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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28641 times)

lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #180 on: June 19, 2013, 09:55:19 pm »

Nice work. Pity about the casualty. On the bright side, the popper also killed the brainsucker that was about to jump on his head. All those brainsuckers were because the aliens were shooting brainsucker pods towards you. I could hear and see them. Also on the bright side, it's bringing closer the time when you have to send me on a mission.

Glass is not too worrying, but it's so fragile you're pretty much guaranteed to have an annoyed building owner. The first shot will take out the glass leaving a clear line for the second shot. Of course it's hilarious when the aliens try to smash the glass next to them with a d-launcher. The real problem with the malls is the terrain is so complicated and confusing it's difficult to form a secure perimeter.

In the recyclatorium, that tight group of aliens was perfect for some explosives, but seems like the guy with the explosive autocannon ammo was so inaccurate he was ineffective. You could have done with putting him on aimed shots for a bit. Perhaps you could have lobbed a grenade or two over there too. But you managed to deal with the situation anyway.

When you do get around to putting me in combat I request that you arm me with plasma pistol, toxigun when available and a minilauncher in my backpack to be pulled out and shot on autofire whenever there's a tactical need to cause an excessive amount of damage very quickly. You know, like group of weapon-wielding aliens, or a single alien with an entropy launcher or d-launcher)
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #181 on: June 19, 2013, 10:11:54 pm »

An autocannon on aimed shots? Blasphemy!

While we are doing gear requests, maybe give squad leader and higher medical kits. And I would like a sword for demolition purposes and some stun grenades to lob through the holed that the sword makes.
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #182 on: June 20, 2013, 11:17:45 am »

Heh, next time you should try shooting up through the floor. Probably not an especially effective tactic, but you haven't been blowing up enough buildings to keep me sane...

if you are ever inclined to micromanage that, this is an incredibly effective tactic, especially versus melee enemies, and especially with explosive/incendiary ammo.
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #183 on: June 20, 2013, 08:24:14 pm »

Oh, cool, I was the highest ranking member of two squads, and the only blemish on my record is obviously due to the inherent instability of hybrids...
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #184 on: June 24, 2013, 12:38:51 pm »

Ok it's finally happened I released another episode! Sorry I was on compulsory overtime at work so I've been busy as shit, but now I am free again!

Blank Plays: XCom Apocalypse Episode 26

I discover XCOM HQ has no stores, like at all so firstly we need to build them, it's all well and good being able to fit all my soldiers in one building. Though actually being able to give them guns is important, like pretty important!

That and we mop up another corporate HQ, you'd think they'd have some kind of security, surely? I imagine in this crazy future ruled by corporations, they'd at least have one random guard.

Crouch and crawl don't really work well together, they seem to like to crouch to shoot and then crawl to move, which takes away all the good of crawling but keeps all the bad...

Well, I got to lead a squad, and the only significant injuries happened to the fleshies...

Yeah I noticed that crouch and crawl seemed to battle against each other for control of a unit, which is weird.

Also please don't call them fleshies, makes me fear a sentient robot uprising even more, and I already fear it quite a bit.

When you do get around to putting me in combat I request that you arm me with plasma pistol, toxigun when available and a minilauncher in my backpack to be pulled out and shot on autofire whenever there's a tactical need to cause an excessive amount of damage very quickly. You know, like group of weapon-wielding aliens, or a single alien with an entropy launcher or d-launcher)


This might start happening more and more with people, anyone that shows a modicum of accuracy might get something explosive to help cull certain threats. As for toxiguns we are still a long way from having those, which bugs me!

An autocannon on aimed shots? Blasphemy!

While we are doing gear requests, maybe give squad leader and higher medical kits. And I would like a sword for demolition purposes and some stun grenades to lob through the holed that the sword makes.

If I start fulfilling all these request I'mma end up with the most varied squads ever, I'll do my best though since diversifying might pay off currently.

Heh, next time you should try shooting up through the floor. Probably not an especially effective tactic, but you haven't been blowing up enough buildings to keep me sane...

if you are ever inclined to micromanage that, this is an incredibly effective tactic, especially versus melee enemies, and especially with explosive/incendiary ammo.

Hell if I was inclined to micromanage a lot of manual shots could pay off, just I wanna balance tactics and the LP out. There will be a time in later missions in which I start upping the amount off effort put into combat. However we are still well within the limits of me being lackadaisical!

Oh, cool, I was the highest ranking member of two squads, and the only blemish on my record is obviously due to the inherent instability of hybrids...

Thats it blame the hybrids =P

~Blank

« Last Edit: June 24, 2013, 12:40:55 pm by Blankdoor »
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #185 on: June 24, 2013, 01:41:18 pm »

I was just seeing those cute little taxis marching out and thought that it would be an excellent time for aliens to attack...

It might be an idea to trade in some of your heavy launchers to buy some heavy launcher ammunition.

Now, lets decide what to do for that next mission. It is probably time to show everyone how it is done! Why not load Blank up with a pair of laser pistols, a pair of autocannons, a demolition charge, a medkit, and as much ammunition as they have space for, then take the aliens on by your lonesome! Or you could try something that involves less maniacal laughter...
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hector13

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Re: Blank Plays: X-COM Apocalypse
« Reply #186 on: June 27, 2013, 10:16:11 pm »

I almost got put on a mission  :-\

Not sure if that's a good thing, to be honest... those poppers seem to be getting more explosive by the week!
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Re: Blank Plays: X-COM Apocalypse
« Reply #187 on: June 28, 2013, 04:27:48 am »

Well, shields help a lot with poppers. Of course, shields are, arguably, worse than poppers, so there is that...
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CognitiveDissonance

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Re: Blank Plays: X-COM Apocalypse
« Reply #188 on: June 28, 2013, 09:51:13 am »

Well, shields help a lot with poppers. Of course, shields are, arguably, worse than poppers, so there is that...

What was that about stun gas?

Also, a quick reminder that:
Quote from: wiki
Poppers will .. explode when killed by solid round projectiles, explosions or from blood loss. They will not explode from energy weapons or gas.
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Akura

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Re: Blank Plays: X-COM Apocalypse
« Reply #189 on: June 28, 2013, 12:30:31 pm »

Never knew about blood-loss, but yeah, if they die from armor-piercing-(normal bullets), explosive-, or incendiary-type damage, they explode. Any other damage type, including disrupter guns and Toxigun(any type), they don't. I wonder what damage type having a ceiling collapse on them causes...
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #190 on: June 29, 2013, 01:43:21 pm »

And thus ends the longest day in XCOM history!

Blank Plays: XCOM Apocalypse Episode 27

seriously though the introduction of shields worries me, like a lot. Well until we can up our firepower at least, untill then it only stacks things even more in the aliens favor!

Now, lets decide what to do for that next mission. It is probably time to show everyone how it is done! Why not load Blank up with a pair of laser pistols, a pair of autocannons, a demolition charge, a medkit, and as much ammunition as they have space for, then take the aliens on by your lonesome! Or you could try something that involves less maniacal laughter...

This will happen, though I feel I'll single handedly invade the alien dimension or something like that, I have to go down in a true blaze of glory!

I almost got put on a mission  :-\

Not sure if that's a good thing, to be honest... those poppers seem to be getting more explosive by the week!

Personally I'd say bad thing, though to be honest I think everyone who applies to join XCOM is somewhat suicidal anyway.

Well, shields help a lot with poppers. Of course, shields are, arguably, worse than poppers, so there is that...

Shields are only good depending on who's wearing 'em, Amour is where you can make the major difference.

Never knew about blood-loss, but yeah, if they die from armor-piercing-(normal bullets), explosive-, or incendiary-type damage, they explode. Any other damage type, including disrupter guns and Toxigun(any type), they don't. I wonder what damage type having a ceiling collapse on them causes...

Due to them moving all the time it'd be hard to find out, though I'd imagine it'd cause them to explode to be honest.

~Blank
« Last Edit: June 29, 2013, 01:48:55 pm by Blankdoor »
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Thexor

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Re: Blank Plays: X-COM Apocalypse
« Reply #191 on: June 29, 2013, 01:55:17 pm »

Oh gods, I remember my first shield encounter. 12 troops entered, 7 left, one of whom was unconscious, bleeding, and at 1 HP when the mission ended.

May I suggest investing in some stun gas grenades? I don't think you have any psionic troops, and large-scale toxigun production is a long ways off. Gas grenades may be your only hope for capturing shields!
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #192 on: June 29, 2013, 02:24:25 pm »

Oh gods, I remember my first shield encounter. 12 troops entered, 7 left, one of whom was unconscious, bleeding, and at 1 HP when the mission ended.

May I suggest investing in some stun gas grenades? I don't think you have any psionic troops, and large-scale toxigun production is a long ways off. Gas grenades may be your only hope for capturing shields!

I plan on raiding the CoS for that exact reason, long term anyway, stun gas the shit out of them and steal there shields. I need to update my tactics anyway so mind bender may be brought soonish to help combat the advance in alien Tech.

~Blank
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #193 on: June 29, 2013, 06:52:15 pm »

Yeehim abandoned their post. The fleshy's position was a vital component of the plan to prevent the spread of hyperworms. They should be reprimanded for cowardice. The fleshies must be saved!
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #194 on: June 30, 2013, 03:49:42 pm »

Stun gas and explosives are both very useful when you know where the aliens are but can't see them. And that will become more and more important.

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