Zombie

Member Since 01 Jan 2004
Offline Last Active Today, 02:16 AM

#139879 Let's Play X-Com: Terror from the Deep

Posted NKF on 30 January 2015 - 06:42 AM

Think of it as good practice for the first part of the colony. And if ammo does run out, then it's a lesson learned hard. Also considering the high number of DPL Tasoths on this mission, most of the torpedoes spent will have been made back. If that's not enough, the 100 zrbite recovered from this mission can be used to make about 33 torpedoes. More than enough to wipe out T'Leth. Posted Image

I'll need to double check, but I believe you can refer to the overhead map while you are in the middle of plotting DPL waypoints. This is a good way to pinpoint a target hidden in the fog of war. Just go to the map, click on the alien marker and this will centre the camera on it when you go back to the Battlescape view.

A point on MC - mental attacks gets stronger the closer the attacker is to the target. Dark Angel got weaker and weaker to the MC effects as he got closer to the alien sub. I'm not sure if it would have helped, but if Bob Dole had gone out ahead, the Tasoth might have picked on him a bit more.

Good shooting by Zombie in this mission. Saved the day almost every time he opened fire.

View PostNeptunesNookGames, on 29 January 2015 - 10:34 AM, said:

This sounds like a very dangerous idea, I don't know that I'll be trying that anytime soon Posted Image

Only if you try to do it with just one person, which can be suicide when dealing with Tentaculats! It's a team effort, and as long as you're not under fire from other enemies, you can take your time.

Have two (or more) aquanauts crowd around the Lobsterman body. One stands over it to revive it by administering stimulants one at a time. Once it wakes up, the other aquanaut, ideally standing right next to the Lobsterman, then shoots . If the Lobsterman isn't killed, the damage will drop its health well under the stun bar and knock it out. It will stay unconscious long enough for you to repeat the whole process over again on the next turn.

It does requires wasting some medicine, but you don't have to cart off any nearby equipment and you even get a couple of cheap shots off. Posted Image

- NKF


#139825 Zombie's Ultimate X-COM Collection

Posted NKF on 28 January 2015 - 05:22 AM

Having it slightly larger is not an issue in this day age of anything-faster-than-dialup. ;) Plus if it helps the clarity of the scans then all the better. Also since I'm a Facebook-like technology Luddite, Admired+1.

Only scanned a bit, and am slightly horrified to read (and also very pleased that it never happened ) that they had planned to make Lobstermen invisible. Perhaps they were wanting to achieve the same effect Mutons had while standing in grass.

- NKF


#139745 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 24 January 2015 - 11:06 AM

Time to start fightin' dirty.





View Postsilencer_pl, on 23 January 2015 - 12:02 PM, said:

Maybe you should look at my OpenXcom playthrough. I had there a second base and the soldiers were used a few times. It never hurts to have auxiliary troop base.

I've made it a little ways through your playthrough, I'll get there eventually ;)


#139696 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 22 January 2015 - 11:34 AM

The Tasoths decided to bring out the Molecular Control.



#139620 Ze funny gifs!

Posted silencer_pl on 18 January 2015 - 09:33 AM

Posted Image


#139558 Random junk found online

Posted Thorondor on 14 January 2015 - 03:54 PM



::

Quote

Rami Ismail from Vlambeer, developer of nuclear throne, spent his night sending me increasingly broken builds of the game until we took it too far.



#139593 Let's Play X-Com: Terror from the Deep

Posted NKF on 16 January 2015 - 06:25 AM

The pulser was armed, but it did not explode because time went backwards for it. The grenade's turn-to-detonate field was set in the last mission after several turns had passed but it never got used. When the game switched to the next part, the grenade was still primed to explode after the same number of turns.

For example, say on turn 12 a grenade is primed to 0. The grenade's condition to explode is set to turn 12 + 0 = 12. This means it is allowed to explode if left on the ground after turn 12.

Assuming it was never used, when you get to the next part, the turn count resets back to 1, but the grenade is still primed to explode after turn 12. So you have to wait until after turn 12 before it will detonate.

No, I'm not sure why a simple countdown timer wasn't implemented.

- NKF


#139594 Let's Play X-Com: Terror from the Deep

Posted silencer_pl on 16 January 2015 - 07:19 AM

Doesn't grenade timer starts counting only when on ground ?


#139595 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 16 January 2015 - 07:21 AM

View PostNKF, on 16 January 2015 - 06:25 AM, said:

The pulser was armed, but it did not explode because time went backwards for it. The grenade's turn-to-detonate field was set in the last mission after several turns had passed but it never got used. When the game switched to the next part, the grenade was still primed to explode after the same number of turns.
Ahhh, that explains it.. I'm lucky I didn't leave anyone on that floor that turn, I came pretty close with a couple different soldiers (Silencer included).

View PostZombie, on 16 January 2015 - 04:49 AM, said:

Really though, you probably shouldn't have been so focused on aborting and rather tried to kill all the aliens. I couldn't imagine many being left...
Yeah, looking back on it I should have just cleared it all, but at the time I thought I would still get all the loot (I think I remember hearing something like that with base assaults?)  I figured there was no reason to continue on because I would get out of it was perhaps a few more lost men.  It was a nice score to pad my month, but I'm really low on quality gear now.


#139575 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 15 January 2015 - 10:02 AM





View PostNKF, on 15 January 2015 - 02:08 AM, said:

And by the way Nook, you are meant to unload unused clips.

I didn't word that well, I mean that after this second part I unload all my clips plus have a few full ones in my pockets, but when I get back to base I only have 5 clips left and no flares at all.  I think it may have only counted the full clips that were on my soldiers and nothing from the site used or otherwise.


#139590 Let's Play X-Com: Terror from the Deep

Posted NKF on 15 January 2015 - 10:17 PM

You didn't have much ammo left that could be recovered by the end of the mission in any case, as most of them had been used.

You were incredibly lucky with all of your tentaculat encounters on this mission except right at the end, still to get away with only 4 losses wasn't bad at all. Losing Ringlebert was a bit of a blow, but you can recover as you do have some good shooters developing on your team now.

I was amazed how close your main team started to the area with the synomium device. Had you been familiar with the layout, and if had your Gas Cannon, a torpedo launcher or the DPL with you, you could have ended this mission in a few turns by shooting the synomium device from underneath. Keep that in mind if you get another one of these missions.

The synomium device will show up again in the Alien Colony's second level. Fortunately in a tiny room filled with 3 high ranking and easily stunned Lobstermen and not in the same sort of horrendous Tentaculat death trap area.

- NKF


#139591 Let's Play X-Com: Terror from the Deep

Posted silencer_pl on 16 January 2015 - 12:23 AM

What NKF said. You did good there, but unlucky at the end. If you wouldn't abort you would get more shiny loot.


#139452 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 08 January 2015 - 09:40 AM

View PostZombie, on 08 January 2015 - 06:07 AM, said:

You can always scavenge clips off the aliens as I'm sure you're aware. But running out when you are pinned down can be an issue, especially when the alien bodies are too far away or heavily defended. After a while clip size becomes essentially meaningless when your soldiers get better at shooting and when you get MC. In the interim, I still like to play it safe and conserve, Posted Image

- Zombie

I can see myself running out of ammo, just as I enter the craft and have 3 aliens looking at me ;)


Here's the second half to the Medium crash site...



#139449 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 08 January 2015 - 04:22 AM

View PostZombie, on 07 January 2015 - 05:53 AM, said:

This isn't like UFO Defense where the Heavy Plasma has the most rounds and an Auto Shot. With that, you spray and pray and usually hit once, then rinse and repeat. Here, you have a limited clip size and either a snap or aimed. Ammo conservation does play into this strategy as well as guaranteed damage. Aimed shots definitely aren't the preferred method to take down an alien as it requires a lot of TU, but it's what you have. Posted Image

I never really thought about it because it hasn't come up yet, but I can see clip sizes becoming an issue once I start getting into the larger subs.


#139351 Let's Play X-Com: Terror from the Deep

Posted Nookrium on 03 January 2015 - 10:21 AM

July has been a very busy month so far...