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kermix

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  1. Similar to FullAuto, but the person who opens/closes the door remains crouched in order to allow shots to go over his head
  2. Wouldn't it be kinda stupid if you kept looking after you found what you were looking for? Thrackmoor ps: No offense intended, I just always found that saying very funny. Yes, that's the point of the saying. Although in this game, after you find what you're looking for, most of the time you go finding goodies that you weren't specifically looking for.
  3. I thought I replied to this, but I guess I was in the middle of it and didn't actually finish my thought... I think that half the point of looting is actually finding the stuff, and since a fair amount of it is locked and hidden from you when the mission starts, it would be tough to let the game just give you everything without sorting out what you haven't actually discovered. I'm pretty sure that such functionality was not built into the engine in any way. The beginning of the game does have a very sparse amount of equipment in the armory, but that's also very misleading. I think just about everyone has gone through the beginning of the game wondering whether they'll actually run out of something, and I haven't yet. Trust me, you will reach a point where you have looted enough stuff to have a vast array to choose from, and even then you'll occasionally find something new that you want one of your units to try on for size. Just keep at it and keep busting open those chests and cabinets.
  4. Hehe, that's why you're SE-2. You may not know what you're looking for, but you'll always find it eventually. You're just that good. :lol:
  5. Wow, that mission was a lot of work. If you haven't seen the guy then there's probably ONE door you haven't actually opened. I was pretty surprised too, I totally had to stumble on him. When I took that mission he wasn't anywhere near all the hordes I had to deal with.
  6. Game documenttion warns you that it is possible to destroy clues. There was another thread on this forum where someone said they managed to cause an explosion that blew a clue document "off the map" - they could see the icon out in the blackness, but there was no path for anyone to pick it up.
  7. Haven't finished it myself, but since they're not exactly items it might be difficult to just console-hack them into a mission.
  8. "Reward" chests tend to be random, yes. You should have passed through the area where the garage with the forcefield was located. Shutting it off gives you access to what's behind it. But, you also mention finding and getting into a PK, and in the mission I played, I had to shut off the forcefield to get to the PKs in the first place, so... in theory, you've already figured that out. The only way you can take a PK back to base is by wearing it, so yes, you'd have to have additional teammates suit up. If you know which one is the "Scout" model, and you want it, maybe you can just come back with that. Keep in mind that a lot of the mission mechanics are not published, and probably with good reason; knowing too much before going on these missions would allow people to exploit the mechanics too quickly. So if you only see 3 PKs, but you still only have 1 person to suit up with... who knows why.
  9. Hm, not sure about familiarity on throwing weapons. I've never spent long enough using one to be able to tell whether it works or not. It does feel a bit contrary to the mechanics of familiarity, since you "use" them by throwing them away Lock picking is the engineering skill, so if your scout doesn't have a high enough engineering they're not going to get much out of a pick. If a chest isn't breaking open with a pistol, you might need something more likely to punch holes like an SMG. Make sure you stand back though, just in case it's trapped or contains explosives. As far as additional shuriken goes, good luck with that. You could hack them into your inventory (if you were of that persuasion), but I rarely run across them myself. I'd just suggest looking for the ones you've thrown a little more thoroughly before exiting a map, or being careful not to throw them off the edge.
  10. Don't forget that a lot of guns use the same rounds. Using the enemy's guns means a potentially unlimited supply of ammo out in the field. A while back I had two Allied scouts with silenced pistols whose ammo matched the SMGs on the local sentries.
  11. On higher difficulties, your opponents are higher-level, and give a little more XP per kill. So the abilities and skills are the same, but you might build your abilities faster. The equipment you put in the armory (or on your personnel) will stay there. The exact mechanics of disbursing ammo and special equipment (medical/engineering supplies) seems to be shrouded in mystery, but it's always good to pick up any equipment you find that you don't think you have at the base.
  12. I don't remember which safe this is. I found an unlocked safe with some Bazooka ammo or another heavy weapon in it, but maybe that's not what you're talking about. It's probably a random item reward; there's not a fourth clue in that mission.
  13. That's interesting. I just did this mission myself - first mission I've done after Koch - and it was given to me in North Britain. I guess the nature of the mission can put it on either turf really. It sounds like the rules for exiting the mission are pretty mucked up on this one. When I took it, I cleaned out the top level, and Leave was amber. Went below, eventually killed everyone and got three clues, and Leave was still amber. I returned to the upper level and Leave was green, but I didn't have any PKs, so I went back down, and only then did Leave remain green in the underground. Strange. Of course, I also had to "re-spot" all of the booby-traps I left behind down there, which meant that Zinaida and L.A. kept stopping in their tracks when I told them to go somewhere. :roll: Anyway, once Leave was green in the underground part of the mission, I coud safely don the PKs and exit straight from there.
  14. Those critical conditions are tricky, too. The manual mentions that some are "temporary" (lasting only a few turns) while others are "permanent" (they stay there until healed by a medic or at base). You can tell the difference with a mouseover; a "Duration: N/A" is a permanent condition, while a "Duration: 2" will take care of itself in 2 turns. The permanent conditions can be really tough to get rid of, depending on their difficulty vs. the skill of your medic and the skill bonus on the tools you have at their disposal. But yeah, you'll notice that the bandaging tools heal more VP on the average than the surgical tools, which try harder to deal with the critical conditions. So it depends on how you want to try and deal with the wound. Speaking of criticals, I do have a problem with one of the conditions and the reasoning behind it. A leg wound, as you might know, can result in a temporary or "permanent" decrease in the character's AP per turn. This is kind of wrong to me; I think it should have just been a decrease in movement speed, which is way different when you're carrying a weapon that requires ~30AP to reload, and you can't reload your weapon because... you've been hit in the legs. :roll:
  15. This reminds me of tech support. I've tried to be as specific as possible... is it unclear? You'll need to be more specific about exactly what you've done and haven't done. "Tried everything" is virtually impossible unless only your copy of the game has a giant bug in it that will not allow you to ever finish a mission. So relax, start over (I bet you're getting good at it now), check your objectives late in the mission, and see if you're still somehow confused.
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