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Let's Play OpenXcom: UFO Redux

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Excuse my ignorance, but how will an alloy shotgun help? I'm assuming it's a better weapon... but I can't help but see this giant pink elephant in the room and it says that unless this opens up a line of research which provides some muton killers then Neptune is still SOL. whistling.gif Or is the alloy shotgun a stopgap to fill the blanks until Neptune can get the necessary missions and research completed? If so, it's a weak (and almost useless) stopgap for Mutons.

 

- Zombie

 

I introduced the Alloy Shotgun as a part of the laser/plasma weapons reshuffle: those weapons needed some more specialized variants (sniper rifle, shotgun) like their conventional counterparts, but I don't want to introduce complete laser/plasma/alloy weaponsets with tons of new weapons. I made it an alloy weapon to make it easier to get than laser/plasma, and give players another tool to deal with mutons in case they haven't been able to get lasers/plasma.

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I introduced the Alloy Shotgun as a part of the laser/plasma weapons reshuffle: those weapons needed some more specialized variants (sniper rifle, shotgun) like their conventional counterparts, but I don't want to introduce complete laser/plasma/alloy weaponsets with tons of new weapons. I made it an alloy weapon to make it easier to get than laser/plasma, and give players another tool to deal with mutons in case they haven't been able to get lasers/plasma.

 

I think it might work out pretty well until I can get plasma, the large rockets are quite effective but of course don't do much good inside a craft. These at least give me something worthwhile at close range. At 60x5 they're much better than a rifle or anything else I have at the moment. I'm a couple episodes ahead in my recording and I've managed to get the shotguns out, but haven't put them to much of a test yet.

I introduced the Alloy Shotgun as a part of the laser/plasma weapons reshuffle: those weapons needed some more specialized variants (sniper rifle, shotgun) like their conventional counterparts, but I don't want to introduce complete laser/plasma/alloy weaponsets with tons of new weapons. I made it an alloy weapon to make it easier to get than laser/plasma, and give players another tool to deal with mutons in case they haven't been able to get lasers/plasma.

 

Ah, gotcha. :)

 

Think positive thoughts, positi........

 

I guess the first word of wisdom is to not throw HE grenades around the equipment pile, or perhaps to not leave an equipment pile in the first place. ;)

 

Where was your tank? I think it could have helped a bit.

 

It may have been possible to finish the mission if you would have put all your soldiers in the NE corner of the map, plop a smoker down on them and slowly pick off the Chryssalids as they came into view. That's what I would have done, but it's easy to armchair quarterback stuff like this. Most likely I would have dusted off when the equipment pile went "poof". :D

 

- Zombie

Think positive thoughts, positi........

 

This is very good example of training mission. You should keep the save and redo this mission until you will be able to win it.

  • Author

This is very good example of training mission. You should keep the save and redo this mission until you will be able to win it.

 

Things seemed to be going pretty well early on, I thought I might have a chance of clearing it even though my equipment was low, especially with some of them panicking. It all just went downhill too fast once the chryssalids were able to get on top of me.

 

If I were to do it again I think I would need to stick in a tighter cluster with just one or 2 scouts to spot and several rockets to back them up, I think could take it that way (with the gear not getting destroyed of course). I should still have the save, might be interesting to run it again...

 

I guess the first word of wisdom is to not throw HE grenades around the equipment pile, or perhaps to not leave an equipment pile in the first place. wink.png

 

It was that initial shot from the snake that took out the equipment. What was really needed out of it was my rocket supply, to complete this mission we needed far more than we were able to carry out.

The mission was a failure, certainly, but it was that classic X-Com mission failure that every X-Com player has or should experience at least once. grin.gif

 

When fighting Chryssalids don't skimp on the high explosives. Reaching for the High Explosive pack instead of the Alien Grenade at that one crucial point may have changed the flow of the battle. At least, a few more people may have been able to escape the battle.

 

The alloy shotgun sounds like a laser rifle firing off 2 rounds of auto in a single shot. Nearly, at least 5/6 of two bursts. Even with the reduction to AP damage vs. Mutons, zombies and Cyberdiscs, that should help you heaps.

 

Also, have you had a chance to revisit the combat knife? I'm curious as to how effective it is.

 

- NKF

The mission was a failure, certainly, but it was that classic X-Com mission failure that every X-Com player has or should experience at least once. grin.gif

 

That is why I don't stop with Power Suit. Flying Suit - a true Chrysalid saver.

  • Author

I MIGHT have overreacted a bit with the heavy weapons this time...

 

https://www.youtube.com/watch?v=Yl4vewBFPzE

 

 

 

Also, have you had a chance to revisit the combat knife? I'm curious as to how effective it is.

I haven't given it much of a chance because I can't pull myself to replace a grenade with it. Everyone is pretty well weight capped (since I can't keep folks alive lately) so I'd have to dump something in order to get it on. I've seen them used in another LP and they don't seem to be that impressive, I think it's around 10 TU's per swing but the damage is only enough to kill a sectoid, maybe a floater.

You encountered the blast-through-wall bug when you hit the outside of the UFO with the rocket. That's what blew up whatever exploded inside the UFO. Probably a chair. Part of the explosion seeped through the wall. It's an idiosyncrasy with the original map files more than a bug in OpenXCom.

 

Also, yes, you blew up the Elerium that was on the power unit. They're items on the ground, so any explosions nearby destroy them instantly.

 

By the way, keep an eye on your monthly maintenance costs. They've shot up a bit recently.

 

- NKF

There has got to be something going on in Japan, please tell me I'm not crazy, Hobbes...

 

As far as I can see, there's nothing more than a vanilla Abduction mission taking place in SE Asia. Why does it look odd to you?

I think he spies a base there.

 

Because 2 Abductors appeared? That's typical UFO behavior from an alien abductions mission. But who knows, there might be a base there from a previous alien mission.

  • Author

Because 2 Abductors appeared? That's typical UFO behavior from an alien abductions mission. But who knows, there might be a base there from a previous alien mission.

 

There's been more than just 2, I think I've had 4 total in that same place in northern Japan. I don't think I've ever seen so many over the course of a game choose to land in the same place, I just thought there might be something in the mod to create some sort of activity (other than a base)

If aliens would be determined to get a base you would definitely see at least 2-3 large ufos accompanied by 1-2 very large ufos and only one site would be the real base construction.

 

Mediums are just plain alien activity. I don't know if mods can create some sort of alien swarm mission. It could be very beneficial to the player.

Congratulations - a tank survived!

 

The problem in the later half of the mission with the tank not being able to spot terrain was because it appears that OpenXcom has the the tank's main camera installed in the turret as opposed to the chassis. The shot against that floater caused the turret to turn around completely. It had its head on backwards. ;)

 

The switch up to heavier weapons has helped the missions considerably. It's still not the most ideal, but at least you don't seem to be struggling as much.

 

- NKF

  • Author

Congratulations - a tank survived!

yahoo.gif

 

The heavy weapons seems to be pretty helpful and I think your earlier suggestion of using more sniper rifles might be a good one. If anything just have a few in the skyranger if the mission ends up being floaters or sectoids, I can equip as necessary (as long as the stack doesn't get destroyed again). The mission could have run quite a bit smoother if that base was better equipped though.

 

 

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?

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. grin.gif

 

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?

 

I'm not sure about this mod, as it might have rebalanced manufacturing. For the vanilla game, if you're playing on Superhuman difficulty and you've reached the point where you are collecting more plasma weapons than you need, then it's not really necessary. It's mainly handy in the early parts of the game when you're still setting up or on beginner difficulty where there aren't as many weapons to collect.

 

- NKF

  • Author

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. grin.gif

He leads by fear, that was just to set an example ;)

 

 

I'm not sure about this mod, as it might have rebalanced manufacturing. For the vanilla game, if you're playing on Superhuman difficulty and you've reached the point where you are collecting more plasma weapons than you need, then it's not really necessary. It's mainly handy in the early parts of the game when you're still setting up or on beginner difficulty where there aren't as many weapons to collect.

Ah ok, thanks

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