Author Topic: UFO very very early  (Read 944 times)

Offline magitsu

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Re: UFO very very early
« Reply #15 on: November 08, 2019, 02:54:58 pm »
Ok, here's another scenario exactly a week later (19 Feb) in the same campaign, but with the kind of equipment Starving Poet is describing. 2 scrubs, 2x small shotty, 1x colt, 1x glock.
They face 13 sectoids of a Lab Ship in the evening. Third has plasma rifles, third alien laser, one toxigun, two canisters, small launchers.

I was baited by the game to see if it was possible. You start with one of them at point blank range. Shotgun kill or return fire lased.
To my surprise it felt much easier than the previous large scout. I had zero panic cycles against these 13 when those 4 previously kept one of my guys "stunlocked" turn after turn. It's incredible, one of these guys have 10 bravery and another 40! Is one sectoid with a mind probe really harder than these several navigators, medics, soldiers, engineer and a leader?

Since I wanted to see whether the initial equipment challenge is possible instead of whether it's reasonable I had a few save/reloads. Mostly to figure out the inital standoff with a bad loadout.
Colt/glock duels outside vs. laser/plasma rifles was a bit tougher than inside with combat knife/shotty. Hardest part was when one stood in the elevator above, because it needed to get shotgunned down with one shot or you get headshotted.

Try if you like a herculean challenge. 4.4M loot including 1 embryo, 119 alloys, 100 e-115.

https://drive.google.com/open?id=1dunc3i5rWeO5cN5siOYgv5qJfF95txNR (1st turn)
https://drive.google.com/open?id=1NTvbsiAhyy7Z80vGz_keJuCrzQ7GgL4D (last)

(if you find the initial challenge rough, try crouching - movement to draw reactions seems to be powerful when you can't guarantee a kill, after these two I also sense that evening might work well for against sectoids in denying their long range advantage)

Ty for the Q tip, I was just using middle mouse. I've played X-piratez before and I'm liking this compared to some of its challenges (I don't like ratman rodeo / pogrom at night, or later on mansion type of missions that last for hours).
« Last Edit: November 08, 2019, 03:18:58 pm by magitsu »

Offline sedygrizly

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Re: UFO very very early
« Reply #16 on: November 09, 2019, 11:40:03 am »
Are you sure about that enemy weaponry? Lab ship is ussualy very easy becouse its mostly crewed by medics with small launchers loaded by stun bombs. So ussualy all your crew is knocked out during mission, but you have to keep at least one guy awake at time :). Stunned guys wake up after 5-10 turns. But panics is weird... there should be leader at lab ship, and sectoid leader can give you quite a hell of psi attacks.
Scout ships are crewed mostly by soldeirs, thats why it is much tougher. They use plasma guns mostly... far more deadly than any other guns aliens use.
« Last Edit: November 09, 2019, 11:42:27 am by sedygrizly »

Offline magitsu

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Re: UFO very very early
« Reply #17 on: November 09, 2019, 03:15:36 pm »
Are you sure about that enemy weaponry?
Of course, that latter link is a save which wins the mission after you put 2x pistol snaps into the last sectoid.

There were 4x Plasma Rifle, 2x Alien Laser Rifle, 2x Canister Gun, 2x Small Launcher, 1x Plasma Pistol, 1x Toxigun, 1x Plasma Subrifle.
3x Medic, 2x Navigator, 1x Engineer, 1x Leader, rest Soldiers.
I think everyone outside the ufo was a soldier with either plasma rifle or laser rifle. So basically this mission had all the same guys from the previous one plus a whole lot more. The only difference being lack of mind probe. Still I'm a bit mystified how sole navigator with one seemed to outperform 2x navigators, leader etc. It doesn't seem possible that I could've broken line of sight after each turn, especially outside.
« Last Edit: November 09, 2019, 03:32:56 pm by magitsu »