June 18, 201510 yr You know you're working for X-com when the guy whose only contribution was to shoot his team mate in the back with a rocket immediately gets promoted to Commander. :D
June 19, 201510 yr Author I'm not quite as big of a fan of the jungle terrain as I was the first time I saw it... https://www.youtube.com/watch?v=-kWgV9KBHic&feature=gp-n-y&google_comment_id=z13ggbqb5urugpyzn04cjb5wezz4efbyuy40k
June 19, 201510 yr This just stroke me. If you ever do another LP of X-COM, your second base should be called Jimmies base. In that base all your soldiers should be called Jimmie something
June 20, 201510 yr Author Looked like you should've just loaded everyome with autocannons from the start. I need to get a flamethrower added in so I can clear the brush first This just stroke me. If you ever do another LP of X-COM, your second base should be called Jimmies base. In that base all your soldiers should be called Jimmie something That would be a terrible base, so many dead Jimmies!
June 21, 201510 yr Author Muton & Ethereals in the same boat?? That's just dirty! https://www.youtube.com/watch?v=nalUJj3E8VE
June 22, 201510 yr Look on the bright side. You'll only be facing half as many Ethereals than you would in a normal all-Ethereal team. It's like fighting a bunch Tasoth - only beefier, brainier and considerably braver! The Alloy Cannon being able to one-shot an Ethereal is nice. Probably got a few lucky rolls in there, but still bodes well for the weapon. - NKF
June 23, 201510 yr Author Back to the jungle, this time we practice a few slash and burn techniques... https://www.youtube.com/watch?v=_Hma_kiW29c
June 24, 201510 yr I'm doing pretty well on money at the moment but I've been considering turning one of my side bases (like Rio) into a money maker, by that I mean putting a workshop and just using it to create items for selling. I don't know the math on that and whether it would even be worth it, or if I even need to at this point. Does this sound like a reasonable idea or would it just be a waste of resources? At this point in time it's probably a waste. I will have to say however that money drives the original game. If you have enough funds available, you can blindly throw resources at a problem until it goes away (you still have to manage your bases wisely though). Need a tank and have unlimited cash? No problem, get 10 - they're cheap. Did a lone Interceptor get shot down by a Battleship? Who cares, order another one. Did your whole squad get turned into zombies and are you losing three+ soldiers a week to the aliens? Don't worry, there's an unlimited supply of rookie meatshields ready to sign up for a measly $40k. So to summarize, if you are currently recovering enough alien artifacts, selling them, and your funds continually increase, then manufacturing for profit probably will not help too much. If your funds stay the same, steadily drop or take large swings into negative territory, manufacturing for profit still might be useful to keep your bankroll full. You'll have to check your graphs to see what your case is. As an added benefit, manufacturing-for-profit bases do not need to be used for that purpose 100% of the time. If you set up a large manufacturing base, those engineers can be used to do "emergency" builds on items you just finished researching or need ASAP. - Zombie
June 25, 201510 yr Author Don't worry, there's an unlimited supply of rookie meatshields ready to sign up for a measly $40k. This quote couldn't have come at a better time... https://www.youtube.com/watch?v=W3yA1YzoYOQ&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven&index=39
June 28, 201510 yr Author Trying out a Chryssalid free terror ship... https://www.youtube.com/watch?v=s-7sScrcfA8
June 29, 201510 yr Despite Jimmy's usual run of bad of luck, he did all right here. He hasn't actually died as often as some of the others. It's probably how the battles are working out, but your snipers seems to be rushing ahead and getting into close quarter combat first whereas your auto-cannon troopers tend to spend most of their time sniping. It might help to consciously reverse their roles. - NKF
June 29, 201510 yr Author Despite Jimmy's usual run of bad of luck, he did all right here. He hasn't actually died as often as some of the others. It's probably how the battles are working out, but your snipers seems to be rushing ahead and getting into close quarter combat first whereas your auto-cannon troopers tend to spend most of their time sniping. It might help to consciously reverse their roles. - NKF I tend to get to the craft and realize all I have up there are rockets, just poor planning on my part. Ideally, the rockets and snipers should be staying behind finding high points, I guess in my searching for good spots they linger towards the front lines.
June 30, 201510 yr Author I don't remember my highest number clone on Tftd, but I think I might beat it this time around.. https://www.youtube.com/watch?v=owm6pwph02M
July 2, 201510 yr Author Sadly, I missed out on a very cool mission. I have a few mediums to keep me busy for a while though... https://www.youtube.com/watch?v=mfOhqbrps6k
July 6, 201510 yr Author Still working on those mediums, here's #2 https://www.youtube.com/watch?v=wmDYSaW6eN0
July 9, 201510 yr Author I just realized I forgot to post last time, so here's the next 2 This first one is finishing up the 3rd medium in Africa, we're very bad at throwing grenadeshttps://www.youtube.com/watch?v=2EGUh9UjQTw Today's part I failed to grab another Mercenary mission, and grab a small Muton instead.https://www.youtube.com/watch?v=RrKXLP7jFwo
July 11, 201510 yr How fragile are the enemy Skyrangers? Assuming it has similar stats as your Skyranger, it should be able to withstand an Avalanche missile without getting destroyed like a small scout. Also don't underestimate the plasma pistol too much. At 52 plasma damage, it's nearly as powerful as the laser rifle. Your guys are way better protected than most of the aliens, so you don't take too much damage from it. Against floaters though, a good close range auto shot should take them down quite easily. - NKF
July 11, 201510 yr Author How fragile are the enemy Skyrangers? Assuming it has similar stats as your Skyranger, it should be able to withstand an Avalanche missile without getting destroyed like a small scout. They're super squishy. The few times I came across them in my test games I was only able to crash them using cannons, anything more and it was a one shot kill.
July 12, 201510 yr You sound so different with your new mic Neptune, it'll take me a while to get used to it. A note about interceptions: why do you always use Cautious attack? With two weapons of the same range you can do a normal attack without any change (there isn't a real benefit though). For the first volley you should always use aggressive attack so the UFO can't outrun it. After it connects, back off so you don't get shot at by the UFO, then go aggressive again. Nice use of grenade relays, you really impressed me on how well your strategy improved. One item I'd like to bring up is facing. With OpenXcom's new sidestep feature it really adds another useful trick to your arsenal. Worried that an alien is going to reaction shoot you when you are running away? No problem, face the alien, then sidestep away. Doing it this way, your sturdier front plates will take the shot and hopefully dissipate it completely or only lightly wound the soldier. Running away keeps your weaker backside to the alien and this does more damage. Same thing for ending a turn: if you have enough TU to run 2 tiles away and end up with your back to the alien, don't do it. Run one tile away and then turn to face the alien (or biggest threat). The one extra tile of distance really isn't going to make much difference in accuracy for the alien. The best of course is to run away as far as you can and kneel down. Kneeling makes you a smaller target and harder to hit. Kinda disappointing that the lone soldier not wearing power armor had the shotgun. Those soldiers should have the most powerful armor you can get. Don't be afraid to run directly up to the alien and shoot it point-blank. That way all the frags will hit and cause more damage. Shotgunners should be the front-line troops entering the UFO too, they shouldn't be scouts. At all. Why were you so worried about stunning Mutons? They were fluff in the original game and I can't think of any reason why they would be any more important here. Just shoot them and get it over with. All the mediocre strategy wasted on fluff isn't worth the hassle (and danger!) IMHO. On top of that, the UFO was in a perfect area of the map. The Mutons were basically cornered in their own ship, all you had to do was back off and shoot fish in a barrel. Granted, this is easier said than done since the aliens seemed to trickle out instead of staying put. Running half your squad along the back side of the ship was a big mistake too. That's a natural bottleneck area. Just have one guy keep watch over that side and give him a primed grenade or two for an emergency. Finally, keep an eye on stamina! Yeah, TU are important, but low stamina will cripple a strategy or prevent it from working completely. Make sure all soldiers are rested before heading to the door(s) of a UFO. - Zombie
July 12, 201510 yr Author You sound so different with your new mic Neptune, it'll take me a while to get used to it. Me to Like most people I'm not a fan of my own recorded voice but I was finally starting to get used to it, now it's changed and it doesn't seem quite right. I know the sound quality is 100 times better and comparing it to my oldie is huge, but something about it seems off. I'm actually borrowing this one from a friend but I've ordered one as well and should have it in before too long. I'll have to spend some time tweaking it once it shows up. A note about interceptions: why do you always use Cautious attack? With two weapons of the same range you can do a normal attack without any change (there isn't a real benefit though). For the first volley you should always use aggressive attack so the UFO can't outrun it. After it connects, back off so you don't get shot at by the UFO, then go aggressive again.Ya know, I don't know why I always do cautious, a 20 year old habit I guess. There's not really much risk other than some small damage on anything under a large... Nice use of grenade relays, you really impressed me on how well your strategy improved. Every bit of strategy that I now have came from here during my Tftd series... So thank you StrategyCore Kinda disappointing that the lone soldier not wearing power armor had the shotgun. Those soldiers should have the most powerful armor you can get. Don't be afraid to run directly up to the alien and shoot it point-blank. That way all the frags will hit and cause more damage. Shotgunners should be the front-line troops entering the UFO too, they shouldn't be scouts. At all.Yeah, he was supposed to be in better armor but I forgot to equip him. Personal armor build character anyway, right? Why were you so worried about stunning Mutons?I know there's some tech in this mod that requires live aliens, a lot more than the original game I believe. So I'd like to have a few live one of each race on hand just in case I hit another dead end and need one. I do however risk a few too many lives going for the stun, especially in this case since I already had the live Mutons. Finally, keep an eye on stamina! Yeah, TU are important, but low stamina will cripple a strategy or prevent it from working completely. Make sure all soldiers are rested before heading to the door(s) of a UFO. I think this is my biggest issue so far in openxcom. I finally have the hang of using the "run" option, but I do it too much causing energy to plummet. I don't pay attention to the stamina bar until its out and my operative is standing in the open.
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