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Let's Play OpenXcom: UFO Redux


Nookrium

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Those civilians are definitely not supposed to be there. Oh well, I'm glad I changed the whole Overlord appearance for 0.7

It was certainly an unexpected mission, I was expecting a quick 4-6 alien site.

 

Here's the rest of it (sorry I chopped this up into such a small episode, I poorly planned how much time I had to record)

https://www.youtube.com/watch?v=qP8YZQiGWT4

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It was probably unintentional, but having civilians show up on a regular mission is a somewhat unique twist if you look at it another way. Imagine some alien ships are now transporting human prisoners around as hostages. Then, as a way of punishing X-Com for attacking their UFO, the aliens release and hunt down the hostages.

 

I'm fine with the extremes, but having two alien races with almost opposite extreme resistances appear at the same times does seem a bit imbalanced. You're forced to diversify your elemental damage. Still, I suppose it is a way to trip up the old-school habit of going straight to Heavy Plasmas after the first week and sticking rigidly to them and never looking at anything else,

 

- NKF

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I'm fine with the extremes, but having two alien races with almost opposite extreme resistances appear at the same times does seem a bit imbalanced. You're forced to diversify your elemental damage. Still, I suppose it is a way to trip up the old-school habit of going straight to Heavy Plasmas after the first week and sticking rigidly to them and never looking at anything else,

 

- NKF

 

The idea is precisely to bring usefulness to other weapons instead of only bringing Heavy Plasmas and Blaster Launchers. On 0.7 this goes even further due to the Phasers, which can only be killed with incendiary or acid, the Gazers which have a 0.5 modifier to plasma damage, and you'll face mixed races most of the time. So you'll need to equip your squad with different types of weapons or risk what NeptuneNook just faced on this mission.

 

Oh, and the Hyperwave Decoder's race descriptions can be tricky: it can say it is a Floater UFO and it will be mostly correct, except the Leader will be a Muton, or the terror units can be Energy Aliens that escort the Overlords. The only race that you can safely anticipate is the Alien Elite, which will consist of Ethereals, Muton Elites and Armored Sectopods.

 

Bottom line, be prepared for anything as months go by.

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Those mission were performed way too good. Zombie, did you help Nook play those? wink.png

 

 

Of course I'm joking. That were well executed missions.

 

Hehe, I was going to accuse you of playing those. Well, I guess I did play a role by giving him tips all along, so, yeah. grin.gif

 

Some notes on Episode 96...

 

Mind Control 101:

  • If you MC an alien, don't shoot to kill it that round - wait till next round.
  • Use a MC'd alien to spot others, but keep it within sight lines of one of your troops when you end the turn.
  • If a MC'd alien spots more enemies and your troops can't directly kill (or MC) them, have the MC'd alien shoot the other aliens (if possible). Your troops will not gain any experience from this, but it thins the herd.
  • If the MC'd alien runs low on TU's, have it turn back and go to your troops. Always position a MC'd alien between enemies and your troops at the end of a turn so that any aliens will shoot the MC'd alien before your guy. It's basically a cheap meatshield.

Some notes on Episode 97:

  • Yes, the rocket launcher was ridiculous for Zombie, he should have the Blaster Launcher. Remember you can always dump the Rocket Launcher on the ground and scavenge a Heavy Plasma off an alien corpse.
  • Jungle terrain is a pain, so use high explosives to clear out vegetation... not plasma shots. tongue.png Feel free to use a blaster to clear out trees and bushes which hamper movement and sniper shots.
  • Alternatively, light up the place up with incendiary, sit back, and listen for the death screams.
  • Abductor UFO floor plans are sometimes like a maze, but you don't need to follow the route the map programmers intended you to. Use your Heavy Plasmas to cut holes in the walls to create shortcuts or LOS.
  • Not sure what's behind that corner? Precede advances with copious amounts of explosives, the splash damage is bound to wound or kill something.
  • Use the pincer movement whenever possible. Open a hole in the top of the UFO with a blaster bomb and now your guys with flying suits can surprise the aliens.
  • Really, at this point everyone should have Flying Suits, Heavy Plasmas and Blaster Launchers. Get everyone on the same page as soon as you can as mixed squads are not a blessing, but a curse.

- Zombie

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Really, at this point everyone should have Flying Suits, Heavy Plasmas and Blaster Launchers. Get everyone on the same page as soon as you can as mixed squads are not a blessing, but a curse.

- Zombie

 

As far as weapons are concerned, This mod appears to discourage the tried and true uniform kit of arming everyone with Heavy Plasmas and Blaster Launchers. You could say: Diversify or die. wink.png See video 94 ~ 95. Not a problem with all the familiar enemies, but the new ones like the Overlords do appear to be quite a pain to deal with.

 

- NKF

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As far as weapons are concerned, This mod appears to discourage the tried and true uniform kit of arming everyone with Heavy Plasmas and Blaster Launchers. You could say: Diversify or die. wink.png See video 94 ~ 95. Not a problem with all the familiar enemies, but the new ones like the Overlords do appear to be quite a pain to deal with.

 

Well, yeah. But that is a special case. And even with Alloy Shotguns, it's not very good either as you need to get close to the alien so that all 3 frags hit. Plus if you end up with those sun-looking alien thingies too, you'll need at the very least alien grenades and preferably, Blasters anyway. Is there any backstory as to why the Overlords are immune to everything except AP? If X-COM agents know that Alloy Shotguns are so good against Overlords, then why didn't they produce a long-range, lighter weight, similar power option for killing them as well? Right now, it seems more like a TFTD flavor mod to give aliens blanket immunities so they are harder to kill. rolleyes.gif

 

90% of missions can be completed with just Heavy Plamsa+Blaster Launchers. I suspect the final missions will have a variety of aliens which will necessitate a more diverse kit. If it's just one stage that requires the alloy shotguns, then I could see training up a bunch of high-strength, high-psi soldiers to deal with it all: HP in the hand and an Alloy Shotgun in the backpack (or vise versa), then dump one of the guns for the final stage. Though, my guess is that the Overlords are completely immune to psi as well so you can probably leave the psi-amps at home. ermm.gif

 

Flying Suits are still a necessity though, there's no denying the protection and usefulness it provides. smile.png

 

- Zombie

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You've missed the episode where there was autopsy of Overlord. They are some crystal shards thingies that are immune to everything. Since they are crystals they are vulnerable to AP and to some extent explosives.

 

Yeah, I might have missed that one. Thanks for the info. :)

 

- Zombie

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I assume Cydonia will be infested with everything, I have a few strong soldiers that can easily pack an alloy shotgun in their back for the Overlords. Heavy Plasmas and Blaster Launchers should do the trick for everything else. The only thing I really fear is those Brain/Cultist guys, not sure if they'll be making an appearance or not though. If I can get at least a couple psi skilled guys I should be able to negate any nasty psi attacks.

 

I should have more flying suits, and I will before I hit Cydonia, but I don't want to use all of my Elerium up until know I won't need it for anything else. I realize I could hit some of the many UFO's flying around, but it doesn't seem super necessary at the moment.

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You've missed the episode where there was autopsy of Overlord. They are some crystal shards thingies that are immune to everything. Since they are crystals they are vulnerable to AP and to some extent explosives.

 

Yup, essentially the Overlords start as the Energy Aliens and then form the crystalline structure around their energy bodies that gives them plasma, heat and laser immunity.

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On those stun grenades, though they are no better than the stun bombs, I'm thinking they would have the benefit of the usual grenade mechanics. Like being able to arm them ahead of time and being able to throw them over walls or to attack around corners. Throwing them would be cheaper than firing the small launcher too. And no launcher required.

 

The effects won't be immediate and range would be limited, but they sound like they would be good for indoor UFO fighting.

 

- NKF

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The stun grenades would be fantastic if I had the "instant grenades" option on. They could still be nice for these XL's, although I don't have them at the correct base... wacko.png (Which I haven't recorded yet because I'm a slacker...)

 

Playlist is fixed, thanks for pointing it out Zombie.

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