Hard times


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#1 sp1ke

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Posted 09 June 2016 - 01:42 AM

Inspired by the traffic on this forum I dusted off TFTD and got stuck in on Superhuman. I was lucky enough to get two interceptions, lucky again to down both of them, and to my amazement I was able to sortie twice with the Triton to assault both sites. That really surprised me but the Triton refuelled very quickly, as the first site was close to my base.

My 8 aquanauts managed to bravely massacre a lone scout aquatoid in the Very Small contact crash site, losing only one wounded.

On the Small Contact crash site I repeatedly had my arse handed to me by the defending GIll Men. Superhuman is hard! I'd forgotten approximately everything I thought I knew! It took me about six repeats before my squad of 7 were able to defeat the 7 Gill-Men, for a cost of 2 dead and 2 wounded. Three combat-effectives left, but reinforcements on the way. The first 24 hours of the war against the undersea alien menace were not looking so bad after all. Rarely has a victory felt so sweet and hard earned. That's what's so great about TFTD.
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#2 magic9mushroom

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Posted 09 June 2016 - 08:17 AM

View Postsp1ke, on 09 June 2016 - 01:42 AM, said:

Inspired by the traffic on this forum I dusted off TFTD and got stuck in on Superhuman. I was lucky enough to get two interceptions, lucky again to down both of them, and to my amazement I was able to sortie twice with the Triton to assault both sites. That really surprised me but the Triton refuelled very quickly, as the first site was close to my base.

My 8 aquanauts managed to bravely massacre a lone scout aquatoid in the Very Small contact crash site, losing only one wounded.

On the Small Contact crash site I repeatedly had my arse handed to me by the defending GIll Men. Superhuman is hard! I'd forgotten approximately everything I thought I knew! It took me about six repeats before my squad of 7 were able to defeat the 7 Gill-Men, for a cost of 2 dead and 2 wounded. Three combat-effectives left, but reinforcements on the way. The first 24 hours of the war against the undersea alien menace were not looking so bad after all. Rarely has a victory felt so sweet and hard earned. That's what's so great about TFTD.

You intercepted and shot down two subs in the first day?

This ought to be good. *chuckles ominously*

#3 sp1ke

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Posted 09 June 2016 - 07:35 PM

Yeah I've rarely seen two subs on the first day before, and definitely I've never assaulted two on the first day. It was really cool!
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#4 sp1ke

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Posted 09 June 2016 - 07:50 PM

What was not cool of course...

No TU/strength display on the loadout screen, grumble grumble.
First-load ammo bug messing with all the heavy weapons, grumble grumble.
Game doesn't remember loadouts, grumble grumble.
Funky fire not fixed, grumble grumble.
Smoke/fire tiles not fixed, grumble grumble.
No 'remove craft weapon' option, grumble grumble.
Loadsa random bugs randomly screwing everything up, grumble grumble.

Still, it feels decidedly "Old Skule" and that's kind of fun. :-)
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#5 magic9mushroom

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Posted 10 June 2016 - 06:45 AM

View Postsp1ke, on 09 June 2016 - 07:35 PM, said:

Yeah I've rarely seen two subs on the first day before, and definitely I've never assaulted two on the first day. It was really cool!

There are always two subs on the first day, the Survey Ship of the Alien Probe Mission in your base's zone and the Escort of the Alien Surface Attacks in a random zone. The latter, of course, you usually don't see due to lack of sonar coverage.

Be sure to post updates on how the game goes. Because, well, shooting down two subs on the first day in TFTD on Superhuman... *chuckles darkly*

#6 NoXTheRoXStaR

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Posted 10 June 2016 - 07:47 AM

Hell, I once had a cruiser filled with Tasoths in my first month. If memory serves me right there was six, the gas canisters managed to knock out those I didn't outright kill, I remember using the Magna-Packs to kill the KO'd Tasoths. It took 82 turns before the mission ended, strange thing was that the enemy didn't use molecular control.

Fun times.

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"If you win it's just a game, but if you lose it's a complete waste of time"

-Al Bundy (Married With Children)

#7 silencer_pl

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Posted 10 June 2016 - 10:39 AM

Not every Tasoth has MC.
Posted ImagePosted ImagePosted Image

#8 magic9mushroom

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Posted 11 June 2016 - 12:00 AM

View Postsilencer_pl, on 10 June 2016 - 10:39 AM, said:

Not every Tasoth has MC.

But plenty of those in a Cruiser do.

#9 Tsathoggua

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Posted 11 June 2016 - 02:01 AM

Must have taken them out before they had a chance to use MC. Or they could have been killed in the crash.

#10 sp1ke

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Posted 11 June 2016 - 01:21 PM

View Postmagic9mushroom, on 10 June 2016 - 06:45 AM, said:

Be sure to post updates on how the game goes. Because, well, shooting down two subs on the first day in TFTD on Superhuman... *chuckles darkly*

Uh oh! Should I be afraid, or very afraid?
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#11 sp1ke

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Posted 11 June 2016 - 02:59 PM

9th Jan 2040
I can now use Sonic Pulsers. Big equaliser!
Quick research diversion into Particle Displacement to give my techs productive work.
Then it will be onto Sonics for the medium term. I am going to "Skip Gauss"!. Never done that before.
No further USO contacts. I am running Barracuda patrols around USA as the graphs show that's where there was the most alien activity.
I have a full squad of 15 aquanauts, plus a Coelacanth/GasCannon.
My subs are fully equipped with DUPs, though I have some Stingray launchers and 6 torps in reserve in case I want to downgrade for any reason.
Come on, squids, show your fishy faces!

From Cousteau Base in the Bay of Biscay (west of France) I can maintain about 4.5 hours Barrucuda patrol time off the Maine coast.
Maybe enough to deter some aliens, even if I don't catch any.
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#12 Tsathoggua

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Posted 11 June 2016 - 03:23 PM

Gauss pistols can still come in handy, as can the rifles, I don't bother, as, it seems, do many others, with heavy gauss, save as a novelty of sorts, or for a sniper weapon as early backup for the gas cannon on land based missions where sonics are unavailable for the time being and of course HJC and torpedo launchers are unusable.  If it had autofire it might be some use. Or perhaps far better damage. As it is, its as best, backup.

#13 sp1ke

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Posted 11 June 2016 - 04:03 PM

Gauss pistols definitely come in handy but... my strategy decision is to make a full speed ahead dash for Sonic Oscillator, at least until such time as researching the armour-subs line is an option, which currently it isn't. I'm looking for my guys 'n gals to be packing a Sonic Pistol / Gas Cannon combo by mid Feb.

The PD Sensor research is taking ages, I must have 'rolled' badly, should have done that out of the starting gate. Grumble.
What I should have done in hindsight is
1. PD Sensor, to monetise my idle Techs
2. Then start on Gauss until such time as I get a Sonic Pulser and/or Sonic Pistol
3. Then switch to Pulser, then Sonic Pistol
4. Aim for Oscillator and don't divert unless I open up Armour. Even then, if I'm near to Oscillator, finish the job before switching to Armour-Sub track.

15th Jan, I am in another Gill Man fight just off East Anglia. I practically could have walked to this crash site.
10 aquanauts and a Coelacanth. Very uniform loadout, pretty much everyone has 1 GC-AP, 1 grenade, 1 sonic pulser. The stronger ones have a GC-HE reload.

It's very pleasing to advance safely behind the tank. I wonder how long this will last...
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#14 sp1ke

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Posted 11 June 2016 - 06:12 PM

Wow that may have been my best Superhuman mission ever. 8 gill men killed in 10 turns, not a scratch on my guys. No loot damaged (apart from by DUPs during sub combat!). A superb example of long range GC-AP gunnery. Hoo-RA!
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#15 sp1ke

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Posted 11 June 2016 - 06:34 PM

Now I will have a second intercept base up and running in Baja California by 10th Feb. Hee hee!
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#16 sp1ke

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Posted 11 June 2016 - 07:04 PM

20 Jan 2040. A long range picket Barracuda stationed in the Gulf of Mexico (as the graphs showed activity in the US Zone) picked up a Small USO. A pincer movement of Barracudas caught and downed the sub! My first mission with Alien Containment enabled. Tazers ho!

(Though actually there is little point capturing anything that is not either a terrorist or at least an MC user).
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#17 sp1ke

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Posted 11 June 2016 - 09:07 PM

22 Jan 2040. Patrolling off West Africa in response to graph intel netted a destruction of a small scout. It will win favour with the African Zones.

Due to the very slow reload cycle of Ajax/Stingray it's just not worth trying to intercept VS craft at all. I am toying with keeping 2 Ajax launchers and only 6 torps and trying that loadout if I see a slow moving scout. I'm even thinking maybe a permanent loudout of 1 DUP 1 Ajax will be ok for this early stage of the game, maybe even reduce the damage on size S USOs to improve loot recovery. Then with an aggressive attack so that the DUP and Ajax fire at the same time, is there a 50/50 chance of an Ajax hit and a safe splash of a small scout? What that hinges on of course is whether both torps/missiles are processed simultaneously or sequentially. A long standing mystery.

23 Jan 2040. The West Africa picket detects something new, a LARGE contact heading north, toward Cousteau Base, at 1174. Gulp!

Luckily I'm near the top of a refuel/rearm cycle so I can meet this new threat with both interceptors and 4 x DUPs, if I can get all my ducks in a row.
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#18 sp1ke

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Posted 11 June 2016 - 09:22 PM

OK apparently 2 Barracudas with dual DUPs attacking simultaneously are not enough to take down this Large critter, whatever it is.

The sonar image looks like some kind of supply cruiser, but it sure fights like it's some kind of Battleship...
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#19 sp1ke

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Posted 11 June 2016 - 09:27 PM

And on the 3rd attempt I downed it! W00t! (Er, two practice missions in the simulator?)
Time to assault a Battleship in January!!!! Who needs terror missions eh?!
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#20 sp1ke

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Posted 11 June 2016 - 09:37 PM

We attack at dawn, armed to the tooth. Forget finesse and forget about limiting collateral damage. We have 27 sonic pulsers in the boat, 64 GC-HE shells, and we intend to use them all!
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