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Paingod

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  1. Or you could play on Hard (US - Impossible for all others) and not know you missed an objective, ever... I started over after I beat it in normal, and I'm thankful for the 'Unknown Objective' listing.
  2. I just beat the game tonight in the Allied campaign. For me there was no last boss inside an enclosure. My final boss was a flying freakshow who always killed one of my guys before I could spot her, then got chased downstairs by me, and my main character had to go one on one with her. As for the Scout PK (remember, the Scout PK only has 400 HP, and has a Spade from a deck of cards painted on it), you probably missed it. In the allied campaign, I found two - There was one in the "Organization" storehouse and a you could find a mechanical saber in the same stage somewhere. I just started a new campaign on hard for the Axis side - An Engineer, a Medic, and a Grenadier - The three classes I used least last game... If I get to the end of that one and find a boss in an enclosure, I'll be sure to pass on how I beat it.
  3. The Allied Scout PK has a Spade on the back of the suit and front, and has 400 HP. The Allied Sniper PK has shark's teeth painted on it, and has 420 HP. It's capable of wielding the Mechanical Sabre, the only reason I know it's a Scout - The weapon was restricted to Scout PKs. The blue Allied PK suits (450 HP) can dish out a little more, take a little more, but are incapable of hiding. I have a weapon that's 'Allied Soilder PK Only' but it doesn't fit on this PK, so I don't know what to call it. Scouts are good firepower-wise, and both the Sniper and Scout can hide. If you absolutely have to go with ONE PK, I'd almost sugguest either making sure you carry the Laser rifle you find eventually to do away with enemy PK's, or when you can get one, use one of the walking stoves with built-in lasers. Nothing I've seen will kill an enemy PK faster. That aside, once you get your new-found PK, and dearly beloved PK you're going to need to watch out for stages where the objectives call for capturing an enemy commander... To do so you need to carry him and leave - Which you can't do in your suit, which amounts to you deciding to either fail a primary objective (and probably miss out on a certain mission here and there) or loosing your suit. But I suppose that's an additional challenge in playing a Solo game...
  4. You could be weird like me and keep a list of weapons you have and weapons you don't have. That way I know what to drag home and what to leave in the base. :oops: There's no real benefit to hiring someone, giving them gear, then firing them. As far as I can tell, base supply storage seems unlimited... :?: When you get them, you can also 'park' your Panzerkleins in the base safely as well. Once I've had a PK 'phase' through a door, but I was able to get it easily by sending someone to pilot it. Right now I've got 9 of these bad-boys in my base, and am hoping for more. Where I'm going to put them is beyond me, but I refuse to leave something so cool behind. :wink: Shame there isn't a storage facility for PK's like for weapons. A little switch on the wall that cycles them in so you can either select it or pass to the nest one... that would have been too cool. At some point, though, I expect that I'm simply going to be forced to abandon them. I've also wondered if I would trim the fat in my inventories ... I mean - I only get 6 characters to use at a time... do I really need 37 different rifles? :?:
  5. In any game where I'm allowed to keep items in a secure location, I tend to keep everything, depending on how good the system is to organize the items. Silent Storm has a pretty good system, and I've been using it to keep at least one of every new item or weapon I come across. I'm not sure why I do this, aside from the fact that is pleases my anal-retentive side to do so. My base inventory is burgeoning, I've got so many rifles, SMG's, grenades, heavy weapons ... everything ... that I sometimes have trouble finding something I'm looking for. On the plus side, I may have a rifle that my base doesn't replenish ammo for, but keep a lesser rifle which does get replenished ammo, and use it to supply my troops, though I'm at a point where every one of my troops uses the SVC rifles (sp?) and FG 42 rifles for burst fire, and I haven't found anything to beat this pairing yet in many stages. The SVC rifles are the only ones I've seen that'll even dent a PK, let alone hurt the pilot (Which my sniper can do if he gets very lucky on a shot). Why does the game restock ammo for some guns, but not all guns? I've had to leave behind some really swank firepower before because I don't have more than one or two clips for the gun, and can't bring myself to waste it. I'd think the Allies would be willing to supply me with bullets of all varieties if they thought it'd help me out - Not just infinite numbers of certain brands... If there was one mod I'd want to use right now, It'd be one that restocks ALL my guns in the base, not just certain ones. Is there a mod that does this? Another note on hoarding: I currently have 9 PKs, and have only been through 2 stages that have them... And the stage I'm in now seems to be shaping up to give me at least another 4. I'm sure I'll find somewhere to store them, but am curious about how many kinds of PK's there are. PK's I own now: Allied - Glass Cockpit, very slick looking: Sniper - Nice Rifle, sick damage with a fully trained Sniper at the helm. Scout - What good is the Mechanical Sword? It's too darn hard to use... Soldier x2 - Nice array, but can't use the Sniper weapon. Neutral - Walking Stoves: Machine Gun - Excellent anti-personnel weapon. Laser Bursts x2 - Very nice anti-PK weapon. Wish I could use it for Aimed shots. AP Rockets x2 - Clip's too small for my liking. Good for killing groups, knocking down walls. Axis: None - I have an 'Axis PK Only' gun that fits none of my PKs...
  6. I'm thinking on my next run through, I'm going to have a drastically different team than I have now. Right now, I've got one of each class. I try to use them all equally, even going as far as splitting them up into smaller teams during missions so they all see some action... But my Sniper and Scout are the two I fall back on if I need prompt service delt to foes. Next run, I'm probably going to abandon the Sniper, if only because he's abusive. I've had just him clear out entire missions easily. One head shot, 125 damage = one dead foe, from further away than they can see me. Having a 120 Shooting and 70 Snipe is pretty nasty. I wouldn't call my scout abusive, but Elf is very good. I've used just her to clean out entire random missions, using the Machete, low-AP throwing knives (9-10 in one turn), or her silenced SMG for emergencies. She's got fairly high interrupt to go with her stealth, almost ensuring a safe first-round kill. I'm tempted to either use a team of strictly Engineers and Medics, or go with a two or three man hit squad (Scout, Scout, Engineer) next time... On hard(impossible), again.
  7. hmmm... Can't say the safe was unlocked. It was a massive safe, like you might see in a 40's Western, one big front door, about 4'x4'x8'. In another section on the top floor I found a locked steel cabinet surrounded by explosive drums. They made short work of the cabinet, and inside was a lone PIAT. Have you noticed a trend in locked/unlocked things seeming random? This is my first run through, and I know a few of the random encounters that have chests that are either locked or unlocked randomly and contain things randomly... Does this also apply to the Story missions?
  8. I can only hope you've passed this stage by now - But for future reference... I did this tonight, got all four PK's out by putting two next to the ladder, and packing two more as close as possible in front of them, then having one spares use the ladder. A small diagram using smilies: :!: :!: :!: :!: :!: 8) 8) :!: 8) 8) Where 8) = PK's, :!: = the walls around the alcove for the ladder up, = Normal soldiers. On a side note - I enabled the power after I got the panzers and items out of their little alcove, and discovered a useable button while I was trying to force open a safe in the upper level. As far as I can tell, the button is just an alarm, but it turned all my units flourescent purple as the lights and sirens started wailing - I took this as my cue to bug out. I only discovered three clues as well - One on the same side as you start, and two on the opposite side, but it let me leave using the ladder, and my 'Leave' button was still red. When I got to the surface, it was green. I'd bet that the 'Leave' button is staying red because you can't go directly back to the world map from where you're at, and they didn't want to allow people to just run for the PK's and press the Exit button... A final question - Has anyone cracked open that safe near the desktop clue to see what's inside? I put 1200 RDG rounds into it, 160 laser rounds, every grenade I could find, and it wasn't dented - Just very very blackened. I'm dying to find out what's in there ... But given the rewards for cracking tough nuts in the past, it's probably 2 Bredas, or something equally annoying. In retrospect, I'm actually glad I went to the secret base mission in the Ural mountains before I came here (Frustrating as it was). I now have a grand total of 9 PK's in my base... They make me very happy.
  9. Yeah - That's me all over in any game. I have a knack for finding really oddball things and seeing if I can get away with them. I think it was a random encounter, too... I don't recall any objectives. I'll have to see if I can find it and duplicate it. I would almost say it was in the third area you get available, somewhere in the southeastern section... I'll play around eventually and see.
  10. I've got the US version... ... I haven't seen anything remotely 'Random' in the maps, save for starting positions of troops, and even that's somewhat minimal. Depending on where the Random Encounter is, you can always bank on a certain map to spawn. I've intentionally 'camped' more interesting maps that offer more experience or item possibilities before. I've also 'camped' maps with lots of doors and windows for me to practice my Engineering skill on with the Boobytrap ability. I agree - A game with structures as complicated at these ones doesn't really need the added level of difficulty in programmed randomness to it's maps. UFO: Aftermath did a fairly good job at random generation (After a few patches - and it's still not 'perfect'), but the terrain was remarkably indifferent to my efforts to destroy it, unlike this game.
  11. I've had this issue a couple times. One mission I had the game saved just before I started exploring. I turned a corner and got blitzed by Mr. Invisible. I didn't ever get to see him. *Load* So I go back to the corner, and as soon as I turn it, I hit the 'Enter' button to engage in combat... Still no foe. So I start using the 'Look' command all around me. After about 15 seconds of spinning around with 'Look' (Thanks for Free Look, whoever thought of that!) during my turn, I finally spotted him, 10 feet away on a set of stairs. Enter Mr. Suomi and start spraying. The second time was just odd. I heard a soldier moving around on the stairs above my character, so I whip out my SMG and lay into the shadow with full auto. The shadow doesn't move, but the stairs collapse, and a SMG, two clips and a grenade come bouncing down to meet me... But no body. I climb upstairs, and no body. I'm staring at the shadow, 2 feet away, and nothing. I search all around and can't find anything. I can't figure that one out. There's a third oddity I encountered with hovering things, though. I spied a car in a garage over a basement and got curious. I shot the floor out from under the car and after everything had crumbled away, the car was just floating there... Defying logic. I guess they didn't program in physics for cars. Shame I didn't have the foresight to take a screenshot. I can understand the randomness involved in rolling to 'see' the foe. I can also get that I won't see a shadow unless I hear him move, and if he stands still I'll never know he's there before it's too late ... But when I'm staring right at some guy dressed up in a grey SS uniform, who's casually standing on a stairwell 10 feet from me ... You'd think I'd 'see' him.
  12. Characters left in the base don't gain skill in increments, like the active characters do, that's for sure. I never bothered checking there (I had read in the manual that characters left in the base gain levels, just slower than the team does) until I was level 9 and checked out of curiosity. All the spares were level 7, and had all increased a stat point, like my primary team did. Can't say I checked their skills against mine, though. Healing is fun... :roll: If the soldier gets wounded, and I only heal 50% of the damage with one tool, I need to switch to another tool to try and 'heal' him the rest of the way... Unless he's bleeding and gets 'hit' again. Also, I could have sworn that a 'healed' soldier had been hit and lost some of his 'healed' life instead of normal life... The green and yellow bars both dropped a bit... So there might be more benefit than just for show. I could also be hallucinating. I'm also fairly positive that even if your yellow bar is near full, and you loose what little green they have left, they go unconcious.
  13. I've tried a search and didn't turn up anything I was looking for, maybe I was asking the wrong questions? Anyways... ... I'm running through this game for the first time (And loving every moment of it) on Hard. ***SPOILER*** (For anyone just starting out) I've just reached the base for the 'Secret Society' in the Ural mountains and ran into my first Panzerkliens. They kicked my ass all over the place. All I managed to do was wound the pilot in one of them with a random grenade and had to run like hell. I've got 2 rocket launchers, but they Evade those more often than they hit (*LOAD*) ... And even if I can get a hit, there's a strong chance that they Interrupt my turn before I can run and completely destroy whoever hit them (*LOAD*), and even if I can hit and run, they still see me and crush me like a dog (*LOAD*). A couple of my people have good rifles that plink these 600 HP behemoths for 5 to 8 damage from 50 range... which leads me to my question... Can I knock the pilot out, pull him out, and commandeer the Panzerklien? Is it worth my time to find a way to kill the pilot but leave the 'Klien standing? Or are these things totally unsalvageable, and I should just kill them by any means neccesary (The option I like the least). I've also taken note of what look like little howitzers in the front of this base, and their my next step in dealing with these things, if I can get there without being smushed. I've also noted the freak on the main roof holding some green sci-fi looking weapon... Is this a better option against these walking tanks? If so, that guy's gonna be hating life ... er... unlife real soon. **EDIT: Once I got past the initial 'stupidity' I was experiencing, I found an unattended PK that made life soooo much easier. I walked out of this stage with 5 PK's, including the commander's. But this was still, by far, the hardest stage I've had to do... Has anyone managed to prevent the base from self-destructing? On a side note, Snipers are grotesque. Mine just wiped out the entire mansion where the guy tries to escape in the pod ... yeah - He never made it, he didn't even get warned (Once I figured out that he was being alerted by the number of people I was killing...)
  14. My Sniper is the only character I have who can exploit the enemy AI, he's got enhanced range... But even that doesn't save him if he turns a corner and doesn't see the foe hiding there. My first fight with a Panzerklien (Tonight, in fact) I spotted it from waaayyy off and lined up an excellent shot. I figured my sniper, with the best rifle I had at the time would be able to do *something* to it safely from range... Denied. I hit it three times in the head easily in one round, all for zero damage, and it just started lumbering down towards me. As it approached, I was forced to flee, and in retreating, had to run my entire team up a cliff to get away from this madman. He wouldn't relent in his persuit of my Sniper until my entire team was safely out of his range (20 saves later). I dunno why... Not like I hurt him. Other times, I've been very annoyed by the AI. Sneaking up on my flanks with grenades or just plain hiding in the bushes near me and using the sidestep techniques to slide out, shoot at me, and slide back into cover. It worked well enough early on for them, but now I've gotten much better at interrupting, and let them slide out to meet their deaths.
  15. Paingod

    newbie Q

    Also - If you're ever directed to 'Get information from the Scientist' (Or to 'talk' with any character), bring your main character and just stand next to him. I tried everything, shooting him, punching him, using strange medical concoctions on him to make him pass out ... Then my main character moved next to him and I beat the mission. :evil:
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