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Rosstoid

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  1. Rosstoid

    Challenges

    This sounds like a fun idea. A very fun idea. I'm not exactly a good player, so playing the game with this method would give me little other choice than to use hit-and-run guerilla tactics in order to win. Instead of taking down whole UFOs I may have to attack a single alien just for his rifle. My hat off to NKF
  2. I came across this definition in the online wikipedia encyclopaedia. http://en.wikipedia.org/wiki/X-COM
  3. I agree. The feats I used to be able to do with psi amps were ridiculous. I could easily mind control every alien, line 'em up for a group picture and then shoot them.
  4. Bah! Robot tanks! I think the idea is that these vehicles or specs are controlled by people outside it, much like the UAV drones of today. I think the closest thing to a HWP is the Bradley armored vehicle, it's 25mm cannon is similar to the one used in the HWP. I'd prefer it if the X-Com HWPs were bigger, took more punishment and fired explosive anti-vehicle cannon rounds rather than solid shot.
  5. MIND CONTROL IS EVIL! IT MAKES THE GAME UNFAIR! IT TAKES OUT THE SQUAD TACTICS THAT MAKE X-COM GREAT! :devil:
  6. I remember my first missions. I remember them like it was last sunday. My 8 men walked off the skyranger. A green bolt hits soldier. I run forward. More green bolts. Soldier goes beserk. Bang bang bang. Jimmy killed by fellow soldier. Everyone dies. In my second mission I was supposed to recover a UFO. I went into the jungle at night. The green flashes came from the bushes. I unloaded my soldiers and shot many bullets around, but most of the soldiers died by the time I saw my first alien. The snakeman (I was that bad) shot one of my two remaining soldiers. My last soldier sent a rocket into my first kill and dragged it back to the skyranger. He got shot in the back.
  7. I think they carry it because it is a kick ass weapon. Sometimes when my raider teams storm the larger UFOs a medic would pop out and bloop one off, stunning multiple soldiers. A blaster bomb is too slow to fire and they don't always have time to toss a grenade. Outside of battle use, they could stun people with it before abducting them.
  8. My worst mission was my most recent finishing of the game. I hand-picked my soldiers for their bravery and general length of stat bars. I didn't play that game of X-Com with any PSI at all, believing it to take the tactics out of the game. But also because capturing sectoid leaders and ethereals is difficult. 14 soldiers, 2 plasma tanks and 1 blaster tank went in. Getting into the elevator pyramid was easy. When I got into the base complex it was okay at first but soon the ethereals started taking an interest in the minds of the soldiers. I pushed them forward and a soldier was killed in the exchange of small arms fire. A big blow was struck when a blaster bomb killed the super elite commander, a blaster bomb soldier and a plasma tank. A grenade killed 3 soldiers. Another blaster bomb blew up a soldier and a plasma tank. The soldiers started panicking and getting mind controlled. 3 soldiers panicked and 2 mind controlled soldiers shot them. A bolt of alien plasma put the blaster bomb tank out of commision, leaving me to deal with the brain face on. One soldier dodged mind control and enemy shots and reached the chamber where 4 ethereals were waiting. He dodged a shot, hit the brain and I had won. Only he and another soldier survived (although he would have died soon after by the ethereals).
  9. They can, but you can't access the alien inventory by clicking on it. Go to the interface of one of your X-Com men and go to his inventory. Then keep changing the inventory you are looking at in there until you are viewing the alien inventory.
  10. Thats great of you two. You can increase the ever-low Chrysallid population by allowing them to let you "host" some Chrysallid offspring.
  11. Damn those funders! Damn you funders! How can anyone be stupid enough to sign treaties with creatures that mutilate their cattle, citizens, steal, murder etc, even after the peace treaty has been signed.
  12. My dream weapon: the M79 40mm "blooper gun" grenade launcher
  13. I send annoyance landing teams as well. While cute little sectoids hang around the UFO laughing, a tank rumbles towards them and fires a rocket at the nearest sectoid and bugs out to the Skyranger. I then imagine the aliens shaking their fists and running to their dead pal. "Noooo!!!!!! They got Zubleratch! Curse you X-Com! CURSSSEEEE YOUUUUUUU!!!!!!" Or I just order any nearby aliens to throw their guns in. If I sell a heavy plasma I could buy a house or loads of toys to play with :dontgetit:
  14. 2xy + y = 10 (1) x + y = 4 (2) (2), y = 4 - x (3) 4 - x . sub (3) in (1), 2x(4 - x) + (4 - x) = 10 \ 8x - 2x² + 4 - x - 10 = 0 \ 2x² - 7x + 6 = 0 \ (2x - 3)(x - 2) = 0 \ either 2x - 3 = 0 or x - 2 = 0 therefore x = 1.5 or 2 . Substitute these x values into one of the original equations. When x = 1.5, y = 2.5 when x = 2, y = 2 YAY!!!!!!!
  15. That's what I know is true but the sight of that white cross from a downed UFO annoys me. It sits there. Mocking me. Being like a smudge on a window. Telling me I am a bad commander if there are any non X-Com symbols on the earth.
  16. I'm pretty certain that aliens can get fatal wounds. Psi Squad 2, composed of rookies with excellent psi abilities was armed with rifles because I didn't think they needed to fire them. I mind controlled the mutons on a recovery mission, got them all to pose for a photo with the X-Com soldiers and tanks and then got my men to turn around and shoot the mutons with mere rifles. It took 12 shots each to kill the mutons, and each time the mutons went unconsious and died the next turn.
  17. I found the best way to deal with mutons is with psi. If you use psi attacks to get them to drop grenades and their gun, they become harmless. Mind controlling a celetid is a good idea. Once I did that and god the celetid to poison mutons. It killed 3 mutons with one poisoning each.
  18. I normally use aimed shot with the laser rifle when fighting sectoids and snakemen, if not snapshot because it still leaves me time to get behind cover after firing. But autoshot will make sure your target goes down (unless you are doing something stupid like using an old rifle against a sectopod).
  19. What happens when you destroy the furniture? What happens if I blow up those cool green rods in a plasma defence room? What happens if I rig a hyperwave decoder with high explosives?
  20. I love using my newfound psi tactics. Now I have little trouble assaulting terror, supply and battle ships. It is cool and fun to turn rookies into squaddies by ordering controlled aliens to let a rookie put a laser rifle in its face. Sometimes, I even allow aliens to chuck primed grenades at each other. The Psi College of Japan is a success, with men already capable of controlling mutons after only one month of training and three 90+ psi strength men ready to join the Cydonia attack. The only qualm I have with using psi tactics is that I feel guilty about not using squad tactics.
  21. Here is a hint. Do not mind control the alien you want to capture! I've been using squads of PSI warriors and snipers to deal with the aliens. I found an alien medic, so took over his brain and got him to shoot himself with a small launcher. I did not get him because he was counted as "friendly" and not hostile. I read that a guy once used mind control to keep a base commander in smoke, captured him and went home. The commander was not captured either. You can, however, control the desired alien, get him to ditch his weapons and leave him pretty harmless for easy takeover. I'm not sure whether this was a bug or anything, but later on Ethereal battleships have commanders. I'm not sure this applies to all ethereal battleships or anything, but I once found two commanders on one! Just use a blaster bomb to make a hole in the top floor (try not to kill anything), send some flying troops in and take the target out.
  22. I've expanded my forces. I created a second 10 mans squad to recover small UFOs. The best of them would go on to the first squad when they lost men. I created a 3rd squad to cover all UFOs in Europe, then a fourth squad in Australia. That brings it to a total of 40 men. Then I realised my need to attack alien bases and large UFOs for resources. I armed my men who had reasonable psi skills with psi amps. I was met with amazing success against snakemen, sectoids, floaters and mutons with the psi amps, so opened the Psi College of Japan. I recruited 20 men and built two psi labs. The idea was 20 men with good psi strengths would be taught in the Psi College, then taken on "field trips" where a College Skyranger would take the freshmen out to scout UFOs. Then, a HWP will drive out, find aliens and allow the students to take over their minds. When they are college graduates they will be given a free trip to Cydonia to complement the elite soldiers.
  23. I get enough money tackling the smaller UFOs, since I raid every sectoid/floater/snakeman scout I shoot down and maybe a third of the time I get elerium with it. Maybe I'll create a new 10 man team, put them on a couple of scout recovery missions for experience and use them to raid Supply ships and maybe even landed battleships (I never shoot battleships down. The last time I did a terrorsite opened up and my avenger was still under heavy repairs). A fresh 10-man rookie squad would be more expendable than the bulk of my forces.
  24. Just want to know how many soldiers the average X-Com player has so I can engage the alien menace to a greater extent without worring about the deaths of my men
  25. Thanks for the tips, but my unwillingness to attack anything bigger than a big scout is a problem. I'm not all that willing to have to send in my elite soldiers into large UFOs where aliens can shoot them in the back or ambush them with blaster bombs. I'll just keep a special base with 4 or so firestorms so I can shoot down all the battleships that get sent for infiltration purposes. Provided elerium and building them is not a problem, think it could work? I've managed to prevent alien retaliation attempts by blowing the scouts for them.
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