X-Com Apocalypse LP


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#141 silencer_pl

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Posted 28 January 2016 - 09:48 AM

The graphs can be wonky at some points. You go and clear the infestation, but they don't drop until next day. Same thing can happen in the opposite direction. You've got a report before you graphs can take notice. In fact it can take 1 game hour after last mission where aliens can spread and you don't have time to check where it might spread. It's just few points on the negatives if you get alert, so no worries there.
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#142 Nookrium

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Posted 29 January 2016 - 04:26 AM

This is around the time I realize what that launcher can do ;)


#143 Nookrium

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Posted 02 February 2016 - 06:26 AM




A little lost about what to do with Sirius, they spiked pretty quickly.  Should I just bounce one by one through each temple doing the "investigate"?

#144 NKF

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Posted 02 February 2016 - 08:38 AM

Remember to spread out a bit when you lay siege to the UFOs. Sticking your agents so close together makes them nice targets for grenades. It will be a lot worse when the aliens start packing the Dimension Missiles.

In cases like where Mr. Ripper and later Zombie lost their shields, check if any nearby agents have spares and toss it over. You don't want to go anywhere without a shield with the sort of firepower the aliens have started to carry.

Jumping anything greater than 1 level down does hurt. Shields will absorb the damage first.

To jump off edges, stand at the edge, hold J, then click past the edge while still on the same level.

At the point where you thought your troops were being attacked by those that were on top of the UFO, it was really a case of a cloaked anthropod doing the shooting. Try to keep your shooters off to the sides of the UFO doors rather than face them directly. The Anthropods can now shoot at you well before you can see them, so you want to level the playing field a bit.

You had some elerium left so you may want to check up on your missile supply. You might want to replace the Justice launcher with the Lineage cannon and free up the nose for the Small Disrupter. Use that for the time being then replace the Small Disrupter with the Medium Disrupter as soon as it is finished.

By the way, if you haven't got enough Toxiguns to go around, arm your agents with dual devastators rather than just the one. I noticed some of your agents who had empty toxiguns were getting pretty accurate shots with their off-hand Devastators. You may as well have them carry two and deal a lot of damage. The high base accuracy on the Devastator helps.


View PostNookrium, on 02 February 2016 - 06:26 AM, said:

A little lost about what to do with Sirius, they spiked pretty quickly.  Should I just bounce one by one through each temple doing the "investigate"?

Since your relations with the Cult has always been at rock bottom. It's not going to do any damage at all to go door knocking at each of their temples. Posted Image Don't raid though as you will not clear the infiltration. I'm thinking it's the temple right next the mall you just cleared.

I can't recall if alien aligned organizations have an accelerated alien weapon tech-release schedule from the others, but if you think you really need the rest then you could just let them get taken over. The only reason to save the cult from alien infiltration is for the satisfaction of ensuring they're not 100% alien aligned. Also, with the graph now gone past the line, it may be a bit late to try and save them at this stage.

Either way you go, I recommend keeping an eye on the nearby buildings throughout the day.

- NKF
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!

#145 silencer_pl

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Posted 02 February 2016 - 11:43 AM

Funny thing with organisations that they can research alien guns even if they were not researched by X-COM and even introduced to the market.
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#146 Nookrium

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Posted 03 February 2016 - 02:01 PM

View PostNKF, on 02 February 2016 - 08:38 AM, said:

Since your relations with the Cult has always been at rock bottom. It's not going to do any damage at all to go door knocking at each of their temples. Posted Image Don't raid though as you will not clear the infiltration. I'm thinking it's the temple right next the mall you just cleared.

You were right again.   In the next couple episodes I tried changing my stance outside the UFO like you recommended... you were right there too ;)



#147 silencer_pl

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Posted 03 February 2016 - 03:56 PM

Nook listened to advice? What this world is coming to ;)
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#148 Nookrium

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Posted 03 February 2016 - 09:20 PM

View Postsilencer_pl, on 03 February 2016 - 03:56 PM, said:

Nook listened to advice? What this world is coming to Posted Image
Sometimes I even amaze myself, lol

#149 Nookrium

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Posted 05 February 2016 - 12:20 AM

I should have named this episode "Listening to NKF"


#150 NKF

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Posted 05 February 2016 - 05:59 AM

Nah, I think like Tengualex said, you can take the credit for this one. It went very well.

If you had more agents you could actually have a dedicated team of Devastator and Toxigun users. But for now swapping out the weapons for the purposes of shield gathering or for outright destruction is certainly the way to go.

On those brainsucker pods, if you find yourself picking up too many of them, you can dispose of them by manually hatching them. That is, throw the brainsucker pod out in front where all nearby agents will be able to see it and open fire on it.

Research-wise, I'd go for the Medium Disrupter myself, but going for the Dimension Probe first is not a bad thing either. Getting it opens up the Large Workshop, which I'm sure you are looking forward to.

Since you've already researched the Type-3 UFO, the Dimension Probe should also lead you to the next advanced ship, the Bio-Trans. It sort of functions as the Skyranger of the advanced ships. That is to say, it's absolutely rubbish for combat, but makes for a great troop transport thanks to all that add-on space.

- NKF
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!

#151 silencer_pl

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Posted 05 February 2016 - 05:59 AM

Researching the probe will get you Advanced workshop project, after that you should go for Medium Disruptor, ship shield. Then you get disruptor armour.
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#152 Nookrium

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Posted 09 February 2016 - 02:07 AM

Making some research progress, and a new base!



#153 silencer_pl

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Posted 09 February 2016 - 06:28 AM

At this stage I'm not sure you need second base. You have everything you need and the next thing you will only produce in quantity is Disruptor Armour. Then it's only Annihilators.
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#154 Nookrium

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Posted 09 February 2016 - 02:49 PM

View Postsilencer_pl, on 09 February 2016 - 06:28 AM, said:

At this stage I'm not sure you need second base. You have everything you need and the next thing you will only produce in quantity is Disruptor Armour. Then it's only Annihilators.
I figured it could come in pretty handy to have it around though, if I end up getting into a rough patch again I should be able to crank out shields/armor/craft quickly enough to save me... plus, I have lots of cash at the moment.


Here's the next one:


Do you think equipping missiles (prophets/janitors) onto all my bikes would be wise and worth the money, or do I have a new craft coming soon enough?

#155 silencer_pl

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Posted 09 February 2016 - 04:10 PM

Like I said in the comments:

1. You have 1000 Elerium sitting in the stores.
2. Rendor plasmas are just waste of Elerium
3. Switch to Lineage it's overall way better up close for hoverbikes.
4. Prophet missiles are too few to use in mass, Janitors are weak per shot
5. The only new Ship worth producing is the Annihilator since it can carry the biggest gun aliens have, but first you need to shot down that battleship and I'm not sure what you need after Assault UFO - either bomber or destroyer (bomber is green and contains new alien type which you must capture for Toxigun C). After Disruptor Armour you can beeline to it. Follow on Ufopedia what UFOs you need to research first, then go for it. Once you have Annihilators it's just game over for the aliens.
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#156 NKF

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Posted 10 February 2016 - 11:21 AM

I've got my hands full with the flood of spambots on the Ufopaedia.org at the moment so haven't fully caught up with the last lot of vids. But from what I've seen so far:

With the UFOs, there's a finite supply of them. If you destroy enough of them in the city, the aliens will reach a point where they just send all they have left at you, like those probes. UFOs respawn each week as long as a certain building in the alien dimension is still standing. If you manage to wipe out all the UFOs directly in the alien dimension, there won't be any UFO visits to the city again until the new week.

The Dimension Probe is a better hoverbike, but it's (comparatively) expensive and takes a long time to build. You're better off building any one of the other advanced ships. In fact you want to be completely phasing out the swarmers soon and move to smaller groups of heavily armed gunships.


With the new bases, I'd have recommended either of the two smaller warehouses near the X-Com school of fine arts, or the warehouse in the south-western part of the city. They're all very easy to defend and have more than enough space to accommodate everything you need to set up two workshops with a full compliment of engineers and agents to protect them. You're not building any of the other labs, so you don't need a lot of space.

Despite all that space in the base you picked, you built the workshops and living quarters right next to the lift! That could be problematic later as your engineers will very likely be starting right next to all the bad people. You want to be surrounding or blocking off the access lift from the rest of the base with security stations and put everything else as out of the way as possible so that the invaders have to really work their way into your base before they can get at your most valuable assets, the engineers.

With the repair bay, you only need one if you want to repair any vehicles that are parked at the new base. You don't need to do this since you can repair all your vehicles by parking them all at your main base until they are repaired. The main reason not to build one is that the repair bay functions as an access point for invaders. Putting one in will make it that much harder to control the flow of enemies entering the base.

- NKF
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#157 NKF

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Posted 11 February 2016 - 07:18 AM

Finally caught up.

Don't forget that your newbies can also visit the main base to pick up their equipment rather than loading up a couple of mules to supply them. Send the Hawk over to pick them up, bring them to the main base, have them pick up what gear they need and then have the Hawk take them home.

If you're using the Hawk for combat, you want to fit it with a full compliment of shields. Just the one shield will get destroyed very quickly as you saw. The Battleship's gun does 80(!) damage a shot, and each small shield only provide 200 extra hit points. Until you build a Biotrans, I suggest ripping out the seats, bio and cargo modules and replace them with all the small shields you can fit. When you go back to pick up troops for the ground battle, swap the shields out for seats and the bio/cargo modules.Actually, check that you need the seats, as you have been using quite small teams lately.

Yeah, Battleship armor is tough. It completely (or almost completely) nullifies the damage from the weak weapons on most of your hoverbikes. Only the Badger was doing any real damage to it with its Medium Disrupter and Lineage Plasma.

Also like silencer_pl says, go with Lineage Plasma. Not Rendors or missiles. I'd recommend fitting them on a few Hawks rather than on the bikes, if only because the Hawks can survive a lot longer now that you have access to the shields, plus they carry Medium Disrupters. The bikes fall too easily, so arming them with an expensive gun may not be for the best. When fighting earlier UFOs, yes, but not against a Battleship.

That thing with the Battleship going white was because it was hit by a stasis missile from one of the two Escorts. When it goes white, it means that it has been temporarily frozen and cannot move or shoot.

Those two UFOs that were with the Battleship are a new type you haven't dealt with yet. Their gimmick is the stasis missile, which makes them annoying but otherwise they don't deal any damage. The partial invisibility is a missile jamming effect that makes it harder for missiles to lock onto them. Only missiles, not on beams or bullets.

I had to watch the attack again and I didn't see the Battleship make any drops. This was probably one of those missions where it just appeared to blow up random things. This isn't a bad thing as it has the potential to help your relations a bit. Posted Image

- NKF
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#158 Nookrium

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Posted 11 February 2016 - 07:55 PM

The Hoverbike swarm seemed to do a pretty good job of dealing with the Battleship, I'm not sure the city likes my weapon changes though :)


#159 silencer_pl

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Posted 11 February 2016 - 08:02 PM

The city can take it. Problem is, can you take that huge death streak ;)
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#160 Nookrium

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Posted 11 February 2016 - 09:09 PM

View Postsilencer_pl, on 11 February 2016 - 08:02 PM, said:

The city can take it. Problem is, can you take that huge death streak Posted Image
The "Help Wanted" posters are going back up




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