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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28720 times)

CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #120 on: May 21, 2013, 03:06:33 am »

Oh... well! At least I survived! Hurray!

So many explosions... that was really ugly.

May want to check on the medbay, make sure it's not overloaded. If it is, send me to the hospital.
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #121 on: May 21, 2013, 09:06:38 am »

Okay, I picked a good moment to skip ahead to the most recent update...
Oh, and the jump button is real, it is j, apparently...
You might be able to duck behind those tiny ledges if you see a missile coming, but, well, you need to see the missile coming, and it only works on the first one...
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #122 on: May 22, 2013, 02:09:37 pm »

Protip, when you've got soldiers moving and want them to immediately stop and shoot something, right click - they finish whatever step they're taking and immediately turn in that direction.

lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #123 on: May 22, 2013, 04:53:13 pm »

And that is why you should spread your soldiers out, rather than putting them on one big clump. You also get less friendly fire when you don't clump them up. But I need to use the pause key liberally to micromanage my squads which I suppose makes for less interesting videos.

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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #124 on: May 22, 2013, 05:18:19 pm »

But I need to use the pause key liberally
Also this, you can hit spacebar, it'll unpause to whatever game speed was last active.

RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #125 on: May 22, 2013, 06:55:42 pm »

Yes, teams of three are better for avoiding friendly fire, and if you keep them together then it is very similar to a team of 6. Also, you can change teams within tactical combat, so you can move them all into one team to start together, then branch out into two team to... stuff...

Also, I find that hovercars fall neatly between 'fast enough to dodge' and 'tough enough to take a hit' and generally avoid them. And sometimes it is safer to duck into a nearby building than to return home, but you are kind of vulnerable while entering the building...

And the jump key is real, I was wrong about it being z, it is apparently j, but it is real...

P.S.
 Finally watched 15, I like power swords for property damage, they are great for opening building supports to plant explosive charges inside them and for making holes in walls for agents to throw grenades and/or fly through...
« Last Edit: May 22, 2013, 07:40:03 pm by RAM »
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #126 on: May 25, 2013, 09:05:08 pm »

I hope that little hiccup didn't put you off this LP. You can still pull this off. You must. Megaprimus needs you.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #127 on: May 26, 2013, 06:29:33 am »

I hope that little hiccup didn't put you off this LP. You can still pull this off. You must. Megaprimus needs you.

Do not fear! I was just having some issues with Dosbox and my recording software, still kinda am, but I can at least record once again!

So like a phoenix from the ashes!

Blank Plays: XCOM Apocalypse Episode 17

So people finally get to wear flying suits! Since this is kinda my new strategy, hopefully it pans out on the battlefield and can pull us through. If not, well it was nice knowing you, since you'll proberbly die!

I'm holding off spending money on ships until we've researched the XCOM ships now, I'mma play it safe and hold my cards to my chest until we manage to up our technology. If we can do that I'm sure we'll be fine.

My bad, apparently it is j.

Really, this game is so far ahead of its time that it is just plain scary. It has a jump button that it really doesn't need. It has moral choices with real consequences(Raid a company and it will turn hostile, but you can loot them over and over again.). It is about as open world as something like this could reasonably hope to be. It has cover, and morale, and malleable terrain. In fact, that last one requires special attention, I am not aware of any game since that has come close to this level of practical terrain destruction. You can do everything from blow up cover, to breaching doors with high-explosives, to flying up the side of a building and dropping grenades through the newly-perforated roof, to digging through solid ground, to demolishing whole buildings, or just cutting of a wall to give you a clear view in the side...

I'm sorry for not believing you, for what its worth I'm actually kinda glad you've pointed this out. Also I agree with you, this game is crazy advanced. I mean it came out in 1997 for Christ sake and it has more features than strategy games today. Hell even more than the latest XCOM game.

Protip, when you've got soldiers moving and want them to immediately stop and shoot something, right click - they finish whatever step they're taking and immediately turn in that direction.

This was one of those things I knew about, yet always forget to use, this will save lives! I'm being bloody serious here. Plus its also handy for simply having stationary units turn around.

And that is why you should spread your soldiers out, rather than putting them on one big clump. You also get less friendly fire when you don't clump them up. But I need to use the pause key liberally to micromanage my squads which I suppose makes for less interesting videos.

Honestly there is some level of me trying to keep things interesting for the video. I don't mind doing micromanagement and it will get like that as time goes on and the tech level increases. Sometimes its just difficult to balance entertainment with game play.

Oh... well! At least I survived! Hurray!

So many explosions... that was really ugly.

May want to check on the medbay, make sure it's not overloaded. If it is, send me to the hospital.

You got real lucky man, and so did I! We owe I lives to those that died.

~Blank
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #128 on: May 26, 2013, 01:42:37 pm »

Have you considered mounting a Griffon AFV?  It's a literal tank, and that anti-air cannon (bought separately) packs serious punch, not to mention the incredible HP of the thing.  Only issue is that it's slow as sin, but you can tell it to park in a building nearby a portal and then "go to map location" when the UFO begin arriving.  It also costs 16k vs 75k for an interceptor.

In my game I've been playing off and on and restarting for bugs, I've been using ground units as primarily force.  APC and AFV for handling threats, and keeping the interceptor for investigating downed craft.  It's surprisingly effective, and the Wolfhound APC has 14 passengers without modules.

Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #129 on: May 26, 2013, 02:14:57 pm »

Have you considered mounting a Griffon AFV?  It's a literal tank, and that anti-air cannon (bought separately) packs serious punch, not to mention the incredible HP of the thing.  Only issue is that it's slow as sin, but you can tell it to park in a building nearby a portal and then "go to map location" when the UFO begin arriving.  It also costs 16k vs 75k for an interceptor.

In my game I've been playing off and on and restarting for bugs, I've been using ground units as primarily force.  APC and AFV for handling threats, and keeping the interceptor for investigating downed craft.  It's surprisingly effective, and the Wolfhound APC has 14 passengers without modules.
The only downside to the Griffon is that it has more HP than the road does.

I mean, this game would be even more awesome if there were ground battles using the tanks, or, even better, the ability to bring a tank into agent battles, similar to the original's HWP.
"Who gives a crap about the owners of this apartment complex? There's a nest of aliens entrenched on the third floor. Fire the Rumble Cannon!"
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #130 on: May 26, 2013, 03:51:15 pm »

Have you considered mounting a Griffon AFV?  It's a literal tank, and that anti-air cannon (bought separately) packs serious punch, not to mention the incredible HP of the thing.  Only issue is that it's slow as sin, but you can tell it to park in a building nearby a portal and then "go to map location" when the UFO begin arriving.  It also costs 16k vs 75k for an interceptor.

In my game I've been playing off and on and restarting for bugs, I've been using ground units as primarily force.  APC and AFV for handling threats, and keeping the interceptor for investigating downed craft.  It's surprisingly effective, and the Wolfhound APC has 14 passengers without modules.
The only downside to the Griffon is that it has more HP than the road does.

I mean, this game would be even more awesome if there were ground battles using the tanks, or, even better, the ability to bring a tank into agent battles, similar to the original's HWP.
"Who gives a crap about the owners of this apartment complex? There's a nest of aliens entrenched on the third floor. Fire the Rumble Cannon!"
Well, you can just attack a building and bring the whole thing down.  But that happens on the city map, not the agent map...

RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #131 on: May 26, 2013, 07:14:50 pm »

I'm sorry for not believing you, for what its worth I'm actually kinda glad you've pointed this out.
That is entirely my own fault for bringing up the cow level, it is just the price that I pay for thinking with my random gland...

Well, you can just attack a building and bring the whole thing down.  But that happens on the city map, not the agent map...
Agents can do that too, but it sort of depends upon the tactical map that is used. I think that for many maps you would need to mine out large sections of solid ground. But yes, I played apocalypse first and even not knowing about the vehicles from the original I noticed the absence of any of my vehicles in the tactical map. Also, as to taking ground vehicles against aircraft, the road issue has already been addressed, but another issue is that all their ordnance has to get past the buildings before it can reach the aliens... But still, if you are really strapped for cash, it could be Fun to experiment with ground vehicles...

Woo! I got a deadmeat spareparts soldier!

I think that the alien ship pathfinding was about the alien ships trying to escort other alien ships after the alien ship that they were escorting disappeared to the other dimension.
« Last Edit: May 26, 2013, 07:33:46 pm by RAM »
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #132 on: May 26, 2013, 07:33:03 pm »

In my own game, research was getting done, the aliens seemed to have toned down their attacks. I sent a retaliator to the alien dimension and within about 2 seconds its shields were almost down so I hurriedly retreated it. While it was returning, two bombers appeared and proceeded to level an x-com base. I shot them down afterwards and it was a base under construction with only the defence posts completed, but They. Erased. An. X-Com. Base. And I'm not allowed to buy it back either :( Still, that's kinda cool because I never had that happen to me before.
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hexedmagica

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Re: Blank Plays: X-COM Apocalypse
« Reply #133 on: May 27, 2013, 12:06:13 am »

Whee, I had a mission and didn't die.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #134 on: May 28, 2013, 03:43:48 pm »

Ok I won't lie today people die, though to be honest I'm expecting that to become a more common occurrence

Blank Plays XCOM Apcoalypse Episode 18

So we raid the Nutrivend Hyrdo-Farms in an attempt to cut the alien infiltration at its source! It goes so-so even with all my squad management! Still I suppose this is more like the Xcom people want to see, with terror around every corner!

Whee, I had a mission and didn't die.

Yeah, that might change soon though, just putting that out there.

Well, you can just attack a building and bring the whole thing down.  But that happens on the city map, not the agent map...

Just normally its a very very very bad thing to do! Like companies will become pretty hostile, very quickly if you do that.

Agents can do that too, but it sort of depends upon the tactical map that is used. I think that for many maps you would need to mine out large sections of solid ground. But yes, I played apocalypse first and even not knowing about the vehicles from the original I noticed the absence of any of my vehicles in the tactical map. Also, as to taking ground vehicles against aircraft, the road issue has already been addressed, but another issue is that all their ordnance has to get past the buildings before it can reach the aliens... But still, if you are really strapped for cash, it could be Fun to experiment with ground vehicles...

Ground Vehicles in my mind are a no go, I just can't get past the fact they are confined to roads and the road destruction thing. I mean as a very last resort and I'm talking XCOM's last legs here it is an option. As for leveling buildings in the tactical map, that is something I am willing to do, but it just has to be more of a going down in a blaze of glory kinda thing and not just for the heck of it.

~Blank
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