Differences between Xenonauts and UFO:EU


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#21 Zombie

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Posted 18 September 2017 - 03:39 AM

Yeah, just tried again with my previous save and the Harridan was chewing right through my armor. So I guess armor is meaningless with the Alien Sniper Rifle. Had a look through the weapons_gc.xml file because I was curious about mitigation. The Alien Sniper Rifle does indeed have 99 mitigation, but the Assault Plasma has 10, Heavy Plasma Rifle is 30 and Battle Rifle is also 30. Interestingly, Reaper Claws have an incredible 500 mitigation and my namesake, the Zombie, is 40. :)

Suppose I should mention another difference in Xeno, Sebillians regenerate health. Duh! But no aliens have this feature in X-COM. On another Carrier mission, one of my "green" snipers was plugging away at a beast from a distance, but it was regenerating about 50-55 health units per turn. Talk about one step forwards and two steps back! I did eventually kill it, but only because there was a building next to it where a few team members could get close to ensure damage. With these aliens you almost certainly need to double (or even triple) team Sebillians.

UFO doors close automatically during the aliens round like in UFO, but now soldiers can open and close them themselves. The benefits to this are immeasurable. Afraid of reaction fire during a retreat? No problem, close the door and then leave. Now you can stage your teams right at the doors instead of around it which saves some TU next turn. Worried you might not have enough TU to shoot an alien and retreat? Here again, have someone else (aka cannon fodder) open the door and now you probably will have enough points leftover to get back behind the door for safety. Aliens normally stay holed up in the command room thinking it's safer to camp than to bum rush the door, so that's another reason why doors are important. The only time you'll have a problem is with Androns (and to a lesser extent, soldiers wearing Predator armor). They will smash through doors like a bull in a china shop so it becomes inoperable (and always open).

Sometimes a door to an alien ship will remain open (Carrier is a prime example) for some reason. If there aren't Androns around, you are pretty safe to assume you can close it again though. I had to do this today actually. For the first time since I started this new campaign, the tank got to sit out in lieu of 2 greenhorns which needed improving. One had pretty low health and firing accuracy, so he had a shield and a plasma pistol while another got a plasma rifle. Now, you would assume that a Shrike dropship having a capacity of 10 soldiers should have a capacity of 6 soldiers and a tank (4 tiles big), but no, it can actually carry 8 soldiers and a tank. (The Xenopedia does mention tanks count as 2 spots, though I never read it carefully). Anyhow, these 2 newbies were in cover just in front of the main door, but I didn't want them to be sitting ducks if they made a dash to it and it couldn't be closed. So I had a soldier with a lot of APs close the door first, then brought in most of my team.

Right now, I'm at that point in the game where I'm torn between weapons and aircraft. My main production base was in the process of constructing my first Marauder aircraft, but I didn't produce enough plasma weaponry to equip the newbies with them. I wanted these guys to get some kills and to do that they need high damage weapons. What I ended up doing was equipping some of my vets with laser weapon equivalents instead, and giving the newbies the plasmas. The rationale being that the vets will make every bullet count due to their higher accuracy, while the newbies would play cleanup. Because they have mediocre accuracy you can only really count on one bullet of a burst connecting so you need higher damage to level the field and ensure a kill. What do you guys think about this? This situation is only temporary as the Marauder is completed and my manufacturing team is now producing a couple plasma rifles and plasma pistol but that takes time. In the other part of the world, my research base is hard at work figuring out MAG weaponry (still only "Good" status so it'll be a while before I get them). I'm almost leaning to constructing another workshop to help the process along.

With all the incoming cashflow from large-massive UFO missions, I built my fourth base in South America. Seems like a good place as the aliens are constantly buzzing around there. I figure I can equip this base with hand-me-down Foxtrots and Corsairs when enough Marauders are built to upgrade my aging fleet. Dumb question, but how many defense batteries are enough to prevent base attacks from getting through? My two main bases have three each because they also have soldiers and tanks to defend, but what about my other non-soldier, non-tank bases? Should they have more than three? (At this time it's plasma defenses but will be MAGs soon enough).

Anyhow, back to the grindstone! :D

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#22 silencer_pl

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Posted 18 September 2017 - 05:11 AM

I would advise not producing plasmas if you got MAG at good level. I've never ever built base defenses, my Aircraft where good enough defense. With 3 Maruaders you could shot down anything, the only issue might be Battleship, but if you research MAG weapons and then MAG explosives, this things will drop any UFOs fast.

2 aircraft with 3-4 Plasma torpedoes down a carrier, and I think 6 fusion bombs should work on Battleship. I made 6 hangarsd in my base and had a config of 4 bombers and 2 interceptors therefore if UFO had escort I just used 2 interceptors for the escort armed with missiles and bomber straight for the UFO. Dealing with escort is easy enough, then you play ring around the rosie with the big guy.
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#23 Zombie

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Posted 19 September 2017 - 05:32 AM

View Postsilencer_pl, on 18 September 2017 - 05:11 AM, said:

I would advise not producing plasmas if you got MAG at good level. I've never ever built base defenses, my Aircraft where good enough defense. With 3 Maruaders you could shot down anything, the only issue might be Battleship, but if you research MAG weapons and then MAG explosives, this things will drop any UFOs fast.

Well, it's not like I'm starting production on plasma weapons for the first time or anything, I'm just trying to fill the voids of my troops who are carrying lasers. Even if MAG weapons research finishes right now, it'll still take a while to manufacture them (and in the case of my American base, transfer weapons to them). I'm just worried I'll get a terror site (it's been a long time and I'm probably due if a ship sneaks through), or an alien base because that hasn't happened yet either. Or maybe I'm being too careful. Posted Image

So no base defenses at all then? Interceptors take care of everything? What happens if your interceptors are damaged and are incapable of flight when the UFO is inbound? Right now I only have 5 hangars at each of my bases:
  • American base: 1 Shrike, 1 Foxtrot, 2 Corsairs + 1 empty hangar for ship transfers
  • Europe base: 1 Shrike, 1 Marauder, 2 Corsairs + 1 empty hangar for ship building
  • Indochina base: 2 Foxtrots, 2 Corsairs + 1 empty hangar for transfers
I also have that new base in South America which has 5 days left till I can build structures. This will be the "hand-me-down" base for aircraft, so I'll probably have 6 hangars there - might as well get some more use out of the aircraft while the switchover to Marauders is taking place. The Foxtrots will probably be retired soon though as the Marauders are a direct replacement. Honestly, I'm handling everything the aliens have been throwing at me (mostly the bigger stuff now like Cruisers and Carriers) with just the Foxtrot + 2 Corsair setup although admittedly I never got around to researching plasma explosives yet so the Foxtrots still have Alenium Torpedoes on them. Posted Image I suppose it's not even worthwhile to complete that as MAG is in the pipes, right? Posted Image

View Postsilencer_pl, on 18 September 2017 - 05:11 AM, said:

2 aircraft with 3-4 Plasma torpedoes down a carrier, and I think 6 fusion bombs should work on Battleship. I made 6 hangarsd in my base and had a config of 4 bombers and 2 interceptors therefore if UFO had escort I just used 2 interceptors for the escort armed with missiles and bomber straight for the UFO. Dealing with escort is easy enough, then you play ring around the rosie with the big guy.

So you're talking a pure interception base, not a base with dropships correct? I'm curious what is your setup for a assault base with a dropship is because those are my primary bases right now. And I'm not going to be playing ring around the rosie with big ships anytime soon, it's all auto-resolve for me. Posted Image

I ended up building another workshop for my manufacturing base in Europe yesterday as shipbuilding takes a very long time with only 2 workshops. Is it advisable to decommission the workshop at my first base, transfer the engineers to Europe and then plop in another lab to jumpstart research?Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#24 silencer_pl

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Posted 19 September 2017 - 02:26 PM

Quote

So no base defenses at all then? Interceptors take care of everything? What happens if your interceptors are damaged and are incapable of flight when the UFO is inbound? Right now I only have 5 hangars at each of my bases:

Interceptors damaged? Come on, the air combat is not that difficult ;) I probably can count number of damaged aircraft that must be grounded probably in one hand. I don't think I've ever encountered base defense mission. Generally I had like too many missions because of so many shot downs :)

I suggest picking any video here, probably from the rear end just to have a view on fully build bases. And I don't know why you have 4 bases :) Generally I had like Main Base in EuroAsia, then fast base in Americas, last base in Asia so I had all the important ground covered. Base number 3 also had later research capability, while base 1 and 2 focused on produciton I think and I've passed used weapons from base 1 to 2, and later gave few colonels just so the rookies whould have someone competenet to guide them.

https://www.youtube....tLB_eaSG_8VJm_P


I've double checked with one of my videos and here is the overlay of base:

Posted Image


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The one slot I left was for the Fury ;) So maybe I've exaggerated a little on the numbers but still that's all what I needed and never felt unprotected.

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#25 Zombie

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Posted 21 September 2017 - 06:12 AM

Ah, thanks very much for the info and pics, that helps tremendously! :) I really need to watch all the Xeno videos you put out sometime.

Why I have 4 bases is due to a few reasons, namely that in my last game I almost lost due to losing too many funding areas while having only 2 bases. So I thought the trick was to build a lot of bases as fast as you can to get decent radar coverage (which I believe I mentioned earlier in this thread but nobody called me out on). ;) Also (and this ties into the first point), my bases are more scattered which left some holes in radar coverage. I see you built 3 bases all near the middle of the map on each of the landmasses whereas I put a base in the Midwest of the US, the "heel" of Italy and Java. So that leaves a big gap in radar coverage in South America (which Is the reason for the 4th base), a smaller (and IMHO tolerable) gap in South Africa and NE Russia (admittedly a huge swath of land though why would you want to cover Siberia but this also includes parts of China, Japan & Mongolia too).

I'm not planning on a full 3 radar module base for South America, just enough to fill the gap - though I have to see if building the 3 modules will give some coverage into South Africa as well, but I think I built too far west in S. America unfortunately. I will have to put some interceptors in S. America as I don't have a lot of ability to shoot down UFOs in the southern hemisphere which is where I'm lacking right now. Also, the aliens have just decided to create a terror site in Vladivostok so coverage is going to be an issue there as well. It's the erratic routes the UFOs fly that is the bigger problem. It seems like as soon as you get close to a UFO, they do a 180 and run, then when you return to base they resume their original heading. That's the infuriating part! Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#26 silencer_pl

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Posted 21 September 2017 - 03:13 PM

Well that's true that you should build second base ASAP to get that radar coverage but with good planning and 3 radar domes in base 2 bases should last you for few months. In my playthrough I was very unlucky and Brazil quit on 1st or 2nd month where I was never able to protect them despite building second base right in month 2 and it took a month for it to be fully operational. This I find pretty stupid in Xenos because you can get funding screwed right from the start, where in X-COM it's nigh impossible to lose a funding country that fast (maybe if you ignore 2 terror missions in a row)
Posted ImagePosted ImagePosted Image

#27 Zombie

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Posted 23 September 2017 - 05:05 AM

View Postsilencer_pl, on 21 September 2017 - 03:13 PM, said:

This I find pretty stupid in Xenos because you can get funding screwed right from the start, where in X-COM it's nigh impossible to lose a funding country that fast (maybe if you ignore 2 terror missions in a row)

It probably is impossible for a country to withhold funding completely on Beginner just by ignoring terror sites if you are at least trying to make an effort to win the game. Those Terror Sites would have to both be scheduled for the same country in consecutive months though. Possible, but very unlikely. On Superhuman, anything goes so there may be a way for that to happen.

I know what you mean about Xeno screwing you in funding quickly. In my previous playthrough I had the same thing happen where a country/area left after I built a base there but before it was completed. What happens then? You're stuck with a base in an area that isn't of benefit, except for maybe point/loot/troop training.

--------------------

Well, yesterday I was able to clean up the globe in my current game. I had an active terror site in Vladivostok plus 2 cruiser and 2 carrier crash sites in Europe. Because my crew in the USA needed some training, I had them clean up Europe (daylight there, so woohoo) while my European squad tackled the nighttime terror mission. That terror mission was probably the quickest and cleanest I ever did. The stars aligned and I was able to save everyone somehow. But the aliens were literally crawling out of the woodwork to get to me. My squad was pinned down in the landing zone for a good 12 rounds or so. Once I deployed enough flares (thanks again) it was all downhill. The last carrier mission was tough though. It seemed like every round a Caesan redshirt would MC one of my men, so then I was fighting two factions: the aliens and myself. What I ended up doing was dropping everyones weapon at the end of my turn. I fixed them! Now when they took control all they found in inventory was a medipack, stun baton and non-lethal grenades. :D

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#28 Zombie

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Posted 04 October 2017 - 06:10 AM

After a bit more playing I put Plasma Explosives on a fast-track and got that researched quickly. So now my interceptors are somewhat more capable with Plasma Torpedoes and Plasma Blasters. I was just really worried about Battleships showing up and not being able to deal with them in the air.

Right now I'm researching Heavy MAG Weapons so that will help with the seemingly never ending ground battles. For my soldiers, most are still using Plasma Rifles, Precision Plasmas and Plasma Casters, while the shield and assault folks get MAG Pistols and MAG Carbines. I did produce two Precision MAGs for now... one for each base but my main focus is to pump out MAG Rifles. When most of your soldiers have 100 in TU, Strength and Accuracy, it's really hard to get them to improve anymore in the other stats so with the 1.5X reaction modifier of the rifle that should at least increase that stat a bit. Is there an easy way to train health with maxed TU, Str and Acc? Because I have a few soldiers who are a little lacking there. I have a couple heavy weapons guys which have high 80's in reflexes and let me just say, they are diabolical killing machines during the aliens turn. With maxed accuracy, the drift isn't much so more shots connect, and with max strength they can wear Predator armor. Can you say Panzerkleins? Posted Image

As for my bases, the South America one just came on line and I transferred a Foxtrot and Corsair there. And I'm actually glad I did build a base there because it sometimes helps with interceptions in the Americas. I built 3 radars there which was overkill in terms of coverage but at least nothing is going to sneak up on me from the southern hemisphere. All my bases have 6 hangars now so there shouldn't be any issues with transferring craft in the future. Once I'm done manufacturing the MAG Rifles then its onward with strict Marauder manufacturing. Might build some workshops and living quarters at either SE Asia or South America for another manufacturing facility. The only issue is that I'll need to keep a close eye on alien alloys and Alenium as there aren't any soldiers at these bases picking up that stuff from ground missions. My funds are ~9.7million so I'll have no worries in the finance department footing the bill for the Marauders. :P

So all in all, it's improving. I'm a little weak in the interception area yet, and some soldiers are still using plasmas but that shouldn't be too much of an issue with MAGs in the pipeline.:)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#29 silencer_pl

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Posted 04 October 2017 - 10:56 AM

Does really rifle has 1.5 reaction?  I remember that Pistol = x2 reaction multiplier, shotgun/carbine = x1.5, Rifle = 1, LMG/Sniper = x0.5
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#30 Zombie

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Posted 04 October 2017 - 03:09 PM

Oh, my bad. Pistols and Carbines have 1.5x modifier, rifle has 1x and Precision/Heavy has 0.5x.

The only trouble with using the pistol or carbine for reaction fire training is the range. I do use soldiers carrying them as door openers/protectors in UFOs though. It can be dangerous opening a door in a UFO and because they are closer to the action, I sometimes call upon them to finish off the last alien. Also, they are used for holding a natural chokepoint (like a door) from aliens.

The rifles are the best (in my opinion) because they have a decent range while still having multishot capability (albeit dismal accuracy). So there isn't a need for endangering them by getting them close, they can still reaction fire from distance and remain somewhat safe.

It's amazing how brutal a Sniper or Heavy Weapons soldier is when their reactions are high. Even though there is a penalty for reactions, the power of the weapon transcends. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#31 Zombie

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Posted 23 October 2017 - 04:23 AM

I haven't been playing Xenonauts much due to being on vacation, but I did run a few missions before I left. In a particular Carrier map, my team was advancing slowly as I was worried about a Harridan sniper being in it's hidey-hole. I only had one sniper on the right side of the map perched on the 4th floor (technically 3rd floor roof) of a building but I had plenty of spotters in position to get eyes on any aliens. When one of my spotters got eyes on a Harridan sniper in it's usual spot, my sniper shot it (used 2 rings of accuracy as he was 95%) and killed it, then my spotter advanced another step. He spotted another Harridan in roughly the same spot so my sniper used the rest of his TU to take another 2-ring shot which killed it:

20171009000129_1.jpg

I thought it was interesting that there were 2 Harridans camped out there. Meanwhile another spotter decided to advance a few more steps along a building and what did he see? Yup, another Harridan in the same level! The only soldier who had a shot was my heavy so he did the honors:

20171009000217_1.jpg

Needless to say, I try to avoid that side of a Carrier map as much as possible when Harridans are spotted. If I do want to go there due to strategy (pincer movements), then I flood that side of the ship with as many soldiers as possible (mostly Snipers and heavys - safety in numbers) until the threat is gone. Is this the best strategy? Or is avoidance the better option? Kinda curious what everyone does. Posted Image

Today I was running the last of a string of Carriers my interceptors shot down previously. I didn't expect much as I haven't played for a week and was out of practice, but this was one of the fastest Carrier missions I ever cleaned up. What made the difference was basically reaction fire and positioning. Because most of my team was high Strength + Accuracy + TU, I gave two soldiers newly minted MAG Rifles to hopefully get them some reaction shots. The rest of the makeup was my usual mix of 2 heavys, a shield + assault squad, and 4 snipers (2 of which were greenhorns who only had 7 missions). What was incredible was the teamwork my men exhibited, covering each other with reaction fire in alien-rich zones of the map.

There were a couple choices I made which were questionable. One was using a heavy in Predator armor to close a door with an Andron standing on the other side. My heavy took reaction fire from the Andron which caused some minor wounds, but in the end it was the right choice as the Andron came through the door during it's round which allowed my shield and assault to finish it off with Rx fire. My greenhorn snipers who were covering the door took down another Andron with Rx fire as it tried to barge through the room. Then I was under the wrong impression that heavys wearing Predator armor could use med kits, so I had to run him over to the squad on the other side of the map to patch him up.

I think my team killed all the Androns on the map with reaction fire except for 3 who were in the bridge. I don't like to muck around with Harridans as they are quite lethal so they were also killed conventionally. Other than that there was reaction fire training for almost everyone except for the injured heavy and a sniper.

20171022214354_1.jpg

What was interesting was that reactions (erm, "reflexes") didn't increase by any more than one point. I suspect this is due to the fact that my soldiers are very experienced now. But reflexes is basically the only way to train hit points once a soldier maxes out in TU + Str + Acc (the triumvirate). So now that I know this, I can get those soldiers into positions with appropriate weaponry to take advantage of reflex. MAG Rifles will obviously be used quite often now (especially in Carrier missions because the ship is so large the riflemen can cover those mid-distances more effectively than the shield+assault combo). Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#32 Zombie

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Posted 28 October 2017 - 04:48 AM

Yesterday I decided to clean up the rest of the globe of shot down UFOs as there were about 5. It was a pretty big project but now that my two squads are trained up it wasn't too bad. The final UFO I visited was a Sebillian Battleship (first one so far). Well, you can imagine how it went, what with all the "dread" spam attacks nearly every round and once inside the UFO the occasional mind control. I couldn't figure out how Sebillians could do dread and MC attacks until I got to the top floor and saw the Praetor. Totally forgot they are in Battleships too! Anyhow, it was frustrating to say the least.

Between the dread and MC attacks, my men were having a tough time trying to whittle down the Sebillian defenses. My heavy never had enough TU to fire her weapon and my snipers had a bit of trouble hitting as I could only allocate 2 rings of accuracy with dread. Tack on to that the MC attack every other round and I really only had 5 people in position to shoot each round (I camped downstairs and brought my soldiers up to shoot). The MC was the biggest issue. What I ended up doing was my usual MC strategy: everyone drops their weapons to the ground at the end of the turn. It's a hassle because you have to remember where your weapon is and pick it up before going upstairs each round. I did find out that a soldier under MC will not prime and throw grenades so that saved a bunch of time. Posted Image

I really wanted to stun the Preator, but I didn't have enough heavy weapon folk to mow down the clutter and walls in the bridge. Running up to the Praetor and poking it with the baton was out of the question as there were two Sebillians who refused to move from their spots. Plus you would only be able to poke it once with each soldier before running out of TU. On top of that I forgot there are a couple doors on either side of the bridge which would have made it easier to get closer. Thankfully my men had a whole raft of electroshock grenades on them due to them being so strong. I must've dumped about 6 or so on the Preator... the biggest issue was the distance and a chair in the way (couldn't destroy it even with a MAG caster) which meant the Preator was at the edge of the blast radius lowering damage. Once the Preator was out of the way it was clear sailing. No more dread or MC attacks to worry about anymore! :D

Happy, happy, joy, joy! Finished off the last two Sebillians and the mission was over. Let's take a look at the EOM report though:

20171027020408_1.jpg

Whaaa? Praetor Leader Executed? WTF! Why? Posted Image I did realize that I haven't got around to researching an alien leader yet, so maybe that's the reason I can't capture the Praetor alive? Horribly annoying!

On the plus side, most of my soldiers gained one point of Reflex skill. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#33 silencer_pl

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Posted 28 October 2017 - 07:19 AM

Try to bring now rocket launchers. No more stupid chairs in the way ;)
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#34 Zombie

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Posted 29 October 2017 - 05:05 AM

True, true. Though now I will soon have fusion grenades and those might be enough. Then again, it looks like fusion rockets deal 4x vs terrain so I guess it is more powerful. ;) Speaking of rockets, why no Electroshock Rockets? Over powered? Those would really come in handy. :)

I converted my Indochina base into both a radar and manufacturing base recently. It literally just came online. I had a slight problem as you cannot hire Engineers if you have open Living Quarters but no Workshop. Which I think is really stupid. Anyhow, this is a 4-Workshop, 2-Living Quarter setup (60 engineers) which can crank out Marauders in 3 days 8 hours if you have the materials. 2 Living Quarters has a 70 person capacity so that means I have 10 spots open for soldiers if I decide to expand later (probably not as I'm comfortable with the crews I have now).

As soon as Fusion Explosives have finished researching, I'm going directly to an alien leader just in case I get more battleships. Then it'll be on to the Anti Gravity Generator as it should open up Sentinel Armor. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#35 Zombie

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Posted 02 November 2017 - 05:48 AM

View PostZombie, on 28 October 2017 - 04:48 AM, said:

Whaaa? Praetor Leader Executed? WTF! Why? Posted Image I did realize that I haven't got around to researching an alien leader yet, so maybe that's the reason I can't capture the Praetor alive? Horribly annoying!

Today I was finishing up yet another Battleship with Sebillians and a Praetor. Everything went similar to the past Battleship, except this time my men killed everyone including the Praetor. The corpse went into auto-research. Being curious, I sped up time just to see what would happen. Not too long after that, my research into an alien leader finished. That said I could research a live Praetor. So I went into the research screen and the Praetor which was previously executed was alive and well in the list. Odd. Just an FYI in case anyone runs into this in the future. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#36 Zombie

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Posted 04 November 2017 - 05:07 AM

Yet another battleship! I sent my less experienced North American squad in to take care of it. Upon entering the mission for the first time the game informed me one of my soldiers has dread. Posted Image

Never had that happen to me yet, normally dread comes during the aliens turn. At least that's what I thought. Hmmm. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#37 silencer_pl

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Posted 04 November 2017 - 08:07 AM

Nope. Dread is on your turn - say thank you to the Preator ;)
Posted ImagePosted ImagePosted Image

#38 Zombie

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Posted 05 November 2017 - 05:56 AM

Thank you Preator? Posted Image (intended sarcasm).

So I didn't remember experiencing this on my last run through of the game, but apparently there are elite aliens. Couldn't figure out why a Harridan was black in color, so I dumped a bunch of electroshock grenades on it just in case it was important. When I ran over to examine what we captured, it was an elite Harridan. Interesting. It was also carrying an advanced alien grenade. Can this be researched? (Probably not I'm guessing, but I thought I should ask).

So I thought the Carrier was the only ship with Harridan sniper perches built-in. Nope, the Battleship shares this too:

20171105001427_1.jpg

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#39 silencer_pl

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Posted 05 November 2017 - 07:07 AM

Elites are just plain "sigh".... Sebillians have +100HP regeneration so you just need to kill them, Caesans have battle rifles that will autoshot you from entire screen range. Good thing MAG weapons easily cut through them all.
Posted ImagePosted ImagePosted Image

#40 Zombie

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Posted 06 November 2017 - 03:43 AM

This dread thing was really starting to irk me to no end so my thought was to neuter it a bit (and psi a little too). I looked at the topic in the Goldhawk forum where you talked about that silencer. Went in to psionicpowers_gc.xml and changed the MC range down to 3 and dread range down to 0, saved the file, reloaded my away mission and nothing worked. Psi still happened, and dread was still automatic. Would I need to start a new game for the changes to apply? Or would it start next mission? Suppose the other option is to edit the aliens directly, I was just going for a more "organic" approach where the abilities were neutered, not the aliens themselves. Any help would be appreciated! Posted Image

Another dumb question: I was reading through the Goldhawk forums looking for info on dread and it seems like the devs talked a lot about balancing psi and dread a lot. But in my game it's like nothing was ever touched. What happened? Am I running an outdated version or something? (Currently the basic Steam install). Posted Image

I was just fooling around on a (surprise!) Carrier mission for a change. There was a Harridan milling about near one of the lifts to the top floor where the bridge is. Normally I don't muck around with Harridans much as they are really deadly, and usually just kill them outright. One of my heavy weapons folk with a plasma caster shot a volley at the Harridan, missed every shot except for the last which connected (but did not kill) and it was suppressed. I brought up a shield guy and had him kneel and keep watch over the thing, but he ended up killing the Harridan with Rx fire. Training reactions is what I'm currently after so this was a perfect outcome. So now I'm going gung-ho with flash bangs and anything which suppresses first, then setting up my "trainees" so they can do reaction fire if the alien moves. Brilliant strategy, even if people knew about this for years. Dunno if people used it for training though. Posted Image

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!




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