aliens

Author Topic: Asylum Apparations mission.  (Read 10683 times)

Offline Beezertheturnip

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Asylum Apparations mission.
« on: June 27, 2018, 03:19:25 am »
So, I downloaded this mod and am playing it for the first time, still kind of fumbling my way around with it. Anyway, while I've generally been fairly successful with the new curveballs the mod has been throwing my way, this one has been kicking my ass.

What inevitably happens is I spread my guys out, start clubbing people with the electric clubs, knocking out those pillar things and the green globs. They retaliate with their psychic attacks. I never get any morale back because I keep knocking enemies out instead of killing them, eventually leading into paralysis of my 5 man teams.

Are there any lethal weapons that actually work you can take along? I've been able to take Magnums with me, but they seem to be completely ineffective against the enemies you face.


Offline Bartojan

  • Colonel
  • ****
  • Posts: 136
    • View Profile
Re: Asylum Apparations mission.
« Reply #1 on: June 27, 2018, 09:36:52 am »
Don't take claim "Winners Don't Use Drugs" for granted.

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: Asylum Apparations mission.
« Reply #2 on: June 27, 2018, 10:53:45 am »
Don't forget you have the "coup de grâce" option!
A knife in one hand, the enemy in the other... and couic!

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Asylum Apparations mission.
« Reply #3 on: June 27, 2018, 02:51:18 pm »
Or you can ignore the enemies, go straight for the objective as stated in the briefing (although vaguely) and then just evacuate through the main gate.
But from my experience everyone decides to kill all the ghosts anyway. :P

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 265
    • View Profile
Re: Asylum Apparations mission.
« Reply #4 on: June 27, 2018, 09:58:09 pm »
If people wanted to do fetch quests, they'd play an mmo.  ;)

Sent from my LG-H872 using Tapatalk


Offline Beezertheturnip

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: Asylum Apparations mission.
« Reply #5 on: June 28, 2018, 01:15:20 am »
Don't forget you have the "coup de grâce" option!
A knife in one hand, the enemy in the other... and couic!

As far as I can tell though, these don't raise morale from dead enemies. It just moves them from unconscious to dead, which can be useful for dealing with worries that they'll get back up again, but not the exact problem I've been having.

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: Asylum Apparations mission.
« Reply #6 on: June 28, 2018, 10:29:56 pm »
I believe Ghosts are only affected by energy-type weapons, such as laser, electric (tasers) and plasma. Not sure if explosives and psi-attacks count though.

Offline tkzv

  • Commander
  • *****
  • Posts: 583
    • View Profile
Re: Asylum Apparations mission.
« Reply #7 on: July 01, 2018, 11:16:37 pm »
I believe Ghosts are only affected by energy-type weapons, such as laser, electric (tasers) and plasma. Not sure if explosives and psi-attacks count though.
What about fire? Are any fire-making weapons allowed in the mission?

Update: Yes, flare pistols are concealable.

Update 2: Good old Glocks remove 0.5-1 HP per shot. An agent can shoot 4 double (automatic) per turn. That makes 32 HP for 4 extremely lucky agents. More likely 20-25 at close range.

Update 3: Flare pistols are about as effective — no more than 1 HP per shot.
« Last Edit: July 02, 2018, 12:17:47 am by tkzv »

Online HinterDemGlas

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: Asylum Apparations mission.
« Reply #8 on: December 12, 2018, 10:11:55 pm »
I'm kinda stuck on this mission. A drone and two PSI weenies are drawing the ghost fire while my lone competent agent does things but I don't think I can win or even really evacuate now.
Question:
Spoiler:
Should I have brought grenades? I fired around 77 pistol bullets into the "target" with no effect. Even shot out the candles. Can't find anything else interesting on the map (or at least the parts I can navigate without being poltered to death)

I love it though. The ghost sprites! The psychological warfare!

Offline Toothless Shark

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: Asylum Apparations mission.
« Reply #9 on: December 15, 2018, 05:33:04 pm »
Melee works. Stun batons for example. They are not really that dangerous.

Offline tkzv

  • Commander
  • *****
  • Posts: 583
    • View Profile
Re: Asylum Apparations mission.
« Reply #10 on: December 17, 2018, 10:59:30 am »
Melee works. Stun batons for example. They are not really that dangerous.
Not exactly. Stun batons do electric damage.
See https://github.com/SolariusScorch/XComFiles/blob/93b879b7e72d4c910b107a09deb87aee70b42cda/Ruleset/armors_XCOMFILES.rul lines 5644+ and 5697+ damageModifier for bug-eyed ghost and wraith:
Code: [Select]
0 None              1.0         1.0   
 1 Kinetic           0.05        0.05
 2 Inc               0.2         0.1 
 3 HE                0.2         0.1 
 4 Laser             0.4         0.4 
 5 Plasma            0.2         0.2 
 6 Stun              0.0         0.0 
 7 Melee             0.1         0.1 
 8 Chemical          0.0         0.0 
 9 Smoke             0.0         0.0 
10 EMP               0.25        0.25
11 Electric          0.35        0.35
12 Psi               3.0         3.0 
13 Warp              0.0         0.0 
14 E-115             0.0         0.0 
As you can see, electroshock weapons are 3rd best against ghosts, close to lasers, but far below psionics. Electric club, taser, stun rods, elerium mace.

I didn't find any weapons with "ResistType: 12". How can players inflict psi damage? Is it implemented?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Asylum Apparations mission.
« Reply #11 on: December 17, 2018, 11:58:37 am »
No, at the moment there are no weapon with psi damage. They are planned for the upcoming 'Ghostbusters' arc.

Offline tkzv

  • Commander
  • *****
  • Posts: 583
    • View Profile
Re: Asylum Apparations mission.
« Reply #12 on: June 08, 2019, 06:30:36 pm »
Don't forget you have the "coup de grâce" option!
A knife in one hand, the enemy in the other... and couic!
This no longer works due to changes in the engine. Coup de grâce has been removed entirely. Meridian said that if it's ever implemented again, it will not work on melee-resistant enemies.

Now, stunning ghosts remains a viable option. If you have enough agents to stand guard over each 4-square body.

Offline armadilloTank

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: Asylum Apparations mission.
« Reply #13 on: August 15, 2019, 07:31:01 pm »
When does this mission respawn? I've built a ghost tank and now I've never had another mission with a ghost :(

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Asylum Apparations mission.
« Reply #14 on: August 25, 2019, 01:24:14 pm »
When does this mission respawn? I've built a ghost tank and now I've never had another mission with a ghost :(

Sorry, but this is a one time mission (introduction to the ghost arc), and there are no other missions with ghosts yet.