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Author Topic: X-Com:TTS Multiplayer [Human Thread] 2.0!  (Read 11797 times)

GlyphGryph

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #30 on: April 06, 2012, 09:32:26 am »

Do high explosives really cost 150k...?
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Korbac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #31 on: April 06, 2012, 11:42:49 am »

Do high explosives really cost 150k...?

No, but the cost you of the cores you could have salavaged do.  :)
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GlyphGryph

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #32 on: April 06, 2012, 12:17:33 pm »

Ah, sorry, thought that was in reference to the walls again. :P
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Comp112

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #33 on: April 06, 2012, 02:57:41 pm »

I only set the traps if I knew I was out matched and out gunned, or if I was having a really tough time getting through the ship.
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Flying Dice

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #34 on: April 06, 2012, 07:05:02 pm »

Of course, once you have powered armor you can resort to the old standby of "rookie with HE-HC runs inside and shoots the everything". From what I hear, with the first personal armor, you can also do the same sort of thing with I-HC and burn the aliums to death, as all armor protects you from fire damage. As an added bonus, the smoke will usually do the last bit and knock them out, and since unconscious aliums and agents are treated as items (and items are immune to fire), we can get captives fairly easily.


Though I take back that earlier point about the HE; I seem to recall that, for balance reasons, Power Cores and Nav Consoles can't be destroyed on the Battlescape.
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #35 on: April 07, 2012, 01:03:17 am »

It seems like it's one step forward, another step back right now. We've just finished designing the Personal armours, and the Aliens have just deployed a new weapon capable of burning through the armour like the pistols did through fatigues. Some kind of rifle, doing with Plasma what our scientists are trying to do with Lasers.

Straight away, an alert comes, this time from the Radar systems deployed in the base. A cheeky UFO just south of our location, and both Interceptors are patrolling Australia. Night is falling, as well, giving the aliens another advantage. Still, the gains will probably outweigh the losses, so I order the attack.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

The Interceptors are vectored back over Australia again, while the Skyranger is loaded up with our new recruits and ordered to scan the area around the base. I don't think the aliens will be foolish enough to leave any ways in yet, but they must be receiving their guns and supplies from somewhere, and I mean to cut those supplies sooner or later.
Spoiler (click to show/hide)

That's where things started going wrong. Shortly after the Skyranger landed, we received a transmission, seemingly from whatever controls these invaders. A few lines of text, translated into english. It read:
orb370: That was a mistake. ;)
orb370: For you, anyway. Bait traps are fun, wouldn't you agree?

From this, we can infer that 1. The enemy are controlled by some sort of Orb or perhaps a central Brain, and 2. Our opponent has a weird sense of fun.

Spoiler (click to show/hide)

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Donuts

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #36 on: April 07, 2012, 01:44:15 pm »

If you dont mind, i wanna be a X-com operative. A grenadelobber to be precise.
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #37 on: April 11, 2012, 07:03:03 pm »

It's been quiet. Too quiet. We jumped one of their small scouts earlier, but we've heard nothing from them for over a week.

Spoiler (click to show/hide)
The small scout engagement went entirely our way, the Sectoid was in plain view from the opening seconds.
Spoiler (click to show/hide)
Soon it's february, and with the new month comes new money.
Spoiler (click to show/hide)
The planes are all deployed to go look for a fight.
Spoiler (click to show/hide)
As we're waiting for any signs of Alien activity, our Engineers finish up the Laser Rifles I ordered, and we sell the old rifles off to some militia group. We also got a few Laser Sniper rifles, which should be more accurate and powerful than the primitive projectiles we were using before.
Spoiler (click to show/hide)
Dawn arrives, and the Skyranger lands. Time to try out the new toys!
Spoiler (click to show/hide)

Oh, and here's a sneak peek at one of the new guys. He's not decided to change his name or anything, he's just ridiculously awesome.
Spoiler (click to show/hide)




Apologies for the wait, I went up to Scarborough yesterday and only just got back.
« Last Edit: April 11, 2012, 11:05:54 pm by Burnt Pies »
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #38 on: April 11, 2012, 11:25:39 pm »

So you can high explosive the walls!

DO IT!
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #39 on: April 11, 2012, 11:32:09 pm »

Oh, trust me, I am.

Given my (Newly acquired) Prox habits, we're probably going to see most Aliens camping in the UFO now, so busting in from an unexpected quarter is easily the best course of action.
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #40 on: April 12, 2012, 12:23:22 am »

Good work.  Force the enemy to react to you.

Is it possible to use a combination of proxy 'nades and high explosives to make more powerful traps in order to take down the more powerful enemies you will encounter later?

Also, was that Trixie's first mission?
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Ancient Babylonian god of RAEG
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[CAN_INTERNET]
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

JJtoocool

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #41 on: April 12, 2012, 09:43:57 am »

I am liking this game... How have I never heard of it before?

"JJ"- Reporting in for alien air hunting. My transfer will be ready for your approval conveniently around the same time you get more interceptors.
Or... if that takes a bit too long, I'd like to snipe. Snipers seem to be getting all the kills.
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Comp112

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #42 on: April 12, 2012, 11:05:05 am »

Oh, trust me, I am.

Given my (Newly acquired) Prox habits, we're probably going to see most Aliens camping in the UFO now, so busting in from an unexpected quarter is easily the best course of action.

Trust me, he expects it..
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Flying Dice

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #43 on: April 12, 2012, 11:22:23 am »

Oh, trust me, I am.

Given my (Newly acquired) Prox habits, we're probably going to see most Aliens camping in the UFO now, so busting in from an unexpected quarter is easily the best course of action.

Trust me, he expects it..

Now, now. No passing information.    ;)
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #44 on: April 12, 2012, 12:54:58 pm »

I bring 3 HEs to every mission, so anything bigger than a small scout will (barring incompetence) see two or more simultaneous assaults. Plus, most holes I make will be a lot less defendable than the normal UFO entrances.

Yes, Proxies and HEs together will make one hell of a boom, and I believe it's a recommended tactic vs Mutons and Chrysalids.

That wasn't Trixie's first, she just didn't get to any of the action in the earlier ones, or if she did, she was painfully inaccurate.

The Interceptor's just waiting on me scraping 500k together to buy it. That's 3-4 Small Scouts, 2 Mediums or one Large. All depends on when I manage to find one.
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