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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28701 times)

Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #150 on: June 04, 2013, 12:12:35 pm »

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.

Oddly enough you are, rather you are hiding in the second base, after taking that particularly nasty hit when we raided the CoS. So don't worry you'll return to active duty soon enough.

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...

laying down as never felt like an option to me, your movement is way to limited to justify it in my opinion, unless your in dire straights or a kinda long range gun battle.

As for stun grenades, I just prefer AP grenades as they kill instantly, as opposed to doing stun damage. Plus I swear you have to damage some aliens first before you can stun them anyway.

Finally, I think I'mma act on that inventory purge next episode, as I'm going to try and pull together funds to make a swam. Even if its kamikaze I wanna capture some alien craft, I don't want to shoot myself in the foot by missing them.

~Blank
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Markus

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Re: Blank Plays: X-COM Apocalypse
« Reply #151 on: June 04, 2013, 04:58:12 pm »

. . . I love the lie down option! I go whole gunfights without getting hit a single time when I raid the cult of sirius-just find a good corner after being spotted, setup everyone facing outwards, and walk away as realtime mode does all the work.





You know, I should probably check if you're even using realtime or not, since I just entered the last page of this topic 30 seconds ago.
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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #152 on: June 04, 2013, 06:59:35 pm »

He's using realtime.
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #153 on: June 04, 2013, 10:26:26 pm »

So long as you have someone standing up to attract the heavy launcher missiles...
 I generally manage to distract myself from the not-prone thing, but this time, with two ranks, guarding a narrow entrance, at close range, I can't help but suspect that the front rank were too close to really run away from whatever was coming down the elevator, and could have been shot by their friends. Meh, it was just particularly noticeable, but really not an issue.
Stunning works gradually on the life bar. Your health goes down and your stunning goes up. If they meet, then you fall unconscious. Some critters go down quickly but some of them have ship-loads of health and stunning weapons don't do that much damage, and stunning wears of over time. So yes, stunning can work much faster if combined with shooting. I generally play turn-based, and some things have varied effectiveness between turn-based and real-time, but I always found frag grenades to be weak, and very dependant upon how close to the detonation the target was, and tended to blow up valuable loot, while stun grenades would reliably take down basic targets who didn't immediately exit the area of effect. Stun smoke also clears quickly, so it can be useful for clearing smoke, as you can only have one air effect in any given tile, so the stun gas replaces the smoke.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #154 on: June 06, 2013, 02:53:10 pm »

I kick myself back into action! I'm taking the bull by the horns! Except the bull is and alien and the ho . . you know what I'm trying to say!

Blank Plays: X-COM Apocalypse Episode 21

So after all this time I finally do something progressive, ladies and gentleman we'll catch these UFO's by the weeks end I promise ya! Oh and we clear out a building and raid the Cult of Sirius, but those are old hat by now.

. . . I love the lie down option! I go whole gunfights without getting hit a single time when I raid the cult of sirius-just find a good corner after being spotted, setup everyone facing outwards, and walk away as realtime mode does all the work.

You know, I should probably check if you're even using realtime or not, since I just entered the last page of this topic 30 seconds ago.

I mean its useful, but I think crouching is the perfect balance between mobility and and accuracy, I've gave it a bit of a bash in the latest video though. I mean I suppose I'll start using it more, but not often.

Also . . .

He's using realtime.

Bingo

So long as you have someone standing up to attract the heavy launcher missiles...
 I generally manage to distract myself from the not-prone thing, but this time, with two ranks, guarding a narrow entrance, at close range, I can't help but suspect that the front rank were too close to really run away from whatever was coming down the elevator, and could have been shot by their friends. Meh, it was just particularly noticeable, but really not an issue.
Stunning works gradually on the life bar. Your health goes down and your stunning goes up. If they meet, then you fall unconscious. Some critters go down quickly but some of them have ship-loads of health and stunning weapons don't do that much damage, and stunning wears of over time. So yes, stunning can work much faster if combined with shooting. I generally play turn-based, and some things have varied effectiveness between turn-based and real-time, but I always found frag grenades to be weak, and very dependant upon how close to the detonation the target was, and tended to blow up valuable loot, while stun grenades would reliably take down basic targets who didn't immediately exit the area of effect. Stun smoke also clears quickly, so it can be useful for clearing smoke, as you can only have one air effect in any given tile, so the stun gas replaces the smoke.

As per usual RAM some good info in there especially about the stun grenades clearing smoke, as that can be an issue on crashed UFO's. Also it oddly enough can be used as a way of forcing the aliens to move or avoid an area as their AI tends to make them avoid it.

Also I've decided to give this whole going prone thing a shot, so you can stop vilifying me.

~Blank
« Last Edit: June 06, 2013, 02:54:53 pm by Blankdoor »
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #155 on: June 06, 2013, 06:36:55 pm »

I love that long church when it shows up in the Sirian temples. There's a psyclone in a room under the pulpit though occasionally there's a grenade or something instead. And in a large room underneath there are four more psyclones one in each corner. The human opponents seem to be attracted to any of their loot that's on the ground and eventually they'll come along to pick up the loot so once you know where the loot is you can camp out in a good defensive position.

Can I make a suggestion? Move your invalids into the second base. I think your med bay there is done by now. Cycle healthy troopers back into the main base, and make sure that anyone who can train is doing training. Training is slow but steady and if you have a rookie in training for a week, by the time they go on their first mission they might have significantly improved accuracy and reactions and a little extra health and strength.
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hector13

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Re: Blank Plays: X-COM Apocalypse
« Reply #156 on: June 06, 2013, 06:41:50 pm »

Your LP has inspired me to start playing this again. I was never very good, but oh well, a part of me has always loved this little gem of the X-COM series!

Also, I would like a meat shield laser magnet soldier named after me. Preferably an android, in which case hector13 is fine (I would prefer the h to remain lower-case, just to annoy you  ;)) though a regular human will suffice, in which case Hector Spector is the manner in which they should be christened.

I don't know if this has come up before, because it's late and I can't be bothered trawling through 11 pages of text, but once the UFOs have blown their load, as you so eloquently put it, I believe they're at their highest concentration if you send your soldiers immediately, which is why there are so many when you go before you get an alert.

In saying that, though, they will start to spread to connected buildings too, which is why you get alerts from places that the UFOs didn't deposit their payload over. Thus, it's a bit of a toss up over whether you want to risk getting as many aliens as possible in one fell swoop, or whether the potential for uninhibited alien infiltration is worth facing fewer of them when you get an alert.

Keep up the good work, and Don't Get Hurt!
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #157 on: June 07, 2013, 01:21:14 am »

* RAM does the squad leader dance!

* RAM does the burnt circuitry dance!
« Last Edit: June 07, 2013, 01:31:51 am by RAM »
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #158 on: June 07, 2013, 10:49:27 am »

* RAM does the squad leader dance!

* RAM does the burnt circuitry dance!

"I think this model needs new RAM installed"
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #159 on: June 08, 2013, 06:35:21 pm »

I'm trying I swear, XCOM will win even if it does take a shit ton of hoverbikes!

Blank Plays XCOM Apocalypse Episode 22

So yeah the total hoverbike number is up to 8 now, with a hovercar to support them. I will shoot down the UFO's and I will research them, mark my words! Oh that and we see a little bit of combat to spice up the episode. Still this episode is mostly laying down plans for our glorious future!

Can I make a suggestion? Move your invalids into the second base. I think your med bay there is done by now. Cycle healthy troopers back into the main base, and make sure that anyone who can train is doing training. Training is slow but steady and if you have a rookie in training for a week, by the time they go on their first mission they might have significantly improved accuracy and reactions and a little extra health and strength.

Yeah I've been pretty lazy on the training front, though when I get this advanced quantum physics lab in place all function is switching over to the other XCOM building anyway, so I plan on sorting it then if I don't do it sooner.

Your LP has inspired me to start playing this again. I was never very good, but oh well, a part of me has always loved this little gem of the X-COM series!

Also, I would like a meat shield laser magnet soldier named after me. Preferably an android, in which case hector13 is fine (I would prefer the h to remain lower-case, just to annoy you  ;)) though a regular human will suffice, in which case Hector Spector is the manner in which they should be christened.

I don't know if this has come up before, because it's late and I can't be bothered trawling through 11 pages of text, but once the UFOs have blown their load, as you so eloquently put it, I believe they're at their highest concentration if you send your soldiers immediately, which is why there are so many when you go before you get an alert.

Keep up the good work, and Don't Get Hurt!

it's always good to welcome another man into the fray, as well as get people back into playing Apocalypse, I've always loved this game. Also don't worry you'll join the team pretty soon!

Now as for the alien infiltration thing I'd rather hit them sooner whilst they are in one place, makes my life easier in the long run I reckon, if that's the case.

* RAM does the squad leader dance!

* RAM does the burnt circuitry dance!

"I think this model needs new RAM installed"

Cognitive that jokes bad, like bad enough I actually enjoyed it. I'm not sure whether to praise you or judge you!

~Blank

 
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #160 on: June 08, 2013, 08:12:46 pm »

The critically injured thing, I believe, only indicates that they have an injury which will bleed, and probably impose some sort of penalty, until fixed with a medical kit or getting off the map. This is also indicated by a little red drop on the information panel over their head. This is quite noticeable on Sansom in that fight.

I believe that the thing you didn't know about was two shots at point blank range from a devastator. It is pretty awesome how effective the visual effect of a slightly longer beam is. When I see one of those devastator shots in flight they are really intimidating.

Due to their rate of fire, the default hoverbike guns(which you can probably sell at this point) actually do good amounts of damage. Though they still have terrible range...
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #161 on: June 09, 2013, 10:40:38 am »

You can earn back some money by selling the cannons and ammo you stripped from those hoverbikes. Some more money by selling elerium because that's ammo for plasma weapons which you don't have. And you can probably sell 500 or so fusion fuel, since you have 700 and you use up something like 10 a day.

That repeated weapon firing sound was the last remaining anthropod panicking and going nuts on the trigger or whatever those disruptor guns have in place of a trigger. They're organic so I get the impression you jab needle into them or something.

And why is it so difficult to research those alien guns? The police are using them, Marsec are using them. Sirius are using them. The gangs are using them. (I know this from the exploit known as stun-raiding) We're supposed to be allied to Megapol. Why can't I just arrange a meeting with a cop or two and get them to show me how to use the guns? Five minutes. Tops.

I learned something today. Aliens are quite capable of picking up and using human tech. I discovered this when a trooper got knocked unconscious and the rescue squad saw a skeletoid land on top of his body. About a second later they then saw the entire contents of his minilauncher flying towards them.
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Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #162 on: June 10, 2013, 03:13:33 pm »

We're supposed to be allied to Megapol. Why can't I just arrange a meeting with a cop or two and get them to show me how to use the guns? Five minutes. Tops.
How to use, and how to manufacture them on the atomic level(including the mini-dimension gate inside that powers it) are two very different things.

Of course, this doesn't explain where they all got them(except Sirius, who might be supplied directly by the aliens).

I learned something today. Aliens are quite capable of picking up and using human tech. I discovered this when a trooper got knocked unconscious and the rescue squad saw a skeletoid land on top of his body. About a second later they then saw the entire contents of his minilauncher flying towards them.
Well, again, it's not hard to figure out how to pull a trigger, and it seems human and alien weapons are both easy enough to operate that your own guys can pick up an alien proximity mine, arm it, set the timer, and reprogram it to go after the aliens, even if it's the first time they've encountered it.
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Vgray

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Re: Blank Plays: X-COM Apocalypse
« Reply #163 on: June 10, 2013, 03:21:33 pm »

So uh...am I still alive? I can't really watch videos that often on this internet connection. Bandwidth limits. I was around ep. ten I think.
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #164 on: June 10, 2013, 06:54:10 pm »

How to use, and how to manufacture them on the atomic level(including the mini-dimension gate inside that powers it) are two very different things.
The thing is that the game doesn't let you use them, or even sell them, until you know how to build them. Well, you can't equip them at base at least, I am not sure if I have tried equipping them in the field by looting corpses, but I am extremely doubtful that such an effort would be successful.

P.S.
 I have this weird feeling that you can see what equipment a vehicle has on board, maybe by checking the agent screen while the vehicle is returning from a mission? Probably just something that I am misremembering...
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