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Author Topic: Let's Play: XCOM [Update 7.2: Dead but with a descendant]  (Read 19003 times)

Zangi

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Re: Let's Play: XCOM [Update 2: Trading Shots]
« Reply #45 on: October 13, 2012, 01:44:41 am »

Bah, Maxine was the only one who didn't promote :(

It'll probably happen next time! And at least no-one seems to have been injured.
The first 3 missions are the easiest things ever.  It starts ramping up after that.  And... she was already the highest ranking one in the mix.
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Sirus

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Re: Let's Play: XCOM [Update 2: Trading Shots]
« Reply #46 on: October 13, 2012, 01:47:32 am »

Bah, Maxine was the only one who didn't promote :(

It'll probably happen next time! And at least no-one seems to have been injured.
The first 3 missions are the easiest things ever.  It starts ramping up after that.  And... she was already the highest ranking one in the mix.
Oh, right. I thought everyone else was already a squaddie :P
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IronyOwl

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Re: Let's Play: XCOM [Update 2: Trading Shots]
« Reply #47 on: October 13, 2012, 03:59:52 pm »

Update 3: First of the Fallen

March 8th
Several mundane developments occur. A workshop is ordered constructed, and we complete research on xeno biology. This gives certain people the bright idea that we can risk our soldiers' lives trying to capture an alien alive.

Well duhhhhhh.

Unfortunately this requires researching an arc thrower and building a containment facility. I get to work on both, despite the arc thrower requiring 12 days to research as opposed to everything else's 8. Oh well.


March 12th
We catch UFO-1 over Nigeria.




RAVEN-1 is dispatched immediately, and takes two shots before downing the UFO with one well-placed one. Our team is assembled immediately.

Agents Enforcer Alpha, Jay Cin, Nicole Overbeck, and Ravenna Darkmoon will be leading this assault.


Operation Lone Summer
The site is a foresty, slightly swampy area, undamaged as far as we can tell. Jay Cin and Overbeck move up the front, while Alpha and Darkmoon dash around to the sides.

Soon enough, we spot them- four sectoids, all clustered together around a position to the left, near Alpha. Jay Cin and Darkmoon move up to a fallen log, while Alpha fires from his current position and Overbeck charges all the way to a tree behind Alpha. Alpha and Cin fire at the aliens, but to no avail.

One of the aliens, hidden too far back for us to see, overcharges one of the closer ones. One alien fires at Jay Cin, missing but obliterating his cover, while another misses entirely.

The third, the one with overcharge, kills him instantly with a barrage of plasma.

[Crit:6]



Overbeck, in direct defiance of my orders, I might add, shouts something about 'alien bastards,' runs out of cover, pulls a grenade pin with her teeth, and finds that she can't quite reach all three of them. She settles for two, but fortunately only destroys the equipment on one. Our lead researcher starts rightly complaining about lost fragments when you kill aliens using explosives.



Alpha then moves up and finishes off the wounded overcharged one, while Darkmoon... damn it soldier, I said not to use grenades! She obliterates the stump and rock cluster the closest sectoid is hiding behind, along with it and its precious weaponry.

The remaining sectoid shoots Overbeck for [2], which she responds to by moving up and taking it out.



However, we still need to investigate that UFO. Upon getting close, a strange being made of energy materializes. A few people take shots at it before Alpha moves in and guns it down with heavy fire.


Spoiler (click to show/hide)
Missions accomplished.

Spoiler (click to show/hide)
Overbeck is wounded (hard to be surprised), and somehow both of those research material-damaging renegades have been promoted. Grrr...

We also have our first casualty of this war- brave Jay Cin, an exemplary soldier with an exemplary haircut. Also gunned down on his first mission without hitting anything, that sounds oddly appropriate somehow.


The spoils from the crash consist of a functional nav computer and several damaged components, along with some alien alloys and a strange substance called Elerium. We'll have to take a look at those when we're not busy with a dozen other projects.



Incidentally, our only remaining unclaimed people are a female rookie and our male sniper from the first mission. Unsure if I should hire more people just yet, though it's worth noting that we are almost entirely out of rookies.
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USEC_OFFICER

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Re: Let's Play: XCOM [Update 3: First of the Fallen]
« Reply #48 on: October 13, 2012, 04:31:39 pm »

Have you given Enforcer his Corporal ability yet? If not, here's his chosen ability list.
Spoiler (click to show/hide)
Obviously Enforcer is going to need grenades as his misc. item.

Also:

Great job Enforcer!

(God help me if I ever do an Enforcer LP)
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JacenHanLovesLegos

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Re: Let's Play: XCOM [Update 3: First of the Fallen]
« Reply #49 on: October 13, 2012, 05:46:05 pm »

Get a new recruit called Jacen 001, his clone. Same stats.
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IronyOwl

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Re: Let's Play: XCOM [Update 3: First of the Fallen]
« Reply #50 on: October 13, 2012, 06:05:46 pm »

Update 4: Welcome, Corporal


March 16th
We receive reports of further abductions, this time in Germany, China, and Argentina. A quick check reveals that Europe is getting a bit nervous, so I order the defense of Germany.

Nydus, Rapingshire, Eoxis, and Kirk will be responding this time.


Operation Stone Hero



The site is a parking lot with some stores nearby. The squad begins cautiously moving forward, spreading out a bit to cover multiple directions.

Soon enough, we notice some burning to the left. That's a clue. Not long after, someone thinks they heard something over there. That clinches it.




Unfortunately, sectoids emerge from both the expected direction and the nearby store dead ahead. That leaves few options safe from both approaches.




Not long after, two more sectoids emerge from the store. One is gunned down by Nydus' reaction fire, and the other runs back inside. Even so, Rapingshire takes a hit [3] from an overcharged sectoid, one of the original, fire-direction ones.

Kirk tries to get inside the building, but a sectoid reacts and blows apart the walls. Though she's unhurt, the loss of her cover forces her to run back into the adjacent section rather than opening fire.

Rapingshire runs back, and Nydus takes a chance by placing a truck between her and the store, leaving her open to attack from the side if anything comes closer. It pays off, however, and she guns down another sectoid in the store.

Spoiler (click to show/hide)
Supported by Eoxis, Kirk returns and blows away a sectoid at relatively close range. With no further hostiles in sight, the mission once again becomes a cautious hunt.


Eoxis moves in and immediately spots two sectoids, one out in the open in the store and one lying in wait behind a car. The one behind the car opens fire on him, taking out a section of storefront, and while he's unhurt, he opts to retreat behind a nearby flimsy wall. The store sectoid repositions itself and then blows away the cubicle wall but not the desk, while the other receives an overcharge from a third, unseen sectoid, then hits him for [2] and obliterates the desk in the process.


Eoxis then moves a bit deeper into the store, taking cover behind a desk, and finds that the store sectoid is just sitting in the corner without cover. He explains why this is a bad idea by executing it. [Crit: 6]

Nydus moves closer but has to reload and has no vision of the remaining target, while Kirk takes up a position near Eoxis, finding, firing at, and missing the last visible sectoid. Rapingshire finally patches herself up with her medkit.

Then, Rapingshire notices how close she is to the sectoid. Dashing forward and positioning herself in front of the car rather than behind it- more in line with where we think the empowering sectoid is- she quickly executes it at near point-blank range and notices the empowering sectoid in the process.


Nydus and Kirk run close to it, taking cover behind a car, and Nydus takes a shot at it. Eoxis runs out into the open, underestimating how close he was, but the sectoid responds by firing at Kirk. Rapingshire, once again noticing how close she is, simply runs up to nearly point-blank and dispatches the last sectoid with a shotgun to the face.

Spoiler (click to show/hide)
Another flawless victory.

Spoiler (click to show/hide)
Eoxis and Kirk have both been promoted, to Support and Assault, respectively.

Spoiler (click to show/hide)
Janna Nydus has also received the honor of being our first Corporal. She'll be a natural choice for when we need a true veteran, I think.

Levelup Choices:
Bullet Storm: Firing the primary weapon as the first action no longer ends the turn
Holo-Targeting: Firing at or suppressing an enemy applies a +10 hit bonus to allies firing at that target

And yes, apparently Bullet Storm allows you to attack twice in a round if you don't move. I'm unclear exactly how long holo-targeting lasts, but I could have sworn I've had it apply after the enemy's taken their turn. Might be "until that soldier acts again" or similar.


In any case, as a reward for saving Germany, we receive four scientists and the schematics for laboratories. Also panic increases across Asia and South America. Not much to be done about that, though.
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Darkening Kaos

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Re: Let's Play: XCOM [Update 4: Welcome, Corporal]
« Reply #51 on: October 13, 2012, 06:34:53 pm »

Hoo-yah!  Survived the first mission, always a bonus for a rookie.
Let's see; an Assault.  Gonna have to think more about tactics and stuff.
For now, buddy up with whoever goes on point in the next few missions, no grenades, maybe medikit, just for emergencies.
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Zangi

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Re: Let's Play: XCOM [Update 4: Welcome, Corporal]
« Reply #52 on: October 13, 2012, 06:50:17 pm »

Janna Nydus would prefer Bullet Storm. If you have, scope her for the time being.  Otherwise, grenades are great.
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Mephansteras

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Re: Let's Play: XCOM [Update 4: Welcome, Corporal]
« Reply #53 on: October 14, 2012, 11:53:19 am »

Awesome! Ravenna got Heavy. Now there can be even more explosions!

Oh, and if you don't want her to actually destroy too many alien parts feel free to have her use explosives to just remove cover from an alien so another soldier can get a clear shot. I've found that to be a good use of grenades.
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GlyphGryph

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Re: Let's Play: XCOM [Update 4: Welcome, Corporal]
« Reply #54 on: October 14, 2012, 12:13:25 pm »

I want in!

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« Last Edit: October 15, 2012, 05:38:21 pm by GlyphGryph »
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IronyOwl

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Re: Let's Play: XCOM [Update 4: Welcome, Corporal]
« Reply #55 on: October 14, 2012, 04:08:08 pm »

Update 5: Boom


March 16th
Things progress. Our workshop is completed, giving us additional engineers, as well as some excavation and a lift deeper down. Arc throwers are researched as well, and I put off useful things to have a rigorous autopsy performed on our sectoid corpses. The results are interesting, but not practical unless we're desperate for air power.

Unfortunately we lack the funds to construct an alien containment facility, so actually taking one alive will be impossible for the moment.


March 27th
Finally, we get a message. The Council has a very specific task for us- suspicious activity on a bridge in Russia. This could be dangerous.

I send Cpl. Nydus to lead the squad, along with Overbeck, Darkmoon, and Kirk. Overbeck and Darkmoon on the same mission, eesh...


Operation Bloody Savior
We quickly locate power nodes, which apparently are helping to prime the bomb. Diffusing them should give us more time, but we'll still need to be quick.



Ravenna moves up and disarms an explosive aid for once, while Overbeck moves up the other lane. We soon notice a strangely humanlike alien, lean and agile.

Overbeck disarms a bomb and the rest of the squad moves up, but the new alien hurls a cloud of poison at Overbeck before withdrawing to the other side of the bridge. It is at this point that I realize I forgot to equip anyone with a medkit.

With sparse cover and no time to lose, the team dashes forward, uncovering a sectoid in the process. The new alien and the sectoid both fire at Ravenna, who had dashed to behind another node. The thin one misses, but the sectoid hits [4].

Overbeck keeps moving forward on the other side of the bridge, cautious but heading for that node. Kirk manages to take out the thin thing, which explodes into a cloud of noxious vapors.



Overbeck moves to the car near another node, and takes a shot at the sectoid. Ravenna, badly wounded but still needed, takes cover behind a truck and then blows the sectoid away.


Nydus dashes forward to the next node, running through the poison cloud to do so. This turns out to be rather unwise, as she soon begins coughing just like Overbeck. She also finds another sectoid on arrival, as does Overbeck on the other side. We also notice our objective- the bomb itself.





Shots are traded, but whatever's poisoning Nydus ruins her aim. The sectoids respond with one overcharging the other, who then runs up and blasts Kirk [4]. Out of ammo and in a precarious situation, Nydus considers ending this instantly with a well-placed rocket, but can't get an angle that doesn't hit both the sectoid and bomb; while it probably can't be detonated that way, it's a bit of a risk.

Fortunately, Darkmoon is more than happy to oblige and nails the overcharging sectoid from a fair distance. The predictable chain reaction clears all visible opposition.


The squad then moves up and disarms the bomb with little fanfare. We receive a warning that more hostiles may be incoming, and sure enough, two thin aliens drop down, one on top of the truck Overbeck is hiding under and one on the other side of the bridge. At least two people fire at the truck one, killing it (later analysis shows it was Overbeck), and Nydus opens fire on the other, misses, and keeps on shooting. It doesn't get so lucky the second time.

Spoiler (click to show/hide)
A bit nerve-wracking, but not especially dangerous. I can see these sorts of missions turning bad very quickly, though.

Spoiler (click to show/hide)
Perhaps for her excellent rocketry, Darkmoon receives a promotion. Though I'm a little concerned about her lack of restraint, I have to admit that ending that encounter quickly was perhaps wise.


As a result of our mission, panic decreases in Russia, and we get a hefty reward of 118 credits. Hefty enough to make live captures once again feasible...
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Darkening Kaos

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Re: Let's Play: XCOM [Update 5: Boom]
« Reply #56 on: October 14, 2012, 07:48:59 pm »

Sneaky little bugger blind-sided me, Doc, gimme more morphine, this hurts like hell.

Spoiler (click to show/hide)
« Last Edit: October 14, 2012, 08:52:55 pm by Darkening Kaos »
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Mephansteras

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Re: Let's Play: XCOM [Update 5: Boom]
« Reply #57 on: October 14, 2012, 11:09:41 pm »

Give Ravenna Bulletstorm, please.
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EuchreJack

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Re: Let's Play: XCOM [Update 5: Boom]
« Reply #58 on: October 14, 2012, 11:17:04 pm »

I'm glad to see someone do an LP of this game.  Knowing people can die makes it worth playing.

Xotes

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Re: Let's Play: XCOM [Update 5: Boom]
« Reply #59 on: October 15, 2012, 12:59:22 am »

YOU CANNOT KILL OVERBECK, SHE DOES NOT HAVE TIME TO DIE

PLENTY OF TIME TO CHILL OUT IN MEDBAY AFTERWARDS THOUGH
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