X-Com Apocalypse LP


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#161 silencer_pl

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Posted 11 February 2016 - 09:46 PM

I'm sure you will be needing more than just posters.
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#162 NKF

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Posted 12 February 2016 - 05:53 AM

Looks like the most damage, apart from Transtellar, was taken by you. That slum with the ring that fell off was your new base! Posted Image

Brutes had some shields so could have stayed in the battle if you wanted. It's only if his shields broke when not having any armor would become an issue.

When picking up those grenades, the Vortex mine should have been the first item you grabbed. That red star thingy. That is the most powerful explosive in the game,

Always pay attention to your shield conditions and watch out for green (and purple) missiles. If anyone loses a shield, immediately have a nearby agent share one and go look for a replacement. When things are quiet, take some time to let your agents rest up and refill their shields before heading out again.

After the carnage with squad 1 being wiped out, my first thought was that you might want to switch off 'kneel' when you're exploring. It makes it slower for agents to run away very quickly.

Your agents have a tendency to want to move on their when they're standing in stun gas. Agents will do the same when standing in fire. The Aliens behave the same way as well.

Right at the end, when you picked up that shield, you were picking at Devilkin's kit. Picking up the shield also 'removed' the shield from Devilkins pack and was therefore no longer providing any protection. If Devilkin had woken up afterwards, the shield would have been left on the floor.

Now that you've been introduced to Dimension Missiles and Megaspawn, you might want to rethink how you explore. When scouting the unknown, send one or two agents ahead rather than everyone. Now would also be a good time to learn to use the smoke grenade.

- NKF
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#163 Nookrium

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Posted 13 February 2016 - 03:02 AM

View PostNKF, on 12 February 2016 - 05:53 AM, said:

Looks like the most damage, apart from Transtellar, was taken by you. That slum with the ring that fell off was your new base! Posted Image

Lol, I didn't realize it was my base


Apparently the Megaspawn like to cheat too....



#164 NKF

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Posted 13 February 2016 - 05:39 AM

With that skeletoid, the best way to have kept it down would have been to move its equipment somewhere else so that it can't grab them right away when it wakes up. Then stand someone right next to it with a stun grapples set to full auto.

One other trick for keeping an unconscious alien down for good is to stand on it. Not sure why it works, but it does. Though this might be considered glitch abuse.

If you need Disrupters and only have Toxiguns, the aliens can provide them. But in this case you had reached the top of the UFO. Shooting through the walls might have given access to the exterior of the UFO.

Not sure what happened with that Megaspawn, but I'd say it was a bug. Perhaps Brutes did not have line of sight to its head? It was standing right next to an overhanging bit. Actually I don't think they were ever meant to spawn on the Escort UFOs.

You need to research the ships in order in addition to the UFOs. So it's better to focus your research on the Biotrans first, then work on the UFOs until you unlock the Explorer, Retaliator and then Annihilator. That will also give you something to make while you wait for the next ship. For the UFOs, work your way up from the lowest UFO number.

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

#165 Nookrium

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Posted 13 February 2016 - 05:52 AM

View PostNKF, on 13 February 2016 - 05:39 AM, said:

You need to research the ships in order in addition to the UFOs. So it's better to focus your research on the Biotrans first, then work on the UFOs until you unlock the Explorer, Retaliator and then Annihilator. That will also give you something to make while you wait for the next ship. For the UFOs, work your way up from the lowest UFO number.

Is the Biotrans worth making, or should I just wait for the Explorer, Retaliator, and annihilator before I start constructing the new ones?

#166 NKF

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Posted 13 February 2016 - 06:13 AM

Like I said before, it's the Skyranger of the advanced ships. It's a good ship if you want a dedicated troop carrier. It would free up the Hawk so you can outfit it entirely with shields. The Biotrans has room for 8 standard upgrade modules, which means you can use three slots for cargo, bio and seats, then the remaining 5 small shields for an extra 1000 hitpoints. That's second to the Annihilator's 1200 ~ 1400 possible shield space.

It's a bit overkill for the city, but you will be needing that sort of protection in the alien dimension. Trust me on that.

By the way, for your first visit to the alien dimension is always an info gathering trip. There's nothing for you to do there yet, so head home immediately.

- NKF
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#167 silencer_pl

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Posted 13 February 2016 - 07:49 AM

I don't remember but I don't think standing on aliens don't make them wake up. Pretty sure it doesn't work as I remember having to have someone with stun grapple guard duty.

As for Biotrans, I don't know is it worth making, sure it looks neat, having by default 4 bio modules and 4 cargo modules, but the game only needs 1 per mission (maybe in OpenApoc they will change that). If you can have straight path to Annihilator why waste money on something inferior? Although I think he is missing bomber for Retaliator, or does he needs destroyer (which he already got)?

Anyway Nook, you're next UFO should be Type 5, which gets you Explorer after BioTrans, then either UFO Type 6 or 7 (you only have 6) then UFO type 9 Battleship for Annihilator. After you will be producing Annihilators you should focus on Heavy Disruptor Beam and Big Shield. The annihilator is the only ship that can carry Heavy Disruptor Beam found on Battleship/Mothership. With 2 medium beams it's just wrecking machine. You can add alien missiles but beams do not run out of ammo and are highly accurate.
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#168 jgatkinsn

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Posted 16 February 2016 - 05:32 PM

Awesome job fighting back!  Those megaspawn are pretty rough.  Can't wait to see how well you hold up using the disruptor armor.

Feel free to add JG and Jachin back as soldier names.  I don't usually comment on Youtube, since I'm watching the videos on my TV via Kodi.

#169 Nookrium

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Posted 16 February 2016 - 05:39 PM

The first Mothership ventures into Mega Primus...




time to go make some more thumbnails...

#170 NKF

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Posted 17 February 2016 - 09:25 AM

Disrupter Armor still needs shields, it's just tougher and very light. The armor parts also have enough durability to withstand the effects of 1 entropy missile. A complete suit of Disrupter Armor also provides nice High Explosive protection. If you find your shields are broken and a popper suddenly shows up, you won't have to worry about it at all. At least, as long as the durability holds out.

When assaulting the mothership, I kept thinking your unshielded guys should have picked up some shields a lot sooner since they seemed to be the first team the aliens could see as they exit the ship. Quite lucky you didn't have too many entropy missiles.

You've probably already recorded the next part, but see the alcoves on either side of the entrance to the Mothership. Megaspawn, for whatever reason, seem to end up here. With a bit of smoke, you can often sneak right up to them and they'll start running away from you. A great time to go full auto with whatever gun you have and gun them down quickly.

That strange noise you're hearing is quite likely from the next large alien the aliens like to employ. One I think will make you wish you had some androids on the team. Posted Image Oh, and do start thinking about having someone carry a Stun Grapple on each mission. That super important alien (plot-wise, at least) that you need to capture shouldn't be too far away.

For your live Skeletoid that you've been longing for, the easiest way to capture one now is probably to use psi. However, your troops haven't lasted long enough to develop a really strong psi soldier so that might not be that easy to do at the moment. Still, it couldn't hurt to start switching one of your hybrids to the psi gym. With X-Com Armor, the hybrids no longer have to be as strong as they had to be to wear Megapol Armor.

View Postsilencer_pl, on 13 February 2016 - 07:49 AM, said:

I don't remember but I don't think standing on aliens don't make them wake up. Pretty sure it doesn't work as I remember having to have someone with stun grapple guard duty.

The do stay stunned. Just make sure you're standing directly on the same tile that the alien is occupying. The trick is to ensure that your agent doesn't move off the stunned alien. If they so much as move off the alien, it could get up. So aggressive stance by default. I'd not try this on an injured popper though as I think it explodes if it dies from wounds.

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As for Biotrans, I don't know is it worth making, sure it looks neat, having by default 4 bio modules and 4 cargo modules, but the game only needs 1 per mission (maybe in OpenApoc they will change that). If you can have straight path to Annihilator why waste money on something inferior? Although I think he is missing bomber for Retaliator, or does he needs destroyer (which he already got)?

You only really need one of each type of storage module, plus maybe some seats.

I'm thinking of it more as a dedicated troop carrier with lots of extra shielding. For combat, definitely the Annihilator's the sensible way to go. No sense in wasting the defensive potential of the Annihilator by outfitting it with seats and cargo/bio modules when you can completely outfit it with shields. Posted Image In any case, all the advanced ships sell for a profit so engineer time isn't completely wasted if you choose to build any of the earlier advanced ships.

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

#171 Nookrium

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Posted 18 February 2016 - 01:27 AM

View PostNKF, on 17 February 2016 - 09:25 AM, said:

For your live Skeletoid that you've been longing for...
I technically don't need the live skeletoid though, right?  I know it's not needed for the Toxin C, but there's nothing else that needs it?


Into the Mothership...


#172 NKF

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Posted 18 February 2016 - 07:53 AM

As far as I can remember, the Skeletoid is required. Ufopaedia.org has a list of the aliens needed, but since the Apocalypse section isn't as well tended to as the other sections, I'm a little apprehensive about the validity of the information.

The Explorer's nice. It's essentially a Hawk Air Warrior but with half the shield space. Third fastest ship in the game. I quite like it and with some careful flying and a lot of patience, a small group of 5 ~ 6 can destroy the entire UFO fleet. But at this stage, you have ready access to the Retaliator so you may as well build that instead. Then jump straight onto the Annihilators and don't look back. Three Annihilators should carry you through the rest of the game. Build as many as you need though. I find six to be a comfortable number for the late-game alien dimension weekly mop up runs.

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

#173 silencer_pl

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Posted 18 February 2016 - 10:15 AM

Ufopaedia says it require all life forms except the final alien, that comes to late and the tech you achieve from it would be appreciated in the mid game. Generally I capture all the aliens anyway before Mothership arrives so maybe I was wrong that Skeletoid is not needed.
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#174 Nookrium

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Posted 19 February 2016 - 07:09 PM




I was a little lost on what was happening with the alien dimension there for a bit, but I think I understand what's going on now.  I forgot to check but I'm guessing I have more research to do to be able to do more in there.

#175 NKF

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Posted 20 February 2016 - 01:43 AM

View PostNookrium, on 19 February 2016 - 07:09 PM, said:

I was a little lost on what was happening with the alien dimension there for a bit, but I think I understand what's going on now.  I forgot to check but I'm guessing I have more research to do to be able to do more in there.

That's right, you have to do a bit of research before you can go to the alien dimension. You'll be researching and visiting each alien building in order from here onwards. The first visit is just to see the alien dimension. That's why your advanced ship series starts off with the Dimension probe. I'm guessing it was meant to be a cheap sacrificial vehicle you send into the alien dimension to be destroyed by the UFOs.

I'm surprised at what happened to that Destroyer. You did shoot it down, but your weapons weren't strong enough to vaporise it. The game's not smart enough for hostile organizations to grab the UFO before you do. Perhaps it could not find a landing spot and just vanished in a puff of logic?

Now for some random alien dimension tips:

Before you visit any alien dimension buildings, I highly recommend researching the Vortex Mine. It's the only weapon that can destroy the orange pads. You need to place the mine directly on or adjacent to the pad, as they are too tough otherwise. What are these pads you might ask? Ah - you'll see. Posted Image

Do not under any circumstance unload your troops into any alien dimension building when you investigate them. Keep them on the ship. The building gets destroyed and your transport immediately takes off after you disable the building. Since no vehicle tubes are left behind after this, soldiers left in the building will be stranded forever.

There's one building with one alien that can only be captured once. Only once. It will also completely fill your containment unit.I highly suggest having a stun grapple on hand for that one and deal it with at the very end after you've cleared the map. Capturing it is not necessary to win the game, but it opens up more toxin weapons and I think is needed for some expository research that explains what's driving the aliens.

If you choose to hunt all the UFOs in the alien dimension, there's a quiet area along the far right edge of the map that the UFOs don't normally travel near unless they are chasing you. The lower right corner of the map is probably the safest. It's a great place for your ships to rest up and recharge their shields.

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

#176 silencer_pl

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Posted 20 February 2016 - 09:44 AM

Vortex mine is not the only thing. Dimension Launcher can also get the job done.
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#177 Nookrium

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Posted 23 February 2016 - 02:44 AM

One of these days...


#178 Nookrium

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Posted 23 February 2016 - 07:31 PM

To the Warehouse!


#179 NKF

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Posted 24 February 2016 - 06:20 AM

Don't think I was able to get this in before you recorded that last mission, but: Stun Grapples, yes. You do want someone on the team carrying at least one for capturing an alien that you will be meeting soon. However one important point to remember: Stun Grapples do not work through Disrupter shields. It blocks the damage completely. Those guys stunning the flying Skeletoid would have knocked it out were it not for that.

At this stage of the game you want to either use stun grenades, destroy the shield, hope that the Skeletoid hasn't got a shield, or have someone make the Skeletoid throw its shield to you with mind control, then blast it with a Stun Grapple. Hang in there, you'll get one in time. If all else fails, you'll have lots of free time to train up a hybrid once you gain air dominance in the alien dimension.

edit: Before I forget, excluding the Skeletoid, the last few major aliens that you want to capture will have a lot of hit points. I recommend your stun grappler carry a Plasma Gun in the hip pocket as you'll want something to carefully reduce the target's health until it is weak enough to be knocked out. The Devastator and Toxigun are a bit powerful for this.

For research, the heavy disrupter and other items like the cloaking device and vortex mine should provide you with more immediate benefits. But if you're interested in the alien launchers, the Disrupter bomb is essentially a high damage missile launcher. Not bad, but it takes aaaages to build enough ammo for it. The Multi Launcher on the other hand is not well geared for anti-UFO use as it is designed to destroy swarms of small vehicles. The Stasis launcher is probably the more useful of the alien launchers for its freeze effect, though you will have to actively switch the launcher on and off to conserve the Stasis missiles as the AI is a bit dumb and will waste your limited supply of ammo on stunned targets.


View Postsilencer_pl, on 20 February 2016 - 09:44 AM, said:

Vortex mine is not the only thing. Dimension Launcher can also get the job done.

Far as I can remember, you definitely needed the strength of the Vortex Mine to blow them up, as the dimension missiles were just not strong enough. Of course, it has been a while since I last played an alien dimension mission. Can't hurt to try both. .

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

#180 silencer_pl

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Posted 24 February 2016 - 07:36 AM

View PostNKF, on 24 February 2016 - 06:20 AM, said:

Far as I can remember, you definitely needed the strength of the Vortex Mine to blow them up, as the dimension missiles were just not strong enough. Of course, it has been a while since I last played an alien dimension mission. Can't hurt to try both. .

- NKF

Or you can pop up to my YT channel, and watch X-COM Apocalypse playthrough ;)
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