Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 283 284 [285] 286 287 ... 625

Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960189 times)

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4260 on: October 22, 2012, 04:17:01 pm »

They're also a hell of a lot more dangerous when there are civilians around.
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4261 on: October 22, 2012, 04:19:50 pm »

They're also a hell of a lot more dangerous when there are civilians around.

Does that even happen in Multiplayer?

I mean... YEAH you are right... In a Terror mission they are the most dangerous enemy you can face. Since they can easily double their numbers in a single turn.
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4262 on: October 22, 2012, 04:27:49 pm »

I imagine they'd make a good counter to sectoid swarms or some other multiplayer swarm approach. Lots of low cost units seem like they'd be able to to rush some of the sniper builds and overwhelm them, but a chrysalid could quickly see that strategy backfire. Still may not be the best strategy though.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4263 on: October 22, 2012, 04:30:19 pm »

Chryssalids, as it turns out, are surprisingly underpowered. They really don't justify their cost, as it seems most players using advanced soldiers can just instantly murder them.
Against weak soldiers they are very much worth their cost.
The problem with that particular strat is that no wants to bother with weak soldiers. :P
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Criptfeind

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4264 on: October 22, 2012, 04:37:16 pm »

Swarm tactics? Is that even possible in MP? There are still only six slots as far as I am aware.
Logged

Sonlirain

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4265 on: October 22, 2012, 04:41:05 pm »



Behold! Mu-tan!

SO KAWAII
MU-TAN IS TSUNDERE 4 U DESU~
kill me.
Have a female Muta then.
Spoiler (click to show/hide)
Logged
"If you make something idiot proof, someone will just make a better idiot."
Self promotion below.
I have a mostly dead youtube channel.

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4266 on: October 22, 2012, 05:22:55 pm »

KILL ME NOW!

No, because suffering is but sweet nectar to me.

Seriously, suffering tastes great guys!
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

SP2

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4267 on: October 22, 2012, 05:55:27 pm »

It is also great on toast.

Spoiler (click to show/hide)
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4268 on: October 22, 2012, 05:58:34 pm »

Looking at what is available for multiplayer

I am a bit surprised by what cannot be used.

No Shivs, no Outsiders (WHAT A COINCIDENCE!), and no Sectopods
Logged

Sergius

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4269 on: October 22, 2012, 06:05:54 pm »

Do cyberdisks get cover? Not so OP if they do.

Though idk, those damn high level snipers seem more OP to me.

As long as the're packed up in their flying disc form they get a defense bonus for being airborne, and a "hardened" perk that give a 60% defense against critical hits. They tend to die quickly in my single player missions though and aren't very scary.

Unlike the sectopod. The sectopod is scary.

How to get rid of sectopods:

Turn 1:
-Have someone suppress it.
-Slowly approach it, try to get assaults close to it, and reveal other roaming aliens so there's no surprises.
-Use lots of cover (this plus suppression penalty gives you a nice survival chance because it will probably shoot anyway... and TWICE)
-Plink at it with snipers, unless it has repair drones, otherwise focus on drones.

Turn 2:
-Dual shot the hell out of it at point blank range with alloy guns or the strongest stuff you have in your assaults. Run & gun if you have to. Lightning reflexes help if it's on overwatch (fun to see it blast random wall as it misses, since it's beams do area damage)
-Finish with snipers if necessary, and/or other troops.

Obviously having some rockets helps too, specially if you can blast the drones next to it in the first turn.
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4270 on: October 22, 2012, 06:10:52 pm »

I usually have two snipers and two assaults. Killing a single sectopod is generally easy for me.

Killing two at once however... I have to outright admit I was EXTREMELY fantastically lucky.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4271 on: October 22, 2012, 06:12:12 pm »

Heavy with H.E.A.T ammo and a Rocket, now that does wonders for taking down a sectopod!
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Neonivek

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4272 on: October 22, 2012, 06:15:06 pm »

Heavy with H.E.A.T ammo and a Rocket, now that does wonders for taking down a sectopod!

Yeah I unfortunately didn't do that at the time and my heavy wasn't a robot slayer (honestly it is probably one of the best roles you can have your heavy do)
Logged

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4273 on: October 22, 2012, 06:18:02 pm »

Regarding some of the conversations about the ending:

Spoiler (click to show/hide)
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4274 on: October 22, 2012, 06:19:42 pm »

That's a cyberdisk.

Chryssalid discussion from multiplayer:  I've used them before, they're okay but as mentioned, they're not all that great if you can't kill an opponent in one turn.  If you can get them in a flanking position and surprise somebody they can be pretty good.  Like with the cyberdisk, one of anything is a target, so I usually use two of them when I use them.  I usually use muton berserkers though, because zombification isn't very good and bull rush is fucking awesome.  Plus muton berserkers are rad as hell, and when you're using a 2-sectoid+commander base of fire, you can have the berserker and a rookie with a plasma gun for cyberdisks.

There's a good tip:  Chryssalids are pretty expensive so if you've got a working team it'll probably have sectoids, and sectoids can't do shit against a cyberdisk.  Team Sectoid+Chryssalid sucks against cyberdisks and will lose.
Logged
Shoes...
Pages: 1 ... 283 284 [285] 286 287 ... 625