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Author Topic: X-COM UFO (the old one) Ineffectual Flailing (1)  (Read 3139 times)

Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #30 on: May 22, 2013, 11:26:36 am »

Get stun rods for everyone who you plan to have in a UFO. Other than that, you're doing good.
I don't have containment yet, and by the time I do I hope to have some stun grenades.

Batons turn out to be extremely dangerous most times, I've found, thanks to the fact that a soldier in flying armor can be one-shotted at full health, getting close enough to actually melee something is absurd.

Mephansteras

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #31 on: May 22, 2013, 11:35:14 am »

Yes, but inside a UFO you often find yourself face-to-face with an alien anyway, so it's not as bad.
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CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #32 on: May 22, 2013, 12:01:53 pm »

Get stun rods for everyone who you plan to have in a UFO. Other than that, you're doing good.
I don't have containment yet, and by the time I do I hope to have some stun grenades.

Batons turn out to be extremely dangerous most times, I've found, thanks to the fact that a soldier in flying armor can be one-shotted at full health, getting close enough to actually melee something is absurd.

Unless things are very different in open UFO, stun bomb launchers will not be available for quite some time.
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Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #33 on: May 22, 2013, 12:43:24 pm »

Yes, but inside a UFO you often find yourself face-to-face with an alien anyway, so it's not as bad.
In that case, your hand is occupied where it could be two-handing a rifle, so reduced accuracy.

Also in that case, grenades.

Mephansteras

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #34 on: May 22, 2013, 12:52:56 pm »

I usually have a few dedicated alien-nabbers who use laser pistols and stun rods. No accuracy penalty when firing, and the laser pistol has a decent chance of wounding an alien without killing it, making the stun easier.

It's a risky job, but only slightly riskier than walking down the ramp at the start of a mission.
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Darkmere

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #35 on: May 22, 2013, 01:14:44 pm »

Tanks are replaceable, trained soldiers aren't. I don't recall stun rods ever working that well, in any case.
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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.

Mephansteras

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #36 on: May 22, 2013, 01:18:40 pm »

Tanks are replaceable, trained soldiers aren't. I don't recall stun rods ever working that well, in any case.

This is X-com. There is always a pool of untrained recruits ready to throw out there and prove their worth. But I agree, if someone actually gets to a decent rank they shouldn't be put on stun rod duty.

In my experience stun rods work fine. Usually just takes a previous shot to soften them up, or a few whacks with the rod to take an alien down.
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CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #37 on: May 22, 2013, 02:15:26 pm »

Tanks are replaceable, trained soldiers aren't. I don't recall stun rods ever working that well, in any case.

I found them overpowered, especially on UFO breaches. But for some reason, my own game experience differs from what people are reporting here, so *shrug*
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Flying Dice

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #38 on: May 22, 2013, 02:29:04 pm »

Just going to point out that suicide bombers run the risk of destroying precious Elerium. Also, stun rods are awesome. I almost always breach with a stunrod rookie. If he dies, great, the aliens are down a reaction shot or three. If he doesn't, either it's safe to bring the next team in, or he's zapped the aliens.
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Delta Foxtrot

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #39 on: May 22, 2013, 02:31:05 pm »

While getting a successful stun isn't so trivial as to be risk free, I rarely had trouble getting some captives. Good positioning and a little luck go a long way. And while Darkmere's point about trained soldiers not being replaceable is somewhat true, I hardly ever used trained ones for that job. Sergeant McKenzie may be part of the UFO breaching team, but Rookie ByeByeJohnny is the one who actually takes the first stab at an alien.

An experienced, level'd up squad is instrumental in winning the game. But I found it much easier to gather that bunch of elites by diluting the alien targeting pool with some rookies.
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CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #40 on: May 22, 2013, 02:36:26 pm »

Oh! Oh! Protip: Smoke grenades produce small amounts of stun every turn. Useful to soften enemies up before a firefight.

Did you know: I like smoke grenades :P
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Darkmere

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #41 on: May 22, 2013, 02:49:14 pm »

my own game experience differs from what people are reporting here

This. I guess the difference is I spent a lot of early game in a tech blitz, so building containment and capture was a low priority (since you don't get (m)any tangible benefits from interrogations for a long time). By the time I needed prisoners test subjects honored guests, I'd have been charging headlong at the last two tiers of aliens through heavy plasma fire or worse, which is suicide.

What, specifically, is the appeal of interrogations so soon? The first tech I can think of is ridiculously expensive and time-consuming, which would break the meager bank even if we did get lucky. Am I forgetting something?
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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.

CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #42 on: May 22, 2013, 02:55:24 pm »

my own game experience differs from what people are reporting here

This. I guess the difference is I spent a lot of early game in a tech blitz, so building containment and capture was a low priority (since you don't get (m)any tangible benefits from interrogations for a long time). By the time I needed prisoners test subjects honored guests, I'd have been charging headlong at the last two tiers of aliens through heavy plasma fire or worse, which is suicide.

What, specifically, is the appeal of interrogations so soon? The first tech I can think of is ridiculously expensive and time-consuming, which would break the meager bank even if we did get lucky. Am I forgetting something?

Gameplay. Alien interrogations/details/lore/pictures are my most favorite part of those games. Heavy plasma? Screw that, tell me about your mission types.
I capture everything I can. It's risky in the beginning, but actually can be a powerful strategy as the stun weapons deal a LOT of damage against everything.
You get more weapons, more grenades, and don't risk losing things by blowing them up.
In other words, personal preference :P
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Girlinhat

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #43 on: May 22, 2013, 02:58:26 pm »

SORRY WHAT?  I COULDN'T HEAR YOU OVER THE SOUND OF THE ROCKET LAUNCHERS!

CognitiveDissonance

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Re: X-COM UFO (the old one) Ineffectual Flailing (1)
« Reply #44 on: May 22, 2013, 03:06:04 pm »

SORRY WHAT?  I COULDN'T HEAR YOU OVER THE SOUND OF THE ROCKET LAUNCHERS!

I retract all my statements.
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