Posted 11 April 2017 - 05:38 PM
Does anybody else keep having this problem?
I've been playing a genius-level game, far end of mid-way in by now, and using XcomUtil and the option to have interrogations a lot more important than otherwise, by means of research data acquisition.
Problem being (and I am aware that its often difficult to recover multi-tile aliens alive, such as hallucinoids, xarquid, and triscene, but I seem to be bringing back a lot fewer aliens than I'm taking alive.
Been arming the troops with the following :2 gas cannon, HE clip per wielder, two incendiary clips each, for flushing out enemy troops with fire, and for improving accuracy of trainee agents using gas cannon and HE shells; 1xhydrojet cannon, two phosphorus mags, one HE mag, the latter mainly for when there is a melee-capable alien stunned by conventional weapons-fire rather than deliberately by a stunning weapon and the critter is only dazed rather than smacked senseless, especially with tentaculat, the moment one of those gets stunned by ANY means, aside from initially getting one alive for research, the SOP is to blast it with a HE round and send it back to hell from whence it came. Too dangerous to let those damned things live, far, far better if tentaculats are well and truly disposed of, and until they have been thoroughly reduced to brain-juice and a few bits of chunky slime, they are considered high priority if not the highest,
I'm playing the DOS version via dosbox on a windows machine (I know, I know, but it isn't my pc)
and I've been sending the troops in, aside from the above, armed with a mixture of heavy sonic cannons, sonic pistols for sidearms to give those agents who either need something to protect themselves or who can take care of themselves but are also carrying heavy weaponry (got 3-4 DPL-wielding troops packing a couple of shells each, otherwise, thermal shock cannons, 2-3x, 4-5 rounds each, a handful of dye grenades, few sonic pulsers, a couple of breaching charges in order to make for a surprise entry into USOs, and many troops carrying either a thermal tazer, a vibroblade or both, plus MC disruptors for the psyker team, which atm consists of 4 out of my 5 most effective psykers, a couple of them mid-range in strength, the other three or so are one high-medium and two of them, the commander included being so innately strong that they are close to or actually maxed out, and the rest of the squad probably wonders if they are aquatoids in fancy dress.
So that breaks down to a LOT of enemy being downed alive, taken over by relentless psi assault, brought close, for the stunner teams to take the aliens down alive after having them walk right up next to them and wait until next turn, with snipers in close, to give the option, should stunning fail to simply shoot the targets dead. But by and large, I've been taking sometimes as many as all bar 2-3 aliens alive, but not recovering anything like the number downed but not dead.
For example, Taking on a lobsterman ship, large size, in which there must have been something like 20 odd aliens, maybe more. Killed 3-4 of them since there was no other option in those specific cases, but typically disarming almost all the oversized calamari, using them for a bit of scouting then knocking them out after MC'ing them, a task at which my best few psyker troops rarely fail.
Problem is, nothing like the quantity of KO'ed aliens seem to be coming back alive that should. What gives here? because I've been taking nearly all of the enemy, on a large ship back alive for interrogation to further the research efforts. Anyone else get this issue? and what can be done about it?