X-Com Apocalypse LP


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#121 NKF

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Posted 16 January 2016 - 10:13 PM

View Postsilencer_pl, on 16 January 2016 - 08:35 AM, said:

Dual wielding lowers your accuracy, except when using pistols like Toxiguns.

I haven't had a chance to watch catch up on this batch of videos yet, but as an extension to this based on past videos: When dual wielding, don't switch to auto-fire unless you're right up next to the enemy. There were a number of occasions when something bad showed up, like a popper, and you had your troops switch to full auto even when it was still far away. This drastically reduces your accuracy and you end up wasting a lot of shots. Stick to snap or even aimed shots until the enemy gets close enough for accuracy to not matter.

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#122 NKF

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Posted 17 January 2016 - 12:26 AM

38:

You need more ammo for the toxiguns. One spare clip per gun is not enough. Also always carry a backup weapon

With devastators, even Megapol Armor is paper thin. It's still better than the alternative. All the more reason to get shields - it changes the nature of the game for the better.


39:

Setting everyone further back made a bit of a difference. You still need to spread folks out a bit. Those at the back could have benefited from lining up and going prone for even more accuracy and reducing their profile.

Hatty should have crept up from the side rather than running straight up - that's dangerous.

Containment - you've researched all the aliens that you are keeping samples of. You can safely dispose of them. There will be a few new aliens coming up in the bigger UFOs that will be needing a huge chunk of containment space. Also don't worry about the Skeletoid. Once your situation is a bit more stable, you can work on them. Just check in your research after each battle. If nothing shows up for reasearch, then you can safely go into containment and clear it out.

40:

After the sheer number of enemies that came out of the last two before the game crashed, this UFO seemed a bit strange. Still, it might have been better to be patient and wait it out a bit more, but send someone in to bait the aliens and lead them outside.  

Rather than open the door - shoot the doors away with Devastators.

Those green walls appear indestructible - but the rest of the UFO isn't. In fact, rather than enter through the lift, you can fly up the side of the UFO, use Devastator cannons (or Power Swords) to cut a way into it from the top and harass enemies from there. I'd still try to fight it out at the entrance, but this would help stir up the aliens a bit.  

Random tip: If you see a boomeroid thrown at you and you're standing on a pile of equipment: pick up the weapons and anything explosive! Since the equipment won't be on the ground, it won't create a secondary explosion. You can't do much about nearby equipment that's too far to pick up, but at least you'll not have to worry about an explosion immediately underneath you.  

Hatty should have not have tempted fate and run straight back down after waking up.

41:

With the proximity mine, you need to remember the opposite of what you normally do with grenades. Use left click instead of right click.

Don't keep avoiding the alien eggs. Take the time to inspect them and see if any aliens are guarding them, as per this mission. If your agents want to destroy the eggs, let them. Otherwise they provide an extra distraction for your agents when the combat heats up.

These sort of apartments have a low ceiling - long range grenade tossing isn't practical.

42:

Shields. Go for shields. Your two remaining soldiers will thank you for it.

Ultra fast mode makes crash sites disappear. You could have waited until midnight and still have the crash sites available to you, but your troops needed the rest.

When arming toxigun-troops, always arm a backup weapon. Most of your toxigun ammo was wasted on the Psyke guards, which didn't take much damage from them. This is why you need both Toxiguns and Devastator cannons in your kit. For a dual enemy situation such as this, you want Devastators armed by default and only draw the Toxiguns when the aliens show up.

The Brainsucker that got Brutalbarbarian appeared out of nowhere because it hatched behind the team. Robotron was carrying its pod, which fell on the ground when he died. Listen for the tell-tale hatching sound.

Don't rely too much on the AP grenades for fighting with. Use them to save yourself from Briansuckers or a swarm of Hyperworms that are too close, but don't even try to use them on shielded aliens. Shields recharge so any damage done by them will have repaired by the time you can get a proper shot in on the alien.

Final thoughts: I did suggest spending some money on a new base earlier, but in your current state you might have to set that aside for now and stretch your budget out on the essentials. I do recommend that you sell your Boomeroids and buy a Hawk Air Warrior or two as for when the real Bombers and the Battleship appear your Hoverbikes are going to suffer very badly.

If you need to stretch your money even further: strip the Valkyrie apart and sell it and its engine to help towards the payment of a Hawk. Hawks are even better so you're not losing out by retiring the Valkyrie. Having Medium Disrupters added to your firepower will help a lot.

Also buy a new med-bay and move the current one out so you can build a large Workshop to replace the two small ones you have at the moment. You will be hurting yourself a lot if you start adding more small workshops at this stage, as most of the best tech in the game need the large facility. You can think about expanding your workshops or moving them out later on once things have settled down.

- NKF
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#123 jgatkinsn

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Posted 19 January 2016 - 01:48 AM

Do you think this series is salvageable with only two soldiers left?  Curious, since I don't know the game.

#124 silencer_pl

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Posted 19 January 2016 - 07:57 AM

It is, unless Nook won't go on agents killing frenzy again.
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#125 Space Voyager

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Posted 19 January 2016 - 09:43 AM

This was exactly what makes X-COM great; you CAN rebound (within limits) from a total disaster. You can lose your main base with most of the soldiers - and survive. If only you managed to save SOME dough and have another base up.

With XCOM, that is not an option. Even losing your A team is devastating. Mid game, rookies? No way.

#126 silencer_pl

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Posted 19 January 2016 - 10:46 AM

View PostSpace Voyager, on 19 January 2016 - 09:43 AM, said:

Mid game, rookies? No way.

It's doable.
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#127 Space Voyager

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Posted 19 January 2016 - 01:09 PM

Much more borderline than X-COM. And you need a lot of luck with them shots.

#128 Nookrium

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Posted 19 January 2016 - 10:28 PM

View PostSpace Voyager, on 19 January 2016 - 09:43 AM, said:

This was exactly what makes X-COM great; you CAN rebound (within limits) from a total disaster.

Well I'm certainly testing that theory ;)



#129 NKF

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Posted 20 January 2016 - 07:52 AM

You might want to think about getting a Lineage Plasma Cannon or two for the Hawk Air Warrior to make it more formidable. At least replace the Rendor cannon. It's the strongest ship you can buy, so you may as well arm it with a heavier gun.

Diablo and Osiron are impressed with you because you did a bit of damage to Psyke earlier when you fought their guards. They are not friendly with each other, but they're aren't friends with Psyke either. It's not a bad thing to have them on your side. It means they won't be launching attacks on your bases.

As with making it a habit to switch everyone to aggressive, don't forget to always set aimed shots for anyone double wielding toxiguns. The extra accuracy, while not fantastic, still helps.

With the UFO you just assaulted, instead of planting your agents directly opposite the door, it would have been safer to have them off at an angle. Say about where Danielle was. Or, have them directly off the sides. This way, the aliens would have had to physically get outside before they can see you, and they wouldn't get any support fire from behind them. Same strategy from the original games.

Considering the state of your toops, you can afford to let the infiltration stew a little bit until the end of the day to hopefully hire more recruits. The graphs for Superdynamics and Sanctuary Clinic are still low at the moment, so the urgency isn't there yet. They'd have to be at the same level as Psyke is at the moment for it to be a great concern.

If you can't drum up enough troops, you should still go and investigate but instead take a much more defensive and relaxed approach to the missions to tide you over until you can rebuild your team and/or pack shields.

That is to say. kill any aliens that you come across but don't put a lot of effort into hunting the aliens down. Relax, take your time and don't rush the combat. The idea here is to give enough time to the aliens so that most of them can flee from the battle. This will reduce the number of enemies you'll have to fight. You won't get a lot of equipment, but you'll still be able to successfully fend them off this way.

Alternately, go in, kill some aliens, then escape while your team's still rather healthy. Grab any dropped equipment on your way out to make the visit worthwhile. This will stop you from re-investigating the site though.It's a lot better than leaving the infiltration alone. Sort of like visiting and then immediately leaving terror sites in the originals to minimize the damage. Posted Image

Also, further to taking it easy, you might want to skip any UFOs you shoot down if you've already captured one of them before. Unlike missions in the city, there aren't any horrible consequences to letting these go apart from not getting any of the loot you may have scored from them.

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#130 Nookrium

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Posted 20 January 2016 - 07:01 PM

View PostNKF, on 20 January 2016 - 07:52 AM, said:

If you can't drum up enough troops, you should still go and investigate but instead take a much more defensive and relaxed approach to the missions to tide you over until you can rebuild your team and/or pack shields.

2 vs the Flyer Factory...


#131 Space Voyager

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Posted 21 January 2016 - 01:29 PM

And that's how it's done. :)

#132 Nookrium

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Posted 21 January 2016 - 10:20 PM

It's another one of those "search the halls" sort of missions, but I think there might be a bright future ahead...


#133 NKF

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Posted 22 January 2016 - 07:30 AM

Good to see things are improving!

Just a reminder that you can use the button with the winged shield and man to reassign any selected agent to a different group to reorganize them better. Particularly useful when you've merged a couple of small squads together like you have in the last few missions.

Aliens do roam around the map so they can double back around areas you've already investigated. With small squads, it's something you have to put up with. With a bigger team, this is where you can plant different teams guard at strategic points to prevent the aliens from doing this. Thankfully, the aliens physically roam around the map and don't magically teleport around in inert pods of three. Posted Image A motion scanner may help.

That was a vortex mine that Robotron 3.0 was unlucky enough to pick up. Sadly he was never going to survive it as it is the most powerful explosive in the game. The inability to throw it back is quite likely because it's not researched. Silly, but there you go.

The Small Disrupter's an excellent choice. It's not greatly useful by itself, but it does lead you to the Medium Disrupter which I like to think of as Apocalypse's version of the Plasma Beam.

The shields are going to help you heaps. However, considering your troop loss rate so far, I think you'll need to reorganise your kit so that you can carry two shields in your backpack. Just for the extra security. Posted Image

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#134 Nookrium

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Posted 22 January 2016 - 07:20 PM

View PostNKF, on 22 January 2016 - 07:30 AM, said:

The shields are going to help you heaps. However, considering your troop loss rate so far, I think you'll need to reorganise your kit so that you can carry two shields in your backpack. Just for the extra security. Posted Image
Woo!  I did something smart without having to hear from you first!  Posted Image


Backpacks loaded with shields, let's put them to the test...


#135 NKF

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Posted 23 January 2016 - 07:41 AM

Your toxigun troops might want to start carrying a Devastator in the off-hand by default. This could destroy some shields, but at least you'll have something when the toxigun is empty.

With the grav-lifts, any items that end up on the lift will drop all the way down to the bottom. You've seen this recently in the flyer factory when you threw a stun grenade on a lift and it went all the way down. Also when you're scrounging for enemy equipment piles, use the overhead map. Equipment that your agents can see will show up as dots on it, so you don't have to rely on guesswork.

About shields: Shields work independently of each other and only one shield will be active at a time. If they take too much damage, they break and any other shield you have will take over. Damaged shields recharge as time goes by. It's sometimes a good idea to have your agents exchange their shields so that the attackers can charge into combat with full shields while anyone chilling at the rear can hold on and recharge the damaged shields.

Vehicle shields operate differently from the hand held shields. Vehicle shields are combined into one big shield. The more shields you put on, the more hit points the shield will have. Since it operates as one shield, all of the shields will be destroyed at the same time if too much damage is taken.

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#136 Nookrium

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Posted 26 January 2016 - 10:46 PM

I'm starting to think these shields will be the saviors of the X-com


#137 NKF

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Posted 27 January 2016 - 05:58 AM

Poor Danielle was a casualty of the entropy missile. Her armor was literally eaten away while she was in the air and then died from the fall damage. It was going to either be that or her Devastator blowing up. This is why you want double shields. Take the time to go home and rearm yourself before going out to other missions. As long as you go ultra-fast, there's no need to rush between the different mission sites.

If you're going to go full-auto with a Devastator up close, go dual Devastators.

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#138 silencer_pl

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Posted 27 January 2016 - 09:23 AM

He should be lucky, he got entropy launchers now and not 10 missions before shields were researched.
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#139 Nookrium

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Posted 28 January 2016 - 03:39 AM

View PostNKF, on 27 January 2016 - 05:58 AM, said:


Poor Danielle was a casualty of the entropy missile.
I recorded 48-51 before seeing this or knowing what really happened to her, I'll slowly come to the realization of how ugly the entropy missile is  ;)



Is this a normal thing, aliens sighted at a building with nothing showing on the graphs?



#140 NKF

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Posted 28 January 2016 - 08:33 AM

View Postsilencer_pl, on 27 January 2016 - 09:23 AM, said:

He should be lucky, he got entropy launchers now and not 10 missions before shields were researched.

I agree, most definitely lucky to get the shields when he did. It's not stopping the entropy missiles from causing havoc, but at least it softens the blow a bit. Next up the dimension missiles. At least they're a much more straightforward threat.


View PostNookrium, on 28 January 2016 - 03:39 AM, said:

Is this a normal thing, aliens sighted at a building with nothing showing on the graphs?


While I haven't seen anyone react this quickly before, I suppose the aliens may have only just moved in and the infestation level was high enough for the game to trigger the alert when it did an update cycle.

You can think of the graphs as the level of alien activity the residents have noticed and reported so far. The actual alien infestation level will be a separate value. Early on the residents will not have noticed anything so the graph will not register much, but as time goes by the graph level will match the infestation level as the residents start noticing more.

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