Hard times


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#41 sp1ke

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Posted 14 June 2016 - 06:28 PM

30+ turns on that Island mission. It was tiresome but I only lost one dead out of the crew of 5. Something like 28 aliens killed. It was a cool mission. I think actually if I had gone in with 10-15 aquanauts I would have lost more, because I would not have been as careful. I did go through nearly all my pulsers though. I have less than ten left out of thirty I started the battle with. Still, they are easy to come by. I did lose my tank, right at the end, to a Gillman with a grenade after it was already badly damaged. Oh well. At least the aliens were beaten back and paid a price for their terror mission.
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#42 Tsathoggua

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Posted 14 June 2016 - 08:01 PM

For a gill man terror mission, don't you find 30 pulse grenades just takes up more item space on the dropship than is needed? because you should be able to capture what else you need with half that. I like to let the bugs bring some of my weaponry for me...they just aren't too fond of handing it over, so they need...persuading; persuasion being an incendiary shell in the face and a grenade chucked up the stairs of some building, right underneath some hapless gill man's green, slimy reptilian rear end.

Or more amusingly still, a grenade set to go off after the end of the enemy turn on the floor underneath, using the IC round to drive the gillman running down the stairs....straight into the sonic pulser&magna-blast demo charges you set there previously. Leaving nothing but a lot of ringing ears (the green ones probably divested of their heretofore attached owner:P) and the enemy's loud of equipment/weapons if all goes well, nicely scoured of any guts and night soil by the shockwave coming from the detonating HEs. Crude, sneaky, underhanded and messy...but highly amusing.

#43 Tsathoggua

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Posted 14 June 2016 - 08:57 PM

Alpha team, suit up, we got company.

Barracuda Warbird-1 just downed a USO, of light-middleweight size, aggressive attack was necessary, ran out of ajax torpedoes and had to close in and get in-your-face, emptying some 60-80 rounds from the gas cannon mounted as a last-ditch backup weapon before the enemy bird was brought to heel.

Now we attack at daybreak as soon as the lighting conditions are optimal, the tank is onboard, the men are ready, with a few presents from Alpha base, a pair of new hydrojet cannons, third gas cannon, and some new grenades from the boys working in the science division....you'r going to like these, lads ;)
Just don't get anywhere close, the kill radius is FAR in excess of the magna-blast grenades your used to using...........
Alpha team, Go! Go! Go!

#44 sp1ke

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Posted 14 June 2016 - 09:38 PM

Well, I don't know about you, but when I have 5 rookie aquanauts with starting weapons and no armour against 25+ aliens, I need as many sonic pulsers as I can get. We recovered hardly any from the battlefield - almost all of those carried by the aliens were either used against us or destroyed by explosions. I would say without a doubt that the 27 sonic pulsers in the boat were the difference between victory and failure. Considering that our best direct fire weapon, GC-AP or CG-HE, was getting a kill less than half the time, pulsers were the only way to inhibit return fire from the aliens.
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#45 Tsathoggua

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Posted 14 June 2016 - 11:00 PM

Ah, I see.

Similar situation here.

Although by now the men, at least most of them, rotating in a couple of rookies at a time, 2-3 green men, (pun intended;))
are now quite seasoned. Alpha squad is, at least. Beta team is made up of those in training, accompanying alpha squad, charlie team is back at base and rotated between two men in alpha, a third in beta.

Just took the new sonic pulser research to the field, and boy did it equalize!
Gill men, cruiser-sized vessel, lots of small twisty airlock-like passages. One squaddie exploring those, carrying a jet harpoon and a stunner entered a passageway with a wall jutting out, separating the two doors at either end, providing cover, but not much, decided to see "what's behind door number two?"

CONGRATULATIONS! you win two gill men, and as a Brucie bonus, a shiny new sonic cannon and blaster. Albeit a few inches past your face, narrowly avoiding liquifying half your skull.

(aquanaut retreats behind cover wall, 'panting' heavily, if one can be said to pant with lungs full of liquid, muttering something very rude in ASL sign. (Commander here is somewhat fluent)

Rests a turn, kneeling down and covering the passageway with his rifle, then primes the dirty great big satchel charge he's carrying, rests again behind that doorway, no longer kneeling so as to be ready to leg it the hell out of the way the moment its loose out of his hands, primed for detonation on impact.

Guy tosses the charge the second he opens the door, spins round, dives round the corner of the tunnel and back out of the other end of the access shaft, nicely held open for him by one of the team's heavy weapons specialists, a girl armed with a hydrojet cannon, covered on her blind side by another hydrojet gunner in training, although good enough with it, and a gas cannoner/HE, but who'd stowed the cannon in favor of a squat little pistol captured off a gill man felled a few minutes prior to the demo-pack induced shitstorm in a teacup, just as well too, because the aquanaut who'd just lobbed the charge, using that bit of cover to shield from any fragments from the blast, just about got out in time to duck out of the way of the overpressure, only to nearly run into a blast from an unseen gunner, who the  HJC gunner caught onto, as did the girl with the pistol and stunner, the shooter from the other chamber in the USO missed, barely, standing behind some sort of greyish sphere on a pedestal thing, in partial cover. HJC rounds blasted first the back wall, then took the cover out, to a volley of shots from the captured pistol. Damn....thing made short work of the gill man sniper, who was carrying a large weapon, didn't see what exactly,  but thats probably just as well ;)

Dropped the sniper, then the charge went off, to a LOUD , and very pained-sounding high pitched shriek, like rusty nails down a blackboard.
Moments later, the lightly armed (well, in terms of weight, but packing an awful lot of punch compared to even the squad gas cannons and armor-piercing rounds from the hydrojet) pistol-packing chick, a real stunner, too ;) went to check the scene, after having a backup cover her standing, whilst she ducked down, dye grenade overhead for cover. No need. The corridor was empty. Just a few bits of the tech formerly carried by the two gill-men, now no longer in evidence anywhere. Corridor was a blind passage, bar a small alcove sealed off by a door, empty of anything of interest. The two gillmen had both been atomized by the huge satchel charge going off from just behind the door.

Damn....that aquanaut was a complete nutcase, dropping that thing right at his feet, primed to go off on impact and relying solely on the seawater arresting the descent of the blasting pack to get out of there alive. But he did. Just. Dropping the charge rather than throwing it at the two bugs to avoid alerting them and drawing fire, then spinning on his heels and getting the flying fuck out of that hole!

WHAT a mess that left behind.

Only other eventful happenings after the initial approach and fight towards the USO, A short distance from the LZ, but infested with a few gillmen carrying rifles, and one with a load of grenades and some sort of blade weapon, none of them got to do much, only casualty was a minor injury (relatively speaking) caused by an own goal from an inexperienced trooper with a gas cannon. Thankfully not a fatal accident, but only by luck. And the tank shot at several times by a gill man rounding the southeast corner of the USO, instantly reacted to by a trooper who'd been camping a patch of dense rocks with lots of little hidey holes and different heights to pop out from, burst of HE fire from a hydrojet, all three rounds connect, two with the gill man and one with the USO outer hull immediately to the rear resulting in nothing at all, not even the unfortunate, and short-lived bug's equipment remained, that I could see, assuming it had had any from the outset, if it did then the entire lot, gill man, weapon and equipment had just been neatly erased from the face of the earth. Davy Jones' took his due for the mission.

On the way to a terror site now, after having a really narrow, messy intercept attempt, all three fighters dispatched to a large vessel, big enough that one hit almost obliterated an interceptor, tried attrition tactics, launching DUP heads, and backing off, but even the three interceptors together couldn't down it. Damned thing seems to have dropped a cargo of...well....don't know what but the squad are about to find out................

#46 magic9mushroom

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Posted 15 June 2016 - 01:10 AM

View PostKir, on 14 June 2016 - 08:45 AM, said:

I disagree. Since I dislike interceptions overall, I sack all Barracudas in first month and  build only Hammerheads and Leviathans. So I do not perform many interceptions for long period of game. However, aliens launch many retaliations on my head. Often it starts right after succesfull colony assault or artefact site purging. They react on XCOM rating peak, I think. And it does not matter which XCOM actions do this.

Yes, some can proc in later months without interceptions. But I'm speaking of January here, and it has been my experience that Alien Retaliation/Floating Base Attack in January only happens if you intercept. Or if the aforementioned AKNOW bug is triggered, sending a Battleship/Dreadnought to your main base some time in the first couple of weeks. (IIRC, it only happens if you have a lot of bases and a battleship/dreadnought scheduled to attack one when you start a new game. I forget whether it clears by itself, but once cleared it should stay cleared until triggered again.)

#47 Tsathoggua

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Posted 15 June 2016 - 04:59 PM

Never had that happen magicmushroom, but if it does, that sounds like a nightmare. Battleships/dreadnoughts are such a nuisance, damn  near impossible to down with starting. human weapons, just tried downing a battleship with three interceptors mounting two pairs of DUP heads and one DUP head/ajax and almost lost all three. Luckily had a weapon mount added to the triton,  A single DUP head, primarily for defense, but it ended up that aas my ONLY interception-capable craft for a LONG time whilst repairs were conducted on the three barracudas, , which considering the severity of the damage to the interceptors (almost totally destroyed, got no idea how they managed to escape with and crawl back to Alpha base at all.

#48 sp1ke

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Posted 15 June 2016 - 09:24 PM

Yes taking down a battleship with just DUPs is hard. Even if all the DUPs hit they may well not generate enough damage to down the Battleship. You have to be hair trigger on your attacks and on your disengage. There is also a curious observed phenomenon that USO/UFOs seem to do more damage, faster, when you team up on them with a flight of interceptor craft. Not them I'm recommending engaging big ships with one craft at a time. You still benefit from the UFO/USO splitting its fire amongst multiple XCOM craft, just not as much benefit as would be expected.
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#49 Tsathoggua

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Posted 16 June 2016 - 01:07 PM

One barracuda doesn't stand a cat in hells chance.

How does doing more damage, faster correlate with benefit from splitting fire between  targets?

#50 sp1ke

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Posted 19 June 2016 - 09:53 PM

As I said, you still benefit from the USO splitting its fire between your attacking interceptor subs, just not as much as you would expect.
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#51 Tsathoggua

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Posted 25 June 2016 - 08:02 AM

Yes but when that fire is enough to obliterate any individual barracuda all the damn thing is going to do is have to wait for the more or less inevitable. I try to engage the
battleship/dreadnoughts once they touch down if possible, otherwise wait until mantas are available for the dreadnought, and tag-team the battleships with the best available hardware before that.Trying to bring down dreadnoughts gets too expensive, too quickly until a proper interceptor is available.

#52 Tsathoggua

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Posted 25 June 2016 - 08:55 AM

Talking of 'hard times', the funniest thing just went down in an alien base in my ufo/openXcom game.

Damn crafty SOB had snuck up behind a group of 4 troopers trying to get close enough to tazer a muton, a high ranking one no doubt given it was carrying a blaster launcher. Popped a round right in the middle of them, killing his own soldier as well, I had my best soldier down nearby providing heavy artillery support. Oddly, the tank/cannon in the midst of ground zero survived. Couldn't fire the blaster at the sneaky little swine, and low on ammo for his plasma rifle backup weapon,  there was another one wielding a heavy plasma cannon. Tank  mopped up the TU of the latter from a few steps away, firing repeatedly at point blank range, weakened and downright enraged said muton. While blaster guy (X-com trooper) legs it up to the pair of them and beats them both unconscious with his blaster, smacked the shit out of the pair of them, dropping all his kit the turn before to maximize his TU. Drops a grenade on top of the KO'ed muton with  the plasma gun, and walks off, grabbing his kit on the next turn and using the blaster at close range, exploiting the base walls to contain and direct the blast, dropping two more mutons, possibly three, a there was certainly another one round the same area, don't know if its dead or KO yet. as well as an unseen celatid close by.

Paybacks a bitch! that evened the score, and turned the immediate vicinity from a base, into a graveyard:D

That'll teach the big green sods to try and stab X-com soldiers in the back! I hope the muton is still alive (for now...for now......), just sending support in with a rocket launcher and a second plasma rifle. Bet it has a real headache too, battered witless with a loaded blaster launcher....that must have HURT, even for something  as  
tough as a ranking muton. Unfortunate about the dead troops that took that blaster round however, one of them was a damn fine soldier.

Guy with the blaster seems to have become a damn fine shot with it, after getting it recently as an unofficial promotion, for racking up 22 kills in 7 away missions.. Its not the first time either he's done something like that. Cracked a sectoid's skull with another/the same big hefty launcher.  Sneaked up and started whaling away on the wee grey sod after it refused to go down when zapped with a shock prod. Seems to be picking up somewhat of a habit of smashing faces in with heavy artillery. Seen the same soldier, albeit to less terminal effect, pistol-whip another sectoid with his laser pistol sidearm when he was too low on TU to use any ranged weaponry, other than to smack the bejeezis out of that sectoid. Did the trick though, dropped the bugger for a turn, ensuring it couldn't open fire, probably saved another nearby trooper the sectoid had been shooting at in the process, giving it a brand spanking new hole in the head, opening up with the laser pistol at point blank range the moment enough TU became available for an autoshot.

#53 sp1ke

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Posted 26 June 2016 - 04:17 PM

maybe start another thread in the relevant forum area for your OpenXCom UFO EU AAR?
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#54 Tsathoggua

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Posted 26 June 2016 - 07:54 PM

Yeah I wasn't going into UFO really here, just an off the cuff bit of amusingness.

Kinda hilarious seeing the scrawny lil' sec-turd try and take the soldier's head off with it's plasma weaponry, only to realize, WAY too late, that it had tried to bite off something it was in no way on this earth or any other planet, or dimension, prepared to chew on. Soldier in question was the captain of the prime assault squad, and had survived longer than all but any other trooper, partly by support but for a damn good large measure, by being both sneaky and uncompromisingly vicious, quite content to take out a floater or sectoid (as long as the floater in question is not floating mind you) using a high explosive demo charge with a yield comparable to a blaster launcher, and duck round the corner, tossing 3-4 pre-primed grenades next turn before shouldering his blaster launcher and charging, plasma rifle in hand until unable to squeeze off another shot, and sneak back round the corner again to repeat the process should anything, by some unutterably shocking chance, courtesy of ye olde faithful randomme number generator Posted ImagePosted ImagePosted Image

And failing that, use blaster at close range, and belt any surviver firmly round the noggin using the thing for a cricket bat Posted Image

DEFINITELY not what that sectoid must have expected when it decided to pull that trigger. Should have made sure it killed my captain and blew the man's body to Tartarus with a follow-up grenade, if it didn't want to end up in a jam jar, spread on ''sergey 'hexxx' teth ''s post-mission sandwiches Posted Image

Heck the last muton commander to try the same with a blaster launcher should have made 100 percent sure he got in a headshot, and not miss, because the cap'n is it seems, a certifiable nutcase..


I apologize of course for the wrong area, if such is needed. Please dinnae' have Lt.Tsath' court-martialed.

*Lt.Tsathoggua passes Sp1ke his pipe by way of apology/and/or/bribery Posted ImagePosted Image

(although I confess, I am just a little surprised that he didn't actually pick up the sectoid and/or muton and use him/it to attempt to batter a hole through the nearest alien alloy base wall in lieu of wasting ammunition and explosive ordinance that could be perfectly useful for blowing more bugs to gooey alien organ slop)

BTW what does the abbreviation 'AAR' stand for?

#55 NKF

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Posted 26 June 2016 - 10:16 PM

AAR = After Action Report. Where you would normally associate a Let's Play with a video or livestream, the After Action Report is the written word counterpart. Although I suppose it's not a complete start-to-end report, but more the highlights reel. Screencaps are optional but nice if you have the time.

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#56 Tsathoggua

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Posted 27 June 2016 - 06:04 AM

Actually, I was wondering how one. does those. Videocap and screencapping Because that can be entertaining. Not sure how to do it myself but have seen some good playthroughs. Well I know how to do the playing lol just not the screengrabbing/videos.
ug
That sectoid thing had just had me laughing. Its the way the pictures are so damn scrawny looking and the huge heads, like some overstuffed, but anorexic, overgrown baby politician (and you'd want to smack 'em one just as much.), Was just the way the thing had tried to take on a lot more than it bargained for, like a toddler picking a fight with whassisface..that black boxer with the infamous hair trigger and penchant for biting off people's ea rs, can't recall his name atm, I'm way too wasted atm. That, the size differential plus picking on THE worst possible target. Worse than had it gone for the tank at close range, and the big oversized blaster launcher being used as an impromptu baseball bat:P  Even some of the experienced guys with rocket launchers couldn't even MOVE far with the thing and hope to hit something with it, let alone fire it with full TU.

For once, regretted just for a moment the ironman playthrough, because that would have been worth a save, just to find out if alien HP decrease if stunned and USED to slap something silly. I.e sectoid held by legs and used to beat something to death. If nothing else then the ignominy alone, amongst a bunch of instantly aware psi-specialist aliens would have done the job!

Anyone else think, despite being described as atrophied in the ufopaedia in TFTD, aquatoids actually look a LOT meaner, nastier and more threatening than their sectoid counterparts. And they sound like it too when dying. The sectoids just kind of moan as if to say 'please stop! it HURTS sectoid has an owiie:D'

#57 Zombie

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Posted 15 July 2016 - 03:30 AM

View PostTsathoggua, on 27 June 2016 - 06:04 AM, said:

Actually, I was wondering how one. does those. Videocap and screencapping Because that can be entertaining. Not sure how to do it myself but have seen some good playthroughs. Well I know how to do the playing lol just not the screengrabbing/videos.

If you are running the CE game without a front end, I think F12 takes a tga screnshot. Most people are running it under DosBox or Steam these days though. Steam's default screenshot key is also F12. In DosBox, you can do CTRL+F5 to take a screenie, or CRTL+ALT+F5 to start stop video recording in AVI format. Haven't tried this in X-COM though. ;)

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#58 Tsathoggua

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Posted 18 July 2016 - 01:38 AM

Unfortunately I haven't a damn clue which edition it is. But running it under dosbox anyhow. Downloaded it off the internet as I no longer have my original CD or any of the burned copies (I've gone through a lot of CDs for the early X-com games up to apocalypse.

And in any case, the USB drivers aren't playing well with win7 and I don't have an inbuilt CD/DVD drive but use a portable one. Or used, before getting stuck with this sack of shit excuse for an OS.

Gah..gimme back dual booted DOS and XP.

#59 Tsathoggua

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Posted 01 October 2016 - 06:58 PM

Just had one long, drawn out and nasty mission, after tailing some monster of a USO. Didn't get a look at what kind, just huge.

Sent a triton to follow it, early on in the game, team outfitted with mainly heavy gauss, a few gauss rifles for the weaker agents and quite a number of gas cannons loaded with phosphorus and HE shells. The USO set down, just as well too because there is NO chance it could have been sunk; and whilst there were thankfully no terror units to deal with, it was an aquatoid ship, and they RELENTLESSLY hammered the team with MC; to the point that I was very close to having to shoot one of the men. Should have killed him really. The things that saved him were reluctance for a while on my part because otherwise, against non-psi users he is effective and experienced and the fact the enemy MC-panicked him making him drop his weapon before the point of my having a trooper putting a bullet in his head.

Did bag a stunned tech and a navigator though. But it was long and ugly, mostly a run up over coverless terrain to the side of the UFO, breaching charges set. then carpeting the inside in phosphorus rounds before running in with the heavy gauss and grenades, tossing sonic pulsers in any cracks bugs could be hiding, followed by sending a two man team to the bridge, to sneak up and get the drop on the navigator. Two bugs on the bridge, facing away, although not enough T/U to stun both of them so shot one and kidnapped the other. Good loot but a lot of injuriese and troule doing it, although the advantage of gauss weapons, is even the heavy gauss has difficulty penetrating armor, this probably was the deciding factor that threw the mission my way. That and ordering any agent susceptible to psi or panicking to shoulder their weaponjs safely away in their packs or drop them if carrying gas cannons or HJC.

#60 magic9mushroom

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Posted 04 October 2016 - 12:33 AM

Sounds like a Fleet Supply Cruiser. And yes, Gauss is the best loadout against Aquatoids.

Unfortunately, that Navigator you bagged is useless, and the Technician is only good for the UFOpedia entry on a craft type. Aquatoids don't unlock anything, which is kinda weird since they're the masterminds of TFTD (Tasoths are clone soldiers, Lobster Men are robot soldiers, Gillmen are Vichy Earthlings). Maybe their intelligence allows them to resist interrogation or something.




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