April 03, 2015, 07:42:05 am »
You can also "strafe" with control key.  Sometimes comes in handy peeking around corners already in firing position without stepping out and then turning to fire.

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #32 on: April 04, 2015, 09:43:44 pm »
Episode 3!  Attempting to scrounge up some replacement weapons after that last "event"


Episode 3 "Sectoid Strike"



You can also "strafe" with control key.  Sometimes comes in handy peeking around corners already in firing position without stepping out and then turning to fire.
I'm going to have to get into the hang of using these, the strafe could end up saving a few reaction fire lives
« Last Edit: April 04, 2015, 09:45:19 pm by NeptunesNookGames »

Offline DoxaLogos (JG)

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Re: Let's Play OpenXcom: UFO Redux
« Reply #33 on: April 05, 2015, 06:10:02 am »
A little rough finishing out that last UFO there :)

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #34 on: April 05, 2015, 09:24:39 am »
Yeah, it got a bit hairy in there.  Those Sectoids weren't going down without a fight!

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #35 on: April 06, 2015, 09:33:54 pm »
Lesson learned... don't give rocket launchers to rookies  :-\



Episode 4 "Friendly Fire"

Offline DoxaLogos (JG)

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Re: Let's Play OpenXcom: UFO Redux
« Reply #36 on: April 07, 2015, 06:22:07 am »
Lesson learned... don't give rocket launchers to rookies  :-\


Yep, but you handled it well by putting him on "breach" duty.  Good call, commander!  I do question the promotion though from high command, but that was out of your control.  Some days, I don't know what the brass is thinking these days when they hand out some of these promotions!  I guess they've been watching Meridian's LPs and have high hopes for him ;)
« Last Edit: April 07, 2015, 06:25:14 am by jgatkinsn »

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #37 on: April 07, 2015, 07:37:25 am »
He walked away with 2 kills that mission, that's all that matters   ;D

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #38 on: April 09, 2015, 01:35:53 am »
It's time to attempt some live alien captures, lives may be spent in the name of science!



https://www.youtube.com/watch?v=uaKCZ2UjvCA&index=5&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven

Offline Hobbes

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Re: Let's Play OpenXcom: UFO Redux
« Reply #39 on: April 09, 2015, 06:38:23 am »
Do you normally use HWPs?

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #40 on: April 09, 2015, 07:15:50 am »
Not usually at first, but once I can get the plasma tank I usually grab one.  When I grab them early I just seem to get them killed, and $450k a pop is a lot more costly than a couple $40k soldiers, especially early on in the game.

Offline Hobbes

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Re: Let's Play OpenXcom: UFO Redux
« Reply #41 on: April 09, 2015, 03:07:23 pm »
Not usually at first, but once I can get the plasma tank I usually grab one.  When I grab them early I just seem to get them killed, and $450k a pop is a lot more costly than a couple $40k soldiers, especially early on in the game.

True about the cost. I'm just so used to using a HWP from the start to draw the aliens fire that it looks strange to me at the moment.

I must say that this is an interesting game to watch. Definitely not how I play it but I know a lot about the game (and the mod) when compared to most players, so it's refreshing to see different choices.

Offline SIMON BAILIE

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Re: Let's Play OpenXcom: UFO Redux
« Reply #42 on: April 09, 2015, 10:53:59 pm »
Very good series so far tho I've only watched the 1st 3 episodes, glad to c the 2nd incarnation of my namesake, I think he got shot in the back on the infamous terror site by friendly fire. Personally my gameplay always has pre primed smoke grenades that go off as soon as u throw them or @ the end of the turn if u just drop them. But as u say that does take the grenade relay out of the loop. I would start to use proxy grenades for storming the ufo as the aliens shud eventually come out (by turn 20) especially for sectoids and even floaters.

Offline NeptunesNookGames

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Re: Let's Play OpenXcom: UFO Redux
« Reply #43 on: April 09, 2015, 11:31:18 pm »
Proxys might be a good idea, I've never really used them, but they could definitely make the engine room encounters easier on me.  I'm thinking it's probably a good time to start focusing on live captures too... time to dust off the stun rods!

Offline Hobbes

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Re: Let's Play OpenXcom: UFO Redux
« Reply #44 on: April 09, 2015, 11:41:35 pm »
Proxys might be a good idea, I've never really used them, but they could definitely make the engine room encounters easier on me.  I'm thinking it's probably a good time to start focusing on live captures too... time to dust off the stun rods!

The research tree does have a few more requisites here :)