Zombie

Member Since 01 Jan 2004
Offline Last Active Today, 05:28 AM

#139335 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 02 January 2015 - 03:11 AM

View PostZombie, on 02 January 2015 - 01:59 AM, said:

If an alien carries a TSL on a base mission, it'll never get a sonic pulser too. (Aliens sometimes get a sonic pulser or two on Hunter/Battleship missions so you have to watch out).
Ah, that's good to know.  I have noticed a lack of grenades on the dead Shok carriers now that I think of it.

View PostZombie, on 02 January 2015 - 01:59 AM, said:

Your "insurance policy" was unjustified for two reasons, first, the alien wouldn't have had a sonic pulser anyway (not that I would have expected you to know this), and secondly, you had Dark Angel in the same armor and no health reduction in a position to be bait. He might have survived a direct hit, whereas RedArmy was basically removed from the fight entirely. It's better to stun 0 than 1, correct? Your idea of "perfect" seems slightly skewed to my eye. Posted Image
Ok, so maybe "perfect" is a strong word ;)   but no one died, compared to my earlier missions I'm happy about that. lol.  But yeah, Dark Angel should have been the one to go up close.  My real fear was the grenade taking out both DA & Red, but it's nice to know they never carry them.


#139297 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 30 December 2014 - 12:36 PM

Apparently the Lobstermen are enjoying their Triton so much they decided to come looking for another.



#139318 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 01 January 2015 - 01:07 PM

Happy New Year!




#139285 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 30 December 2014 - 03:35 AM

View PostZombie, on 29 December 2014 - 03:23 PM, said:

Actually, TA is easier to train by far.
ah, I always assumed strength leveled up pretty regularly based on carrying weight.

View PostZombie, on 29 December 2014 - 03:23 PM, said:

Reactions is another route but you hardly ever leave your soldiers with any TU at the end of a turn. Posted Image
--->http://youtu.be/fPeCIupsKeo?t=21m2s   Posted Image


#139271 Let's Play X-Com: Terror from the Deep

Posted Space Voyager on 29 December 2014 - 08:49 AM

View PostNoX, on 29 December 2014 - 06:06 AM, said:

Dude, Neptune. Everyone is full of shit. The only thing you need to know is how to exploit the enemy A.I. Once you know how to take advantage of it, the difficulty of any game is nonsensical.

HE HE HE, the pragmatic approach to games, huh? IMO exploits destroy the game utterly. Any game. If you find those and use them, I don't see any point in playing any more.


#139274 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 29 December 2014 - 12:26 PM

View PostSpace Voyager, on 29 December 2014 - 08:49 AM, said:

HE HE HE, the pragmatic approach to games, huh? IMO exploits destroy the game utterly. Any game. If you find those and use them, I don't see any point in playing any more.

I completely agree, exploits really ruin the game for me.  I don't see the fun of it, especially in a strategy game.

As to the Grenadier discussion... It seems both stats are pretty important.  If I were playing UFO (or had anything other than Lobstermen) I think Strength is probably the more important stat because you don't need to be exact with grenades (that's the idea isn't it), but since lobsters need 3 perfectly placed grenades to take them down, the accuracy is a pretty big deal.  Not sure which one I would rate as more important for TftD though,  I've always assumed STR is the easier to improve over time.


#139244 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 27 December 2014 - 01:19 PM

Second half to the medium crash site, it's a bit bloodier...



#139218 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 25 December 2014 - 12:00 PM

All I want for Christmas is a craft of dead Lobsters




#139261 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 28 December 2014 - 10:33 PM

View PostNKF, on 27 December 2014 - 09:36 PM, said:

Though you classified Hatty as a grenadier, I'm thinking this unfortunate clone did not have a high strength level. Grenadiers rely a lot on strength, as it controls throwing range.
There was a couple of recruits that were borderline, I'm guessing he was one of them.  He probably had a good accuracy with an ok strength with the hopes of raising it after a couple missions.  Maybe next time Posted Image

View PostZombie, on 28 December 2014 - 08:17 PM, said:

Keep an eye on soldier spacing though.
You'd think I would have learned by now, especially after all the blaster bombs I had to deal with in UFO.  That was a well placed grenade on his part though, I hope he gets a nice memorial back home.

View PostZombie, on 28 December 2014 - 08:17 PM, said:

By the way, you are lucky aliens don't know how to use the drills. Drills would do 160% damage to unarmed soldiers, 120% to Aqua armor and 110% to ion. Posted Image
Do they never use them at all?  It has been a drill free game so far.


#139045 Random junk found online

Posted Thorondor on 18 December 2014 - 08:45 PM




#138846 Interesting articles

Posted Thorondor on 11 December 2014 - 10:42 AM

Posted Image

::

Whatever Happened To X-COM’s Julian Gollop? Find out at RPS.


#138969 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 16 December 2014 - 08:13 AM

Time to christen Triton #2




#138970 Let's Play X-Com: Terror from the Deep

Posted NKF on 16 December 2014 - 09:29 AM

Sir Jack Le Berry, had too much sherry. Tried to needle and thread, but now his friend is dead.

The first thing that came to my mind after watching the mission is that you needed to take the high ground and get some of your snipers up on that big ridge rather than walk around it. Since it was mostly secured, it would have been an excellent spot to set up some elevated snipers.

Also, don't hang onto unconscious bodies at the end of the turn. Try to drop them. The penalty on your time units for holding onto one is horrendous compared to dropping and picking it up again at the start of the next turn.

The shok launcher's still not going to be a long-lived weapon at this stage, but buddy it up with one of those guys carrying the gas cannons if you do decide to bring it into action. Knock em out, then make them explode. ;)

- NKF


#138984 Let's Play X-Com: Terror from the Deep

Posted silencer_pl on 16 December 2014 - 12:09 PM

Your "Make me more smoke" action failed because there was too much smoke on the map already. This game had some limitations on particles. This also include limitations to how much burning tiles you can have.


#139004 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 17 December 2014 - 08:14 AM

View Postsilencer_pl, on 16 December 2014 - 12:09 PM, said:

Your "Make me more smoke" action failed because there was too much smoke on the map already. This game had some limitations on particles. This also include limitations to how much burning tiles you can have.
Ahhhh, I was wondering why that didn't work

View PostNKF, on 16 December 2014 - 09:29 AM, said:

The first thing that came to my mind after watching the mission is that you needed to take the high ground and get some of your snipers up on that big ridge rather than walk around it. Since it was mostly secured, it would have been an excellent spot to set up some elevated snipers.

Yeah, one of these days I'll learn to use the high ground...