Let's Play X-Com: Terror from the Deep


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#61 ñΩxicity

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Posted 18 November 2014 - 04:31 AM

Can't a middle aged man get drunk once in awhile and make a joke? lol, I like this series/YouTube channel. I take it none of you are Andy Kaufman fans. Posted Image
"If you win it's just a game, but if you lose it's a complete waste of time"

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#62 Nookrium

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Posted 18 November 2014 - 09:45 AM

Middle aged & drunk is always welcome, as well as Andy Kaufman Posted Image

Oh, and Episode 10 is up.  I'm starting to get my fears of the Lobsterman under control. (Dark Angel isn't though).



#63 silencer_pl

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Posted 18 November 2014 - 10:26 AM

Lobsterman aren't that scary. My worst fear in TFTD are Tentaculat and Biodrone. The first one is worse than a Chryssalid and the second one is bloody accurate.

Oh by the way, you know that you eventually will have to make Zombie a zombie otherwise he wouldn't be a zombie.
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#64 Zombie

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Posted 19 November 2014 - 01:38 AM

Zombies can't be zombified though, lol Posted Image

Well Neptune, you somehow got through that quest without too many casualties. Practice makes perfect. I probably would have grenaded the crap out of that last Lobsterman in the ship, but to each his own. ;)

Just an FYI: if there are holes in the ship made from explosions (either from DPL, Pulsers or crash landing) the aliens don't know they exist and will still try and exit through the door. Of course, they can still see out through those holes, but at least they will not exit through them. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#65 NKF

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Posted 19 November 2014 - 05:42 AM

I really should just be keeping my comments to the videos or just here. Then again I have always felt that its best to keep comments on Youtube bite sized.

Just a comment, if a Lobsterman is knocked unconscious by gun fire, it's a good idea to hit it while it's down with a GC-HE round to kill it outright. This way you keep the alien containment clear, like Zombie mentioned earlier, but you will also deal a decent morale hit on the rest of the Lobstermen that are still wandering around.

This effect is very noticeable on Superhuman where there are often ridonkulous amounts of aliens on the map. If done well and you got a high ranked Lobsterman early on, you can sometimes end up disarming a good portion of the Lobstermen with mild unreported panic attacks, or even hear them go berserk inside the alien sub.

Only problem is that killing an unconscious Lobsterman with a GC-HE shell destroys the sonic weapon and ammo (but not sonic pulsers!). Of course you can always move the body or retrieve the weapon beforehand!  

Alternateively, the Evil-Dictator™ method is to pull out a medikit and revive it, then shoot it again in the face. Repeat as necessary. Posted Image

I do highly recommend either method for dealing with Chryssalids in UFO and the Tentaculats in TFTD. Most highly recommended.

- NKF
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#66 ñΩxicity

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Posted 19 November 2014 - 06:11 AM

I remember one mission where I had downed a sub in Japanese waters. It was a cruiser if I remember correctly. The tile set was pyramids/temples under water. Anyway, the enemy force was Lobstermen. Now the thing is I had shot the sub down, however when I got into the mission I found the ship was completely intact as though it had...landed...no that's not right as if it had docked. There were six of them. Long story short, I had a aquanaut open the door to the Triton and the next thing I know I had a lobsterman soldier on the second turn launching DPT's at the closed door and killing 6 of my eight  'nauts. I won, my last 'naut in the same turn used a thermic lance and dropped a sonic pulsar on his KO'd ass! The end...
"If you win it's just a game, but if you lose it's a complete waste of time"

-Al Bundy (Married With Children)

#67 Nookrium

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Posted 19 November 2014 - 06:14 AM

View Postsilencer_pl, on 18 November 2014 - 10:26 AM, said:

Lobsterman aren't that scary. My worst fear in TFTD are Tentaculat and Biodrone.

I don't want to think about Tentaculats right now, trying to pretend they don't exist for now


View PostZombie, on 19 November 2014 - 01:38 AM, said:


Just an FYI: if there are holes in the ship made from explosions (either from DPL, Pulsers or crash landing) the aliens don't know they exist and will still try and exit through the door. Of course, they can still see out through those holes, but at least they will not exit through them. Posted Image
Ahh... Nice to know


View PostNKF, on 19 November 2014 - 05:42 AM, said:

Alternateively, the Evil-Dictator™ method is to pull out a medikit and revive it, then shoot it again in the face. Repeat as necessary. Posted Image

Or, collect them all and toss them into a pile for a single blast... Is that a war crime?

#68 ñΩxicity

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Posted 19 November 2014 - 07:04 AM

The tentaculat is very similar to Taylor Swift, perchance like a sirens call. After spending a night out being intoxicated with Swift hoping to score with her, you'll wake to find yourself naked, regaining consciousnesses at the foot of a bed built with chewed bones, sinew and transparent skin. Tied gagged and drugged your only hope is to untie your binds with a shard of glass (a picture of Swift and a maladjusted hippopotamus). Break it you will and freedom is only in the here and now.
"If you win it's just a game, but if you lose it's a complete waste of time"

-Al Bundy (Married With Children)

#69 silencer_pl

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Posted 19 November 2014 - 07:56 AM

Fortunately once you have DPLs Tentaculats become trivial. Since you know theirs spawning position, you just deploy preemptive torpedo.

By the way, wish TFTD was released every day on your channel :)
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#70 Nookrium

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Posted 20 November 2014 - 11:08 AM

Episode 11: Terror in the British Isles - The full terror site is on this episode so it's a pretty long one (45mins)
Space Voyager has an... interesting mission



View Postsilencer_pl, on 19 November 2014 - 07:56 AM, said:

By the way, wish TFTD was released every day on your channel Posted Image

I've thought about posting a bit more per week, my Colonization LP I'm doing at the moment is a bit of a test to see how well posting every day goes over.  It seems to work well as long as the episodes are short (15-20 mins) but I really don't like chopping up X-Com missions any more than I need to.  25-30 minutes everyday is a bit of a commitment and it seems like it would be difficult keeping viewers current with that.

#71 silencer_pl

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Posted 20 November 2014 - 11:42 AM

I was going to tell that SV 5 was doing pretty good, but then he threw grenade under his feet.
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#72 Space Voyager

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Posted 20 November 2014 - 04:12 PM

Yeah, an interesting mission, no armour and a grenade in front of my eyes... "Maybe he'll live", RIGHT! :D

#73 NKF

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Posted 20 November 2014 - 09:58 PM

15 ~ 20 minute chunks are decent sizes for the episodes, but unfortunately the missions will only get longer once the 2-parters surface. I'm afraid there's lots more slicing up of the missions ahead.

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#74 silencer_pl

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Posted 20 November 2014 - 10:07 PM

Yep, shipping routes tend to last 1-2 hours. 1 hour if you are super awesome.
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#75 Nookrium

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Posted 21 November 2014 - 02:33 AM

Yeah, I know some of those 2 parter terror sites are pretty long, they will definitely be split up a bit.

#76 Zombie

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Posted 21 November 2014 - 02:39 AM

Good job Neptune! Nabbing that live Deep One was epic! :) And Sorry SV. :(

Here's a tip on throwing: if you are standing at the corner of a building, it's best to step forward one tile and then throw (so that the corner is at your back). Not sure what the angles the game allows a soldier to throw from a corner, but it isn't very realistic. Yeah, sometimes you don't want to step closer to an alien, so in that case you could walk a step 180 deg from the wall, throw, then walk back to the wall for cover.

I was a little surprised with what you did with that alien standing behind the Easter Island statue. You had a sniper on two rooftops with gas cannons, but only shot once. True, the alien was in excellent cover, but I would have kept peppering the statue with HE rounds till it was gone or the alien died. Aliens can take splash damage from HE rounds as long as it's in the blast radius. ;)

By the way, I edited all your posts announcing a new episode to include an embedded YouTube video link (in case people want to watch directly from the forums here). You can do the same by clicking on the Special BBCode button in the post screen, select Media from the pull-down menu and entering the YouTube link in the Media URL field. Just remember to remove the 's' from https as the forums can't embed secured links such as those from YouTube. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#77 Nookrium

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Posted 21 November 2014 - 03:19 AM

View PostZombie, on 21 November 2014 - 02:39 AM, said:


By the way, I edited all your posts announcing a new episode to include an embedded YouTube video link (in case people want to watch directly from the forums here). You can do the same by clicking on the Special BBCode button in the post screen, select Media from the pull-down menu and entering the YouTube link in the Media URL field. Just remember to remove the 's' from https as the forums can't embed secured links such as those from YouTube. Posted Image


Perfect! thanks,  I was trying to figure that out before but I kept getting an error (not removing the "s" I assume)

#78 silencer_pl

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Posted 21 November 2014 - 07:26 AM

You don't need to enter special BBCode - just paste http link to youtube without special addons and it will automatically convert.
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#79 Nookrium

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Posted 22 November 2014 - 10:27 PM

Guess what??  Another night terror mission!!



#80 Zombie

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Posted 23 November 2014 - 06:30 AM

Well, that was interesting. First, run out of Sonic Rifle clips, then ignore somewhat sound advise to research TSL and research Sonic Pistol instead.

Ok, I understand your conundrum as you didn't have any high-damage weapons anymore. But you could have just went with Gauss Rifles + Sonic Pulser setup and it would have been fine 'cause you ignored those Lobstermen anyway (it was a good idea to do that btw as you were kinda painted into a corner). Personally, I wouldn't have equipped nearly my whole squad with the Sonic Rifles - one or two would have got a Sonic Rifle and the rest would have got a Gauss Rifle or Gas Cannon. Ammo management is a big issue early on when you can't do enough missions to make up for the usage, or said differently, you use more clips than you recover per mission for a net loss.

As for the Sonic Pistol, well, I never use them because the aliens phase them out quite quickly in favor of the rifles and cannons. Which means you'll eventually run out of clips and weapons to use and you'll have to manufacture ammo. Kinda defeats the purpose of switching in the first place (except maybe as an interim stop-gap measure). You have to realize that the clip sizes of the sonic weapons are all rather low. Sure, 26 sonic cannon clips sound like a lot, but that's only 13 clips worth of rounds the sonic pistol has. Let's just do a back-of-the-matchbook calculation between the three weapons on snap shots:

Sonic Pistol: 20 rds/clip * 80 damage/rd = 1600 damage/clip * 0.65 accuracy = 1040 damage/clip
Sonic Rifle: 15 rds/clip * 95 damage/rd = 1425 damage/clip * 0.75 accuracy = 1069 damage/clip
Sonic Cannon: 10 rds/clip * 130 damage/rd = 1300 damage/clip * 0.8 accuracy = 1040 damage/clip

As you can see, the damage/clip drops down steadily as you go from pistol to cannon due to fewer rounds, However, the Sonic Cannon makes up ground due to it's accuracy. Same for the rifle, though it's accuracy is a huge improvement over the pistol which leads to overall more damage. Of course, this calculation assumes the damage/rd is modified by the accuracy (which it isn't). Instead, accuracy measures how many rounds hit/clip. Taking this into consideration, all the weapons end up being around 1040 damage/clip.

The aliens never really phase out the sonic rifle and cannon, though eventually the cannon predominates by a large margin. So the cannon would be a better choice for a larger number of aquanauts except it basically cripples their movement if they shoot. It comes into more use once your team has the ability to MC aliens as you can shoot at them with impunity.

So is it a good choice to switch research from TSL to the pistol? As a stop-gap, maybe. The TSL isn't a be all to end all weapon anyway. But, I highly suggest managing your ammo/grenades wisely especially if you are cherry-picking which sites you'll visit. And you may want to increase your manufacturing capabilities so that you can produce enough gauss rifle clips to supply your squad and/or manufacture things for profit. Posted Image IMHO, research can wait.

The standard sonar and wide array sonar do stack with each other, so don't get rid of either until you get the Transmission Resolver which trumps both. Posted Image Just don't go adding more standard or wide array sonar modules as they will not provide any benefit than what you have currently.

The death due to friendly fire was unfortunate as the guy you shot had a primed Sonic Pulser. However, you had soldiers in a position to run over and grab the pulser before it went off effectively saving an extra sonic rifle clip or two (plus the kit). Instead you run away. All you need is 8TU to grab something off the ground and put it into your hand! Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!




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