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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28721 times)

Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #135 on: May 28, 2013, 05:42:05 pm »

How To Deal with Aliens for Mostly Profit:
Find android.  Mount explosives.  Mount turbobike.  Get to building quickly, proceed to 1st level.  Bomb the supports.  Everything is dead.  Assess victory.

RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #136 on: May 28, 2013, 09:37:36 pm »

I find that even with alien super-explosives you often need to cut through the wall with a laser-sword and place the charges inside the supports, and there can be a lot of supports. And some maps don't really rely on supports. And then there is the issue of surviving the collapsing building when you get to the strategic map... But demolition is a very sound tactic, particularly in limited actions, such as destroying fire-escapes or putting a hole in a wall to throw grenades through. Oh, and stun grenades are crazy-awesome. I suspect that stun grenades ignore shields, which is a pretty rare and valuable trait in a splash weapon. I recall that they can put out fires and clear smoke. I am pretty sure that unconscious agents are not attacked, so they can be used to save a squad that cannot escape, although the squad will still be vulnerable to explosions, collapsing buildings, bleeding to death, getting picked off one at a time as they wake up, or all dying automatically if you lose the mission.

I would consider giving kilroy a flying suit, as they tend to go well with explosive weapons...

I think that it doesn't display a "Hostile unit has died." message if it is the last hostile unit. So that is one way to tell if the mission is over.
« Last Edit: May 28, 2013, 10:15:50 pm by RAM »
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #137 on: May 30, 2013, 09:45:59 am »

You people are demolition nuts o.O I would always play it old school investigation style, checking a room after room with overlapping fields of fire.
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #138 on: May 30, 2013, 11:53:00 am »

m stuck savescumming, as Psyche invades my base using Heavy Launchers.  No matter what I attempt, I end up losing 4-12 of my guys.  I've only got 12 troops!

CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #139 on: May 30, 2013, 11:59:15 am »

m stuck savescumming, as Psyche invades my base using Heavy Launchers.  No matter what I attempt, I end up losing 4-12 of my guys.  I've only got 12 troops!

Feeling patient? Hide behind corners, and wait for eternity. Easier if you have stun guns/grenades.
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #140 on: May 30, 2013, 12:04:35 pm »

m stuck savescumming, as Psyche invades my base using Heavy Launchers.  No matter what I attempt, I end up losing 4-12 of my guys.  I've only got 12 troops!

Feeling patient? Hide behind corners, and wait for eternity. Easier if you have stun guns/grenades.
If my security stations were done I'd just wait them out on fast forward.  But only half of them are done, and the agents like to run past the corner of security fire and into unsecure parts.  Then heavy missile my soldiers to death.

Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #141 on: May 30, 2013, 12:46:24 pm »

I'm glad no one died, shame though as I could of used it to make Burnt Pies feel really guilty!

Blank Plays XCOM Apocalypse Episode 19

Now I admit I was rather haphazard with my tactics the second time around, raiding apartment complex has never been easy in this game. Rather you could do with a hallway barely large enough to line up your agents, with the aliens at the other end, facing away. Though I doubt I'll be getting that anytime soon!

How To Deal with Aliens for Mostly Profit:
Find android.  Mount explosives.  Mount turbobike.  Get to building quickly, proceed to 1st level.  Bomb the supports.  Everything is dead.  Assess victory.

Damn if only it where that simply in action, well it is sometimes. Just doesn't make XCOM look like a bunch of highly trained soldiers, rather a bunch of lunatics!

I think that it doesn't display a "Hostile unit has died." message if it is the last hostile unit. So that is one way to tell if the mission is over.

Once again something that is so minor yet incredibly useful! you are become quite the asset RAM.

You people are demolition nuts o.O I would always play it old school investigation style, checking a room after room with overlapping fields of fire.

I'm on the fence here, but hell just giving people marsec heavy launchers and a bad attitude is just damn fun sometimes!

m stuck savescumming, as Psyche invades my base using Heavy Launchers.  No matter what I attempt, I end up losing 4-12 of my guys.  I've only got 12 troops!

I'd proberbly just stick to the save scumming, Psyche can hit pretty hard. Though personally I'd say 4 troops is a pretty decent tactical loss there.

~Blank
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #142 on: May 30, 2013, 11:06:44 pm »

m stuck savescumming, as Psyche invades my base using Heavy Launchers.  No matter what I attempt, I end up losing 4-12 of my guys.  I've only got 12 troops!
I don't recall for certain that enemy ammunition is limited, but if you don't mind missing out on all the missiles, then you can probably take one agent, have them run out and attract missiles, then run behind a wall. The enemies should only have two missiles each, but as stated, is is possible that they have unlimited ammunition, but I do not believe that to be the case...

That last mission was hilarious, especially at the moments it began and ended. I believe that there is a way to fire manually, so if you really don't want to walk up to a door and open it, consider shooting the door instead. A door can't be that expensive to replace...
« Last Edit: May 30, 2013, 11:16:09 pm by RAM »
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Girlinhat

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Re: Blank Plays: X-COM Apocalypse
« Reply #143 on: May 30, 2013, 11:21:54 pm »

Enemy ammunition is limited, thankfully.

I believe you can manual fire with shift + rightclick.  This orders any selected unit to fire exactly once, but they don't take an aimed shot, they only take whatever shot was last selected.  They can still miss the target tile.

RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #144 on: May 31, 2013, 12:27:32 am »

But if you have a half-a-dozen agents with dual devastator cannons selected, and you are aiming at a door, then there is a decent chance that someone will eventually hit the door, and a very good chance that you will be able to see what is on the far side of the door without opening it... Of course, the alien doors are tougher than the human doors...
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hexedmagica

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Re: Blank Plays: X-COM Apocalypse
« Reply #145 on: May 31, 2013, 12:42:52 am »

Oh wow, I'm surprised nobody died in those last two combats. It seemed really close.
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Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #146 on: May 31, 2013, 03:28:40 pm »

But if you have a half-a-dozen agents with dual devastator cannons selected, and you are aiming at a door, then there is a decent chance that someone will eventually hit the door, and a very good chance that you will be able to see what is on the far side of the door without opening it... Of course, the alien doors are tougher than the human doors...
If you've got half a dozen troopers dual-wielding devastators, I'm pretty sure creating an opening in the door's general direction is a forgone conclusion.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #147 on: June 03, 2013, 03:25:46 pm »

Don't worry I'm not dead, though I doubt you guys where worrying, still have some more XCOM!

Blank Plays: XCOM Apocalypse Episode 20

Just another normal day in the XCOM office, tea biscuits, urban warfare and back home for tea. Oh yeah the urban warfare part was pretty brutal! Since I haven't played a slum based map in a long time I completely forgot how large apartment based maps can be.

Still we deal with problem well enough I suppose and I even let Kilroy fire of his Marsec Heavy Missile launcher. Let's just hope the warehouses go better!

But if you have a half-a-dozen agents with dual devastator cannons selected, and you are aiming at a door, then there is a decent chance that someone will eventually hit the door, and a very good chance that you will be able to see what is on the far side of the door without opening it... Of course, the alien doors are tougher than the human doors...
If you've got half a dozen troopers dual-wielding devastators, I'm pretty sure creating an opening in the door's general direction is a forgone conclusion.

Given how accuracy is calculated in this game you'd be surprised, as dual wielding applies a penalty if I remember correctly.

Oh wow, I'm surprised nobody died in those last two combats. It seemed really close.

I think I've got someone divine entity looking over me, as normally I've lost a lot more agents at this point. That and there have been a ridiculous amount of close calls though this series!


Enemy ammunition is limited, thankfully.

I believe you can manual fire with shift + rightclick.  This orders any selected unit to fire exactly once, but they don't take an aimed shot, they only take whatever shot was last selected.  They can still miss the target tile.


Enemy ammunition is limited, thank god for that! Unfortunately aliens tend to stick to laser weapons, still its kinda handy to know this for certain.

I normally don't bother with manual shots, unless in one circumstance. This is normally when explosives are part of the scenery, like in arms factories. Awesome maps!

~Blank
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #148 on: June 03, 2013, 10:27:21 pm »

I notice that you never lie down.

I feel the need to restate the merits of stun grenades.

You really need to do an inventory purge, there are way too many stray bits of ammunition lying around...
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #149 on: June 04, 2013, 11:35:54 am »

Ahhh slums. So very, very evil - looks like you got out without too many scratches!!
Speaking of mutants, is my guy still kicking around? Haven't seen him for some time, but I don't recall him dying ingloriously.
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