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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28620 times)

Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #75 on: May 02, 2013, 01:18:53 pm »

After much difficulty I present you with:

Blank Plays XCOM Apocalypse episode 8

We have finished week 1! Huzzar, this is where I would actually throw a party, but I have no friends to do so.

Now for the next episode we get to choose how to divvy up all our cash, so be prepared for an episode of stock management. Also you'll be pleased to know the difficulty spikes from here on in, so deaths are inbound . . .

Current people list:

Spoiler (click to show/hide)

Well let's just say there are other reasons I don't own a microphone.
Also, sorry for advertising my own thread in yours, Blank, but here's my interest thread thingy.

I'll let you get away with it this time!  >:(

Nahh don't worry about it I'm only joking, link away!

I just read something interesting on TV Tropes. I don't know if you qualify yet, but if you do quote, "very very good" unquote, the Senate will decide that you're very cost efficient and actually reduce your funding.

Fortunately I don't think we'll ever do that good, so we are safe!

Some people can't afford these fancy 'Hover vehicles', so they just make do with boring ground vehicles. Unfortunately, balance between ground and air vehicles is terrible, meaning ground loses out in every way except anti-building firepower and raiding buildings, so no-one ever really bothers with them, as air vehicles can still do all that, they're just not quite as good. I did once try having a few tanks with AA Missiles stationed by the dimension gates, but they were fragile as hell and didn't contribute much, so I can't recommend it.

I think there's a mod out there to make ground vehicles more competetive, with a few buffs to stats and weapon choices (Heavy Disruptors on the Tank, for instance), along with making roads take a lot more punishment (Currently, it doesn't matter how tough a ground vehicle is, if the road beneath it is destroyed, it dies. Roads are extremely fragile.)

Unfortunately I won't be modding, even if its in my favor, still I know ground vehicles suck! As to discuss the other points on vehicles I could use a bit of advice for the next week. As far as I know the UFO's will tear up each of my vehicles individually and they only stand a fighting chance together. Do I buy the javelin missile system and what do I do with my hover-cars?

~Blank

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I'mma Let's Player as well, just a not very popular one: http://www.youtube.com/user/blankdoor

CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #76 on: May 02, 2013, 01:52:44 pm »

Unfortunately I won't be modding, even if its in my favor, still I know ground vehicles suck! As to discuss the other points on vehicles I could use a bit of advice for the next week. As far as I know the UFO's will tear up each of my vehicles individually and they only stand a fighting chance together. Do I buy the javelin missile system and what do I do with my hover-cars?

~Blank

Have you played the game far before? Here is how I approach things, with spoilers/non-spoilers

Spoiler: non spoilers (click to show/hide)

Spoiler: Spoilers (click to show/hide)

Good episode, by the way! Nice smooth combat, makes me realize I shouldn't have been ignoring explosive ammo so much. I am loving those, and can't wait for MOAR!

May I suggest that the new finances are spent on vehicle gear? Engines, some weapon controls and guns.
Also, pretty please, a Marsec Small Launcher for your truly? It doesn't do much collateral damage, I swear!
« Last Edit: May 02, 2013, 02:21:56 pm by CognitiveDissonance »
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I have a [YouTube] channel! It has Let's Plays and other stuff.

Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #77 on: May 02, 2013, 02:02:30 pm »

Yikes. What were those tiny blue things doing? Breathing fire?
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Remalle

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Re: Blank Plays: X-COM Apocalypse
« Reply #78 on: May 02, 2013, 02:11:37 pm »

Yikes. What were those tiny blue things doing? Breathing fire?
I believe they are exploding.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #79 on: May 03, 2013, 03:47:01 pm »

Week two has begun!

Blank Plays: XCOM Apocalypse Episode 9

We have a pretty solid start to the week, though we lose a phoenix hover-car, the first real substantial loss to Xcom. That's right I view the loss of the hover-car more of a loss than Isaac! Still the whole episode is rather intense or at least I thought so, since I was actually trying to get stuff done this time around. We all have to be serious sometimes unfortunately!

Yikes. What were those tiny blue things doing? Breathing fire?
I believe they are exploding.


OH YEAH THEY EXPLODE! They mess you up as well, they can one shot someone if they make it to point blank range!

~Blank

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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #80 on: May 03, 2013, 04:06:56 pm »

Who want's to bet it's another unmanned one?


Uh...unaliened?

Red is the official X-COM color. We wear red and our interceptor is red.
« Last Edit: May 03, 2013, 04:14:39 pm by Vgray »
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javierpwn

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Re: Blank Plays: X-COM Apocalypse
« Reply #81 on: May 04, 2013, 09:51:06 am »

Blank, the aliens deposited some friends into that green building in the footage. You're gonna have to "investigate" it.

Also, WHY DO I KEEP GETTING HORRIFICALLY MAIMED,Ive ran away like 5 times now.
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Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #82 on: May 04, 2013, 01:54:42 pm »

Red is the official X-COM color. We wear red and our interceptor is red.
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javierpwn

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Re: Blank Plays: X-COM Apocalypse
« Reply #83 on: May 04, 2013, 02:40:53 pm »

Red is the official X-COM color. We wear red and our interceptor is red.
Even the Disruptor armor has red in it!
Spoiler (click to show/hide)
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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #84 on: May 04, 2013, 04:32:03 pm »

That guy looks kinda like Spider-Man...
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Neonivek

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Re: Blank Plays: X-COM Apocalypse
« Reply #85 on: May 04, 2013, 09:35:01 pm »

This game is interesting in that it is clearly incomplete and unfinished... and yet it is complete and finished at the same time.

It is probably the Xcom I want to see remade the most.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #86 on: May 05, 2013, 07:06:28 am »

Time for another episode of alium destruction!

Blank Plays XCOM Apocalypse Episode 10

We actually manage to launch a preemptive strike against the the buggers! I mean we would of been called out a few hours later anyway, but still I managed to do it! Still it was a pretty solid mission, the number of aliens on the map have started to increase, which is a natural progressions of the difficulty in this game so be prepared for longer mission!

I also am holding off naming a few people for now until we have XCOM properly sorted into two buildings as way to many troops becomes confusing and tiresome to sort through.

Current AlienBusters:

Spoiler (click to show/hide)

Blank, the aliens deposited some friends into that green building in the footage. You're gonna have to "investigate" it.

Also, WHY DO I KEEP GETTING HORRIFICALLY MAIMED,Ive ran away like 5 times now.

Thats because you're smart, or at least I'm smart enough to tell you to run away, I can think of two times that if I left you in th efield you would have died! Though if want to go down swinging that entirely up to you!

Also don't worry I've taken care of that "Investigation" now.

This game is interesting in that it is clearly incomplete and unfinished... and yet it is complete and finished at the same time.

It is probably the Xcom I want to see remade the most.

Hell I'd love for this one to be remade, hell its unfinished and unpolished, but hell it runs and even on modern computers. Which is amazing, as DosBox normal fucks stuff up and it crashes all the time. Still I'd kill for this to a modern update, with them polishing off all the features in the game.

Red is the official X-COM color. We wear red and our interceptor is red.
Even the Disruptor armor has red in it!
Spoiler (click to show/hide)

It just looks awesome in general, damn I want some of that amour now!

~Blank
« Last Edit: May 05, 2013, 07:08:15 am by Blankdoor »
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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #87 on: May 05, 2013, 01:46:10 pm »

Did we invade that UFO last episode? I think the video stopped early for me for some reason.

So...what happens when Blank the Impaler dies?


You really do have to wonder who you sell those brainsucker launchers to.
« Last Edit: May 05, 2013, 02:56:34 pm by Vgray »
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javierpwn

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Re: Blank Plays: X-COM Apocalypse
« Reply #88 on: May 05, 2013, 05:39:33 pm »

They aren't dangerous as long as they aren't loaded with ammo.
Besides, the pods hatch whenever in they are in the presence of a human; so getting the ammo is even harder.
Especially when the Brainsuckers can pierce Disrupter Helmets
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #89 on: May 07, 2013, 10:21:36 am »

Blank, you prompted me to install the game on my laptop. It was a lot easier last time, when I didn't have to fiddle around with dosbox.  :) And then it started a bit slow because I couldn't remember how to play.

I'm playing the second difficulty level and I'm now on Thursday in week 3. I think it's the same scenario as you, but the d-gates are clustered in the southwest of the map. Tall slum blocks get in the way and stop me getting clean shots at the alien craft. This week I haven't shot down any aliens and lost several vehicles. In the last invasion, a slum block was completely razed. I thought to myself "I hope I didn't do that". But Osiron is now annoyed at me.

On the ground, my X~Com has around 20 soldiers, including four mutants who stay in base as much as possible and three or four wounded who garrison my research base while they heal. I tend to take 12 soldiers per mission. They arrive on the map as two squads of 6 but then I reorganize them to squads of 2 to 4.  Strong guys and androids get autocannons, accurate guys get sniper rifles which seems to train their accuracy even more, and a disruptor in their backpack for situations when fast shooting beats long range. Rookies get twin plasma pistols for the higher basic accuracy and everyone else gets twin disruptors.  Whenever I don't have aliens to worry about and I notice my training facilities are overcrowded (effectiveness < 100%) it's time to get someone injured by raiding the cult of Sirius, or, as I like to think of them, X~Com's primary funding source. Another 6 or 7 raids and they'll have given me enough for an air hawk.

Large bio and physics labs are scheduled for completion early next week.

But the aliens are keeping me busy. Diablo are half assimilated so I need to annoy them by speculatively investigating their buildings. There's a handy button I haven't seen you use, Blank, over on the left side of the screen, that gives you a graph of the level of assimilation of different organizations.
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