Author Topic: Mansion Mission Reports (Please Contribute)  (Read 55377 times)

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #75 on: May 07, 2016, 12:02:42 am »
6 plastasteel is a lot?  :o

Also, given that the combat versions of traders, academy and church are ok as factions for the first mission in the game, when you only have crappy tech and newbie gals, a similar level of difficulty would be definitely acceptable, including the carapace armor since we go in with better gals and better weapons. And it's not like you have to go either ;)

Offline legionof1

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Re: Mansion Mission Reports (Please Contribute)
« Reply #76 on: May 07, 2016, 12:36:03 am »
its not the number dioxine is referring that plasteel should not drop in a mansion run at all.

As far as difficulty adjustment goes harder difficulty lvl actually has an inverse affect in the mansions. The mansions have very few high tier units and lots of low tier. To many low tier units makes it very easy to panic spiral the enemy when they spawn in digestible packets. On any other map the large numbers work against the player because the groups can see and support each other better.

The mansion layout has the effect of almost making new x com style "pods" because they only spawn in certain tile chunks and it can take many turns to even leave there chunk(if they can at all). 20 pods is the same as 2 if you only engage one at a time if your full squad.

Offline GarlandSP

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Re: Mansion Mission Reports (Please Contribute)
« Reply #77 on: May 12, 2016, 05:04:07 am »
Campaign or New Battle: Middle-Late Campaing.
Kill Counts: Around 50.
Loot Hauled:
Handguns:
  • 1 Plasma pistol
  • 2 Laser guns
  • Many bullet base-low quality pistols
  • some shotguns and a rifle
Hand-tp-Hand
  • Some fuso knives
  • Irrelevant hand-to-hand weapons
Economy
  • Jewlery
  • Mutant Porn
  • lingerie
  • Money purse, bags of gold, 2 treasure chest
  • Many goldbars
  • 3 Saphire
  • Govt papers, 3 liber ocultus, encrypted datadiscs
  • apples, mutant meat
Armor
  • Bikini
  • Maid Armors
  • some durathreads
  • Novice robes

Probably some more loot.

4. Duration of the mission: about 1 hour
5. Effective weapons: Spikeballs, blackpowerd bomb

6. Other notes, i.e. effective armors, tactics, etc.

Spoiler:
There is a quote from a high quality mod for one of the best game ever that says: "I have opened the mayor. When the power drops... Go in... Go in... Go in and Go in... Like the U.S. marshall and his three daughters... and we lose the vaccine..." well do operation was something like that.
My team was a veteran 18 member squad, my problem was that i wasnt prepared for the operation, my tactics are overwhelming the enemy with mortars, long bows and heavy weapons from a large distance, then sending gals with big blades, so i didnt have any good weapons, nor my dear panzerfausts  :'(.
When the manor mission appeared i had no weapons, the best i had were 3 laser pistols, 2 tazers and handles, but i had some blackpowder bombs and spikeballs.
As for equipment i could carry medical equipment and aye-phones.

For the operation per se was not hard, blackpowder and spikeballs were the most useful weapons as i could throw them to upper floor with deadly accuracy plas the enemy had low armor so it was a 1 Hit-kill, but it quickly turned into something tedious finding the missing the missing enemies, i found one in a tower that was isolated from the entire compound so i had to punch a hole with a laser pistol, this tower had an occult room.
As i said before my only handguns were 3 laser pistols, but i could quickly find other handguns for my sharpshooters, the same goes for hand-to-hand weapons.
At the end of the battle, most of the gals were panicking the reason for this is that i spent many turns finding the last enemy.

As for the loot, the most valuable where Mutant Porn, lingerie, jewels.

On the other side i found an item i had never seen before ( i finished the game twice ) called Illegaly enriched uranium.

Money comes in handy as i need it to build a large scale factory base.

Balance: Boring and Tedious, except for the items mentioned above there are not many reasons to take this missions.

Offline Cristao

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Re: Mansion Mission Reports (Please Contribute)
« Reply #78 on: May 12, 2016, 10:12:43 am »
I am still yet to research the mansions! item on my new playthrough. I dont feel I have the right weapons for it.

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #79 on: May 12, 2016, 04:57:14 pm »
You really just need pipes, handles if you want prisoners and a few black powder bombs. Then a Fuso knives for good throwers and I really enjoyed magnums for good shots. The opposition isn't that scary. Outfits other than maid are a bit more tricky to obtain, but it's fine.

I think it's worth researching asap as the benefits are larger for an early game (moneys!!). Oh, and don't forget aye-phones!

Offline lusciouspear

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Re: Mansion Mission Reports (Please Contribute)
« Reply #80 on: May 23, 2016, 03:39:56 am »
As of .98F, did 2 mansion missions (Guild and Church, IIRC). Both had problems on the top 2 floors with inaccessible rooms that I needed to bomb into.

TBH, the "pink" story has so many doors and corridors that it's exhausting. I gave up and used debug mode after about 2 hours of playing. Aye-phones (love that name tho) aren't helpful enough.

Same for the final basement -- things sneak down there and occasionally you have to root through all the spirals. Made me murdery.

Rewards were pretty great tho <3

Offline Cristao

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Re: Mansion Mission Reports (Please Contribute)
« Reply #81 on: May 23, 2016, 09:38:42 am »
Looks like I need to create a special mansion raiding squad then - Call them Delta Force and keep them solely for mansions and the mini-pogroms.

Offline Rince Wind

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Re: Mansion Mission Reports (Please Contribute)
« Reply #82 on: May 23, 2016, 10:27:58 am »
I think mass helps with mansions. The more gals you have the more room you can cover and the better the gals can cover each other. And at the end I just wait for the enemy that will come to me after turn 20.

The inaccessible places are by design, but a ripper can cut through the walls.

Offline ivandogovich

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Re: Mansion Mission Reports (Please Contribute)
« Reply #83 on: May 23, 2016, 06:56:00 pm »
Ok, here's my first Mansion Report.

1. Campaign - July of 2062 (1.5 years into the game)
2. Kill Counts: Enemy: 51  (This was a Trader's Guild mansion)
3. Loot Hauled: Cleared the entire map for all the loot.
4. Duration of the mission: about 1.5 hours (played in a few different sessions)
5. Effective weapons: As others have specified, pipes are great. I'd recommend them for all Mansion missions as an perfect melee weapon. As my tech was quite advanced my favorite weapon is the Cougar SMG.  Large magazine and quite deadly.  I brought spare magazines but never needed one.  Spike Bombs.  Great for wall breaches, but I got some wounded gals from tossing too close. XD.  Ripper, again for walls worked well.  My Cougars with their 5 shot burst often breached walls too.
6. Other notes, i.e. effective armors, tactics, etc.:
I tried the TK projector on one of my voodoo gals but found its "terrain destruction" underwhelming (yeah, busted up some furniture but didn't take out the wall I wanted gone).
Armors: 1 Ghost, 1 Witch, 1 Saviour, the rest Maid outfits.   
The lack of good armor made the mission tense, ended up with 3 WIA, but no one dead.  Ghost performed great as expected.  The Witch suit allowed me to gain my first combat possessions in this campaign.  The ability to work through walls, was nice because it didn't matter what floor the voodoo gal was on.  She could grab anyone on any level. I did not manufacture thief armor for the mission so I planned to clear the entire map.  Overall, inventory space is quite limited, so plan carefully.  With maid suits only, you will not be able to haul all the loot or even decent amounts of loot.
Terrain:  I think part of the key is learning where to expect enemy deployments.  I found two general locations:

Spoiler:
Occult towers:  These towers hold nice loot, and can be a challenge with entrances on only 1 ? level.  I found that some of the higher ranking enemy (Guild Engineers) start in the top level.  (I spotted them in the first turns from the gal that spawned in the penthouse on the roof early).  They tended to work their way down, as I found and eliminated them on lower levels of the towers or very near by.   These foes are least liable to panic, so be careful approaching them.  As has been mentioned earlier, breaching into the towers with rippers or grenades is a great tactic.  These towers are rich with loot, so should be exploited for certain on snatch and grabs.
Kitchens: The kitchens were where I found my first group of enemy, with a cluster of 4 assorted security types (Team Leader, Guild Security, Pest Control Manager, & G.O.).  This was consistent with the two other kitchen blocks I found, as well.  Many of the other enemy spawned in this same block.

Generally, I was impressed by the amount of equipment scattered in the mansion.  Some decent melee tools like cutlasses and ball bats were readily available.  Enemy equipment would have been effective at dealing with most of them as well, so early campaign scavenging would be viable.

Ayephones are terrific in these environments. I play with panic notifications on, and keep count with the number of foes as the turns wind down.  Once I was down to the last two enemy, I had everyone that could pull out an ayephone and spread out.  It took a few turns, but once movement was spotted, it was only a matter of checking the floors to locate and placate the baddies.  If possible, I'd recommend teams where everyone has an ayephone to help with those final enemy.

One final key to tackling these mansions is the mouse wheel.  Because there is so much verticallitiy in this map, its good to roll up and down to understand the terrain.  Consider which blocks you have found enemy spawned in, and it is likely to find more in these same vertical spaces.

Overall, the map was quite interesting.  Finding maid outfits as loot was a cool touch as it made it feel immersive, like the gals just snuck in and donned the clothes they found.  Fortunately the bedroom mazes do not seem to be major enemy locations so the tedium is avoided.  Because these maps are such good sources of gems that have become more important for manufacturing, I think these missions are unavoidable.  I don't look forward to the constant equipment swapping, so having a "mansion exploitation team" like Cristao's Delta Force makes sense.

Offline clownagent

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Re: Mansion Mission Reports (Please Contribute)
« Reply #84 on: May 23, 2016, 10:19:10 pm »
I did the 1st mansion mission in August of the 1st year when I could afford a pachyderm. It was quite overwhelming without previous knowledge of what is going on. Also it was not clear which equipment is allowed and which is not.
In the end I could not rob much. I just kidnapped some unconscious enemies and took some cheap stuff. Then dusted off with many wounded gals.
Funnily, on the last turns when nearly all gals where on the roof those karate yeomen appeared everywhere from the lower levels and started firing at me. So it felt really like a cinematic escape.


For the next mansion missions I relied on the following strategy which worked quite well. (I still have only access to very low tech, but strong and experienced gals)
- Pachyderm
- 8 gals  in maid outfit (each with fistycuff, bandage, blackmarch pistol (large magazine), black powder bomb)
- one team goes to the basement and searches treasure chests and gold bars
- another team clears the way upstairs and breaks into a tower. On the way capture valueable enemies and carry them to the top.
- In the end I have around 3-5 hostages, and some loot. Probably around ~15 enemies neutralized.
- Then dust off
- I do not consider clearing the whole facility. It would be too cumbersome and also too difficult with few gals with low tech equipment.

EDIT: The minimap is a lifesaver for identifying loot lying around.
« Last Edit: May 23, 2016, 10:29:08 pm by clownagent »

Offline ohartenstein23

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Re: Mansion Mission Reports (Please Contribute)
« Reply #85 on: May 26, 2016, 02:58:06 pm »
I waited until about mid-summer to research the mission, got the first spawning in September, against the Academy (3rd difficulty level - Black Beard?).  Loaded up the Pachyderm with my best gals, determined to clear it.  Took me about three hours total, and apparently it wasn't punishing enough for me, because I did it two more time later against the Church (and made the mistake of translating a second Liber Occultus after I already researched the first).

Lost one gal in the first mission to an Osiron Yeoman hiding in a bedroom with a shotgun - never scout alone near the end of the mission using all your TUs, and take cover, blast it!  Smartpistols and Manstoppers were my main weapons, barbed daggers and pipes did fine work against the drones and armored security.  Notably, a shovel picked up by a somewhat runty gal was able to whack off the damned Esper spamming panic.  Very few captures, I executed the unconscious ones to not have to deal with them running off later.  Should've just smoked them for later.

The sheer enormity of the piles of loot catapulted my research forward and got a second base started in the Caribbean solely for Grog production.  We're pirates after all, what's the point of cash if not to obtain more Grog?

Offline ohartenstein23

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Re: Mansion Mission Reports (Please Contribute)
« Reply #86 on: June 30, 2016, 09:04:58 pm »
Got a few more, now in the Spring of year three - since I don't like spending the time clearing the mansions anymore, I just search for the treasure chests and leave.  In my most recent try, I just brought two gals in destructor duds and blew apart the mansion chunk by chunk, then picked up a pair of treasure chests and left.  So satisfying to float in the middle of a blast crater you just created by the ball of annihilation, I should try blowing up the entire thing and see what loot is actually left over in the smoking ruins.

Offline karadoc

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Re: Mansion Mission Reports (Please Contribute)
« Reply #87 on: July 06, 2016, 05:33:48 pm »
I researched the mansion tech pretty early, but my first mansion mission didn't show up until August of the second year. I went in with 13 hands, with a variety of equipment (because I wasn't totally sure what was and what was not allowed). I killed most things with magnums and barbed daggers - but that's mostly because that's what my best hands were holding. I didn't really a firepower problem; but I did get a lot of injuries, just from being ambushed early on and being shot at from lots of angles.

I didn't use any fancy strategies. I ended most turns in corners with enough TUs for reaction fire; at least until I'd secured enough of the map to feel safer.

At first I was picking up loot from the floor; but the thing is, there are a lot of rooms and the valuable loot was scattered all over the place. I pretty quickly realised that I'm going to have to sweep the whole map to find valuable loot, and if I'm doing that then I might as well just sweep the map for enemies instead. Looking for the final enemies was a bit tedious - even with the 3 aye phones I'd brought. I don't know how many hours the mission took - but it was at least a couple of hours. I took a break part way through.

Probably the most valuable treasure there accidentally caught fire and died... the academy esper. I had her unconscious and alive - but I didn't have a fire extinguisher... (By the way, is there some other way to put out units who are on fire?) I did get a fair bit of loot though. A lot of it was junk, but some of it will be useful.

Davy Jones difficulty.

[edit]
By the way, most of the captured enemies were because I had two seductresses on the team. The seductress is super-powerful on pretty much any mission, mostly because it ignores armour. Enemy armour wasn't really a problem on this mission, but the seductresses were pretty powerful anyway.
« Last Edit: July 06, 2016, 05:38:45 pm by karadoc »

Offline Surrealistik

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Re: Mansion Mission Reports (Please Contribute)
« Reply #88 on: August 28, 2016, 09:15:12 pm »
This was from awhile ago, Jack Sparrow Ironman:

https://i.imgur.com/249104r.png

Telekinetic projectors and ghost daggers on ~40 VDSk / ~60 VDStr gals (my entire strike team) are basically made for this mission, allowing me to rip the place apart and murder its contents with ease alongside smoke grenades. Sadly didn't have EZ mode Ghost or Ragnarok Armour at the time which I would have gladly used.

Is Witch armour compatible with Mansion missions?
« Last Edit: August 28, 2016, 09:17:19 pm by Surrealistik »

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #89 on: August 28, 2016, 09:41:27 pm »
Ghost is actually not that great in close quarters. Since it's visible from 5 tiles away, you have to hide pretty far away from a corner to prevent people from seeing you when turning it. I'd say seductress/fairy is better because it also ignores armor but captures instead, and obviously ragnarok is pretty strong but since it can even overkill power armor, it's not that great unless you don't mind blowing up the loot. But ragnarok+wand of peace/rending is quite good. Witch outfit (for MC through the floors) would be where it's at imo. Scout with your puppets, get a few seductresses/fairies to stun to extra ones and proceed. Maybe Destructor for some tanking, but you can have the (armored) puppets do that.