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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28656 times)

Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #90 on: May 07, 2013, 03:59:55 pm »

The long awaited episode 11 is here, well I doubt its long awaited, still it is up!

Blank Plays XCOM Apocalypse Episode 11

The only thing I'm saying here is that we had a pretty big near miss. I mean a few pixels to the right and it'd have been a whole different story!

Current bunch of lucky survivors

Spoiler (click to show/hide)

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.

The brainsucker launchers are the most counter intuitive weapon ever, well at least for humans to use. I imagine its sold for research or the Cult of Sirus by them to use on themselves. It wouldn't surprise me.

As for when I die? We soldier on of course, after the most fancy funeral you've ever seen and a giant statue built in my honor of course. That and I get a sainthood as well, I'm going out in style!

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.

That handy little button is going to be coming in use now aliens can start dropping off units without me being able to stop them. So I will be slowly increasing my raids in companies, especially if they have a high percentage.

As for your map, that's one major concern I have is the cluster of aliens and the slums in the center of the map. With units like hover cars constantly having to change there height levels, which means then essentially stay still, they are sitting ducks. This also means the slums are hit by a lot of crossfire, like you say people get pretty pissed when whole slums go down. They might not have been pretty, but people lived in them and people owned them.

You load out isn't to bad though. Since I have some more names to recruit into XCOM I might start expanding into two squads of 6 soon. The use of laser sniper does boost accuracy faster than other weapons, though it makes sense since sniping is a bit of an art form. Nothing like training your men by forcing them to do it, whilst under fire.

As for the your map if you can get the Air Hawk you should be fine as that can take care of a lot of your woes, the infiltration level of Diablo is a bit bad though :/

~Blank



« Last Edit: May 08, 2013, 02:44:04 am by Blankdoor »
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #91 on: May 07, 2013, 06:01:40 pm »

Slums are certainly fragile. If I were you I'd be working to make the original base obsolete, steadily moving functions out to other bases.

Don't forget to raid that downed ship,too.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #92 on: May 09, 2013, 10:38:15 am »

Another long one to help get some action out of the way!

Blank Plays: XCOM Apocalypse Episode 12

Well if not for some minor hiccups I would say XCOM is doing pretty well all things considered, plus we seem to be growing in size. Hell I even finally made it to Sergent and we now a huge amount of squad leaders. If we manage to get a brief moment of reprise to let people heal I'm pretty sure will be unstoppable!

The X team:

Spoiler (click to show/hide)


Slums are certainly fragile. If I were you I'd be working to make the original base obsolete, steadily moving functions out to other bases.

Don't forget to raid that downed ship,too.

I will begin making the move a lot more firm soon, I'm planning on doing an episode thats just a CoS raids to amass some cash. That'll give us enough to buy more vehicles and finish building the XCOM HQ base to actually be considered a base, not just a troop housing facility.

~Blank
« Last Edit: May 09, 2013, 10:45:21 am by Blankdoor »
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hexedmagica

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Re: Blank Plays: X-COM Apocalypse
« Reply #93 on: May 09, 2013, 11:46:04 pm »

Since I feel like people are about to start dropping like flies, I'd like to request a soldier named Hexedy please.
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Pnx

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Re: Blank Plays: X-COM Apocalypse
« Reply #94 on: May 09, 2013, 11:49:47 pm »

Does rank do anything useful at all mechanics wise? Or is it just more of a feel good sort of thing?
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #95 on: May 10, 2013, 05:59:10 am »

Well go ahead and put me in as a robot. LZG-9000
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Stworca

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Re: Blank Plays: X-COM Apocalypse
« Reply #96 on: May 10, 2013, 06:03:05 am »

Ahh, what the hell. Barry the Baptist, signing up. Let all the bodies hit the floor.
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #97 on: May 10, 2013, 03:03:42 pm »

The manual says your better soldiers have the higher rank, but I'm not sure whether that's because it's your better soldiers that get promoted or because promoted solders learn quicker. I have anecdotal evidence of newish squaddies learning much slower than I expected.
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #98 on: May 10, 2013, 03:05:34 pm »

The manual says your better soldiers have the higher rank, but I'm not sure whether that's because it's your better soldiers that get promoted or because promoted solders learn quicker. I have anecdotal evidence of newish squaddies learning much slower than I expected.

I vaguely recall that higher-ranked characters have much higher skill caps. I think once a soldier hits a skill cap, they can keep learning but at a very slow pace. Promoted soldiers have higher caps.

EDIT: I could be making stuff up, though
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Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #99 on: May 10, 2013, 04:15:35 pm »

Rank has severe effects on bravery, I've heard. I'm not sure on the details, but having highly ranked troopers get killed is bad for everyone else's morale.
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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #100 on: May 10, 2013, 05:45:47 pm »

That's how it worked in the original. Having officers present makes the rookies less likely to panic when people start dying. Unless it's an officer who dies...

If that's still how it works, Avack Aavack However you spell his name, is a good influence on the rookies. Until he dies that is.
« Last Edit: May 10, 2013, 05:51:15 pm by Vgray »
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #101 on: May 11, 2013, 04:44:32 pm »

I wonder why the aliens don't turn up en masse, I mean seriously we'd stand no chance!

Blank Plays: XCOM Apocalypse Episode 13

I must say though the aliens have been busy, even if we're packing a huge team. Still it's kinda handy for stealing loads of disruptor guns and selling them for profit. I still find it strange that humanities last hope still has to 'prove' its usefullness, not like I'm saving lives or anything!

As per usual the team of all teams:

Spoiler (click to show/hide)

Since I feel like people are about to start dropping like flies, I'd like to request a soldier named Hexedy please.

Hopefully I can get me a captain before that happens, but seriously before long the team is going to become a lot more 'Specialized' if you know what I mean.

Well go ahead and put me in as a robot. LZG-9000

Yes! I was hoping someone would want a robot as they kick ass! Revocane is now going to have some robot buddies to hang with.

 
Ahh, what the hell. Barry the Baptist, signing up. Let all the bodies hit the floor.

Ahh now you sir are most definitely a welcome member of the team! Even better if you make it to end game without dieing, doing old Iron Tad proud.

The manual says your better soldiers have the higher rank, but I'm not sure whether that's because it's your better soldiers that get promoted or because promoted solders learn quicker. I have anecdotal evidence of newish squaddies learning much slower than I expected.

I vaguely recall that higher-ranked characters have much higher skill caps. I think once a soldier hits a skill cap, they can keep learning but at a very slow pace. Promoted soldiers have higher caps.

EDIT: I could be making stuff up, though

The hell if I know so you could literally make anything up =P

Rank has severe effects on bravery, I've heard. I'm not sure on the details, but having highly ranked troopers get killed is bad for everyone else's morale.

This is good if its true, but normally agents don't panic as often in Apocalpse and the bravery stat jumps up like crazy after a single mission. Though I do think the reverse is true, if a really high ranked agent get his face melted off it has a large hit on the bravery score.

If that's still how it works, Avack Aavack However you spell his name, is a good influence on the rookies. Until he dies that is.

Oh he will die at some point I'm guessing, still his stats will proberbly mean he can go down in a one man blaze of glory. I might start giving everyone a unit of Marsec High Explosive to plant in case of a total wipe so we can level as much of the map as possible before we do.

So I don't expect this death to effect the newbie that much, given he'll proberbly be using there corpses for cover.

~Blank
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #102 on: May 13, 2013, 12:47:49 pm »

Whoah! Week 4 is seriously hard. The aliens have most of their personal equipment technologies which makes for some very... um... !!FUN!! missions, and my troops are dropping like flies. I'll be interested to see if you have the same problems. New strategy: until I get some of the defensive techs, I'm recruiting every single rookie I can and sending as few experienced troops as possible into combat against the aliens.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #103 on: May 13, 2013, 03:36:18 pm »

We've received a pretty sever blow, this might be a game changer if I don't handle it right.

Blank Plays: XCOM Apocalypse Episode 14

Right so as you can see we might need to improvise for a little while here, and all that running will also be pretty good for the teams cardio too I guess.

Other than that we should be able to see the week out pretty casually and begin week 4. Though honestly we are behind in research in my opinion as well as equipment now. Still we do however make up for that in man power. Though that'll proberbly change soon, I expect XCOM might meets it end eventually to this alien menace.

Whoah! Week 4 is seriously hard. The aliens have most of their personal equipment technologies which makes for some very... um... !!FUN!! missions, and my troops are dropping like flies. I'll be interested to see if you have the same problems. New strategy: until I get some of the defensive techs, I'm recruiting every single rookie I can and sending as few experienced troops as possible into combat against the aliens.

To be honest I'm not really sure how I'm going to handle week 4, its either going to make or break me. Though if I make it through, by sacrificing all the rookies to the gods then I might be able to steal enough personal shield and get toxi guns and turn it back around. Who knows.

~Blank

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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #104 on: May 13, 2013, 03:41:41 pm »

To be honest I'm not really sure how I'm going to handle week 4, its either going to make or break me. Though if I make it through, by sacrificing all the rookies to the gods then I might be able to steal enough personal shield and get toxi guns and turn it back around. Who knows.

~Blank

If you'd like, I can rack my brain and see if I can come up with useful tactical advice
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