aliens

Author Topic: A thread for little questions  (Read 1321106 times)

Offline MemoryTAS

  • Colonel
  • ****
  • Posts: 140
    • View Profile
Re: A thread for little questions
« Reply #2175 on: February 22, 2020, 04:19:28 pm »
Hideout's Bridge is always destroyed in a base assault victory regardless of if you actually blow it up or simply rout everyone. Hypno panels are just not a guaranteed drop, just fairly common. Did you see any weird rooms with like the flashing red blue walls like from UFO Defense? IIRC those are the hypno panels.

Offline unarmed drifter

  • Colonel
  • ****
  • Posts: 111
    • View Profile
Re: A thread for little questions
« Reply #2176 on: February 22, 2020, 06:08:16 pm »
@MemoryTAS: thanks, good to know!
i recall some mushroom(?) caves with strange colours, but not any walls. Memory is foggy already because the whole mission was such a shitshow from turn 1.
i watched quickmind's twitchVOD a few days ago with a base assault as a kind of strategy guide, but he just breezed through...

Offline MemoryTAS

  • Colonel
  • ****
  • Posts: 140
    • View Profile
Re: A thread for little questions
« Reply #2177 on: February 22, 2020, 09:11:27 pm »
What I'm talking about looks like this: https://www.ufopaedia.org/index.php/File:UBASE_11MAP-L1.JPG

Offline unarmed drifter

  • Colonel
  • ****
  • Posts: 111
    • View Profile
Re: A thread for little questions
« Reply #2178 on: February 22, 2020, 10:08:05 pm »
@MemoryTAS: don't think such a room or these tiles came up. all for naught :(

Offline Greep

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: A thread for little questions
« Reply #2179 on: February 22, 2020, 11:38:34 pm »
Got enough money atm that I can afford a lost ship, so got another hunter killer question:  Maybe I'm doing something wrong, but is there no way to escort + fight these things?  I guess I can just fight them in serial maybe if not.  It's making guns like quadcannon pretty hard to use since there's no other ship to take hits while you close in.

Offline Rince Wind

  • Commander
  • *****
  • Posts: 572
    • View Profile
Re: A thread for little questions
« Reply #2180 on: February 22, 2020, 11:43:08 pm »
Set your slowest ship as the target for up to three other ships. When the hunter killer attacks one, all will be in the fight.

Offline Greep

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: A thread for little questions
« Reply #2181 on: February 22, 2020, 11:46:48 pm »
Ah oof.. so I guess if the ships are the same speed it's no good then.

Edit: ah nvm, I'll just try anchoring and let the HK attack them both at once, maybe that will work.

Offline Rubber Cannonball

  • Colonel
  • ****
  • Posts: 195
    • View Profile
Re: A thread for little questions
« Reply #2182 on: February 23, 2020, 12:00:18 am »
Ah oof.. so I guess if the ships are the same speed it's no good then.

Edit: ah nvm, I'll just try anchoring and let the HK attack them both at once, maybe that will work.

I would hope that anchoring by the target ship would only be necessary for the same speed escorts to catch up to it.  Once caught up, the target ship should be able to continue on its way with the escorts remaining synced up to it.

Offline Rince Wind

  • Commander
  • *****
  • Posts: 572
    • View Profile
Re: A thread for little questions
« Reply #2183 on: February 23, 2020, 12:07:14 am »
Yeah, as soon as they are together you can give the order to the lead ship (just make sure it is the one the others are anchoring on), even if they are the same speed.
I mostly use the Metallo (from red codex) as my tank ship, so my fighters have an easy time catching up.

Offline spazeroid

  • Sergeant
  • **
  • Posts: 13
    • View Profile
Re: A thread for little questions
« Reply #2184 on: February 25, 2020, 04:30:18 am »
Does getting the contacts: reticulans remove their shipping from the Geoscape?

Also hints on the reticulan vats mission? I have a batch of 12 well trained but inexperienced peasants and despite a good effort they didn't cut it. I get the feeling I was doing something wrong. I managed to take the center room and tried to hold out there, but they kept coming and the knocked out ones got back up.

Offline Gremlion

  • Colonel
  • ****
  • Posts: 108
    • View Profile
Re: A thread for little questions
« Reply #2185 on: February 25, 2020, 05:21:28 am »
Does getting the contacts: reticulans remove their shipping from the Geoscape?
They continue to appear like the government. Research hyperwave decoder to not to target them.

Quote
Also hints on the reticulan vats mission? I have a batch of 12 well trained but inexperienced peasants and despite a good effort they didn't cut it. I get the feeling I was doing something wrong. I managed to take the center room and tried to hold out there, but they kept coming and the knocked out ones got back up.
1. You can pick stunned enemies and carry them. You can dedicate some of your soldiers for carry duty. Helps you to prioritize targets.
2. You can target enemies on the ground with melee abilities to uncrease their stun level. Make someone to run around your pile of stunned enemies and reapply stun (or even kill enemies to make them panic).
3. If you feel that you can't win, you could simply take reticulan elder as a hostage and escape.
4. You could use electric guns from reticulans
5. You can take gnomes on this mission (they have higher bravery cap, helps against psi, and have better stats in general)

Offline greattuna

  • Colonel
  • ****
  • Posts: 170
  • No range like point blank range.
    • View Profile
Re: A thread for little questions
« Reply #2186 on: February 25, 2020, 08:38:15 pm »
Also hints on the reticulan vats mission? I have a batch of 12 well trained but inexperienced peasants and despite a good effort they didn't cut it. I get the feeling I was doing something wrong. I managed to take the center room and tried to hold out there, but they kept coming and the knocked out ones got back up.

1. After you stun someone, take your time to wrestle them into overstun. If it's a sectogre, wrestle them some more. They're by far the worst enemy to fight, since they're so tough. Wrestling only deals small amount of HP damage, but kicking them while they're down gives you valuable time before they recover.
1.1. Stand right on top of them and target yourself to avoid targeting wonkiness.
2. Bondage consumes 3 freshness per turn. A peasant who didn't participate in any battles before only has ~20 turns before she becomes useless, which is a pretty tight time limit. So I'd advise having them get some combat experience beforehand.
3. Loot everything. Electroguns one-shot just about everyone except sectogres, tazoguns deal a lot of HP damage, causing downed enemies to stay down for longer, canteens let you pick your peasants up, and melee weapons... they can stun people too, but I prefer wrestling.
4. As said before, if you feel like things are going dicey, retreat. Grab whatever smooth captives and elder you can and abort mission.

What I tend to do on this mission is have 2-3 people chill out in center room and stun\restun people, while everyone else runs around. After all I'm on the timer, not reticulans.

My first attempt didn't go that well either, because my group of trained, but inexperienced peasants ran out of freshness and were too slow, too sluggish, and too tired to do anything. By the second time I got my next group to be really experienced (some even had maxed-out stats), so it was almost a breeze.

Offline spazeroid

  • Sergeant
  • **
  • Posts: 13
    • View Profile
Re: A thread for little questions
« Reply #2187 on: March 02, 2020, 01:36:57 am »
Thanks! I tried a few in game months later with a more experienced group of peasants and it went a lot easier. The tipping point was probably being able to over stun by wrestling, that wouldn't have occurred to me.

another little question:
Does the factory have printer capability? It seems like it should, even with luxury barracks it's going to be a struggle to staff it as is.

Offline Torchwood

  • Captain
  • ***
  • Posts: 54
    • View Profile
Re: A thread for little questions
« Reply #2188 on: March 02, 2020, 03:40:34 am »
Sadly, it does not. A factory base *has* to be designed to be a pure production base, meaning one hangar at most and lots of barracks in addition to the factory. You can squeeze in a few secondary prod buildings (printer, refinery, armory tower). Expensive as sin to build but once the setup is done it prints money even faster than a mint.

Offline Greep

  • Colonel
  • ****
  • Posts: 298
    • View Profile
Re: A thread for little questions
« Reply #2189 on: March 02, 2020, 11:28:21 am »
Anyone have any experience with ships for gold codex?  Was pretty excited to finally get el fuego unlocked, but this thing.. kinda sucks :/  Feels like I should just stick with using shadowbat for when I don't need a tank and turtle for when I do.  I almost feel like selling the thing, or is that a bad idea? For 300k maintenance I'd rather just build two hunter-killers, and I'm not quite at the point where I feel like I should be shooting down big things yet anyways.  Not that I regret choosing gold codex this run, just I think the money might be worth more than the menace ship and wanted to check that I won't brick my game xD
« Last Edit: March 02, 2020, 12:04:00 pm by Greep »