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Bromley

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  1. Sorry. Try as I might, I couldn't manage to get Apoc running. I'm playing BG2 atm, but after that I'll try the Steam version to see if that works.
  2. [annoying child]When are we there?[/annoying child] I've just given up on UFO ET. The Geoscape/strategy side was fine, but the tactical became very samey.
  3. Looking forward to it. Time to brush off Apoc and get it running in anticipation .
  4. Been a while since I played, so I can't verify this: http://www.ufopaedia.org/index.php?title=R...28Apocalypse%29
  5. When you complete a node mission (by killing X aliens), the node is automatically destroyed. In-game, it's just part of the indestructible scenery.
  6. hehe. Okay, so Bazzo was wrong. My uncertainty occurred because I always had 2 Heavy Armour (or EHA) in my squad during the I'll-try-this-collapsable-weapon-just-one-more-time phase. When I got the user-friendly heavy weapons, I just never gave the minigun/2xMG to anybody else. I had noticed that you could put them in your backpack, so I thought that they might be different. @Rob88. (1) Do you find Psi Helmets do anything? I gave up on them fairly quickly, but that was more in disgust over their apparent lack of MC prevention. (2) If you have them, everyone should have a Psi Projector (if they're any good at Psi, of course ). They make the game (at least the 1.1a game) ridiculously easy.
  7. That's the point - I was uncertain. Bazzo confirmed that you cannot.
  8. Not always true. As Facehugger said, there were times with 1.1a (3 times, IIRC) that I managed to change the base to anti-biomass in time. Not that that matters now as presumably everyone here is using 1.2. One thing though. Have they really changed it so that you get to keep the base in 1.2? I thought that they were going to remove base missions in the biomass, or at least ensure than you didn't keep it.
  9. Very easy in my game, not that you want to hear that (Normal, 1.1a). Everyone had sniper rifles and Sun/Sky armour, IIRC. They'd all hit the same alien until he was dead and then move onto the next one. My characters did have high intelligence (in the vain hope that it would help against mind control), so their Aliens stat was always high.
  10. Fear not! Okay, fear some but I'll see if I can help . So, you seem to be being killed by rocket launchers. The first thing then is to wear light armour (i.e. Sun) and immediately break and spread out. That'll fix the rocket megadeaths, hopefully. If they can use Psi to control you and you can't Psi them back, you're screwed (IMO). If you can use Psi Projectors (handguns), equip each agent with one in their hand. After you break, the ones not being shot at can control the aliens whilst the rest keep running. However, I suspect that no one is using Psi to control. In that case you have two options for loadout: 1) The minigun/heavy MG *if* you can carry it without heavy armour (not sure about that). Note that these are not the collapsable heavy weapons, which suck. Don't take it if it slows you down though, as you need to be speedy to get away from the rockets. Also, don't take that alien MG, which is probably the microslug gun. It's too short range and too rapid firing for general outdoors use. 2) The MP7/Sniper combination. Some people will want to mix shotguns, sniper rifles and assault weapons, but why make it difficult? Assuming that the MP7 isn't fixed, you have a high rate of fire over a good distance. No MP7s - use P90s and MP5s. These guns go in the backpack for the moment though. The weapon in the hands is the sniper rifle, AI/Barrett if possible. With these loadouts, you should have no problems splitting up and plugging away at the enemy. If the enemy starts right on top of you, the close weapon should be the one in your hands at the start. Anyone who can carry a medkit without affecting speed should, but don't forget to put a couple of extra grenades in your backpack when testing this to allow for the extra unreported armour weight (this may have been fixed in 1.2, so ignore this if it has). Then fill up with spare mags for the MP7, a clip for the rifle and as many grenades as possible. Don't forget to remove those two extra grenades before you leave, otherwise you'll weigh too much. Anyway, hope this helps. If not, post where it went wrong and someone will help.
  11. Yep, they might. I had my node from a planter for a good while before I got my sample. Actually, as I took the node from a UFO that was on the Biomass, I thought I should get both at the same time, so I'm certain about this one .
  12. There is one unique feature of the destroy nodes missions. When you start beating the Biomass with Anti-Biomass bases, you'll note that there are some areas that seem thicker and which, even if you let the game run on for ever, won't disappear even if close to an Anti base. These areas are being supported by a node. As I said somewhere else, just think of them as Anti-Anti-Biomass bases . If you get the node mission, kill the required number of enemies and you will automatically destroy the node (so don't bother wasting ammo trying to do it yourself - you can't). The Biomass will still be there, but it can now be eroded by your Anti-Biomass bases.
  13. I got my node before my sample. That transgenant mission that you mention probably gave you a sample and not a node.
  14. It's bugged. There are a few other weapons where the Burst and Aimed stats are switched, but this is the big one. That said, the PDW will still be useful after it's patched. Just now it'll be worth using the G11 and some other stuff.
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