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Author Topic: X-COM UFO (the old one) Ineffectual Flailing (1)  (Read 3149 times)

MonkeyHead

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #15 on: May 21, 2013, 02:10:01 pm »

Also, add me as someone used for CQ action - Rifleman MonkeyHead volunteering to be the first one through any door or around any corner Ma'am!

Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #16 on: May 21, 2013, 02:18:00 pm »

Well I started a campaign... shot down UFO, killed the 2 survivors and looted it like a boss.

2nd UFO was large, landed, and had ~10 enemies.  During the night.  I threw loads of high explosives and flares but still got overtaken.  I've never faced so MANY in first month!

Also, the base will be about the Suiz Canal (that's in the middle east, for those of you who failed geography) so I can cover europe, asia, and africa more or less.

I'll start a new game when I feel less ragequit.  Because that's what I did.

Orb

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #17 on: May 21, 2013, 02:31:59 pm »

I highly recommend you get OpenXCom. It fixes all of the bugs and adds some improved UI functions. The resolution is higher, so it looks nicer, too.
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Darkmere

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #18 on: May 21, 2013, 02:37:07 pm »

If it helps, I always fielded >=9 soldiers and a rocket tank. Soldiers move in squads of 3, with everyone using the reserve TU's button for a snap shot. End every turn with every soldier kneeling, preferably in cover. Breach areas with a tank when you can, and have as many overlapping fields of fire as possible, once you have established a perimeter around the skyranger. 3 soldiers is enough to cover almost an entire circular arc of fire if you need it; otherwise keep to the side of buildings and create kill corridors if you can. Breaching UFO's WILL lead to casualties sometimes, so don't feel bad about that. Remember that soldiers build stats primarily through use, so creating lots of opportunity for reaction fire (sparing TU's to shoot during enemy turns) will help them learn to help themselves.

Also, the starter rifles are shamefully bad. Laser rifles pew pew pew!
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #19 on: May 21, 2013, 02:49:10 pm »

I'm starting to think that the best way to breach UFOs is a lot of explosives.  Going in the front door works but being able to open a 3-wide doorway and establish a firing lane just sounds ideal.

Who wants to volunteer for explosives detail?!  Your job is essentially to carry all the C4, prime it for 5 turns away, and then lay it in a line so that the explosions open large breaches and send fire inside to deal with pesky aliens.  This is old-school demolition, setting charges, backing out, and exploding in sync.  Also likely in charge of carrying the grenades and rifle used to get the tanks through tight corridors, like hedge growths and trees and whatnot.

JacenHanLovesLegos

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #20 on: May 21, 2013, 03:47:08 pm »

Jacen volunteers to be a suicide bomber explosives expert.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

MonkeyHead

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #21 on: May 21, 2013, 03:50:00 pm »

I want explosives please.

Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #22 on: May 21, 2013, 03:55:25 pm »

Also, since there's no limits on recruit numbers, expect some to carry high explosives and run into UFOs.

We're taking this the dwarven way.  If soldiers are expendable then they will be expended.

CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #23 on: May 21, 2013, 04:02:38 pm »

Also, since there's no limits on recruit numbers, expect some to carry high explosives and run into UFOs.

We're taking this the dwarven way.  If soldiers are expendable then they will be expended.

And if they're not, SMOKE GRENADES ON THE DOOR! SO MANY SMOKE GRENADES!
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Mephansteras

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #24 on: May 21, 2013, 04:15:44 pm »

Also, since there's no limits on recruit numbers, expect some to carry high explosives and run into UFOs.

We're taking this the dwarven way.  If soldiers are expendable then they will be expended.

Excellent!

Hmm...does that mean there's going to be at least one guy hanging back on the Skyranger 'on break'?
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Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #25 on: May 21, 2013, 08:39:47 pm »

Also, since there's no limits on recruit numbers, expect some to carry high explosives and run into UFOs.

We're taking this the dwarven way.  If soldiers are expendable then they will be expended.

Excellent!

Hmm...does that mean there's going to be at least one guy hanging back on the Skyranger 'on break'?
One soldier gets assigned a pistol and a cigarette, so that he can pull the ship away and avoid that $500,000 price hit when the suicide bombers all kill themselves in synchronized explosions.

Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing
« Reply #26 on: May 22, 2013, 10:10:20 am »

A month (and a little bit) has passed!

Spoiler (click to show/hide)

Base setup was smooth, an area with maximum coverage was selected.  Layout is defensive and allows for relatively significant air launches with nice support for research and production.

Spoiler (click to show/hide)

Soldiers have been assigned.  Two are sporting rocket launchers while four carry rifles and grenades.  Standard issue MAXCLONES are sent in first to draw fire and be expendable while rifle support takes opportunity shots and the rocketeers, well... you give a man a rocket launcher and what do you expect to happen?

In the first weeks of service a UFO was spotted!  An interceptor was deployed and successfully downed the alien craft in the desert.  The Skyranger was deployed for immediate action.

Spoiler (click to show/hide)

A MAXCLONE was lost almost immediately, but retaliation came in the form of a rocket explosion on a sectoid's face.  Justice is swift and delicious.  Through a relatively uneventful battle our dear Monkeyhead was lost, though we did recover some parts, and also some cloning.  Monkeyhead(2) is ... well we didn't tell him why he can't remember the past week, and he didn't ask too strongly.

Spoiler (click to show/hide)

China is upset that we didn't investigate the Seoul terrorizing.  Fuck Seoul.  There were battleships and whatever.  My men are expendable but those skyrangers don't come cheaply!

Production has begun selling newly researched laser weaponry for profit, and soldiers have been re-equipped with laser rifles, laser pistols, and rocket launchers.

Twelfth Bay please advise.

MonkeyHead

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #27 on: May 22, 2013, 11:09:02 am »

I ALWAYS die in mission one. Good job.

Mephansteras

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #28 on: May 22, 2013, 11:11:59 am »

Next focus should be on getting one or more Radar bases set up to expand our coverage. Can't shoot down UFO's if we don't know where they are!
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JacenHanLovesLegos

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #29 on: May 22, 2013, 11:13:32 am »

Get stun rods for everyone who you plan to have in a UFO. Other than that, you're doing good.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.
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