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Messages - singbird

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1
Discussion / Feedback on 2.6 on very hard
« on: April 22, 2014, 08:29:41 pm »
I just finished 2.6 from April 7 (or something) and here's my experience. I have basically finished the game three times: on 2.4 (normal), 2.5 (normal) and 2.6 (very hard).

Geoscope
What I probably most loved about this was the lesser number of UFOs. At least I think there were less of them than in 2.5. But this may be just because in 2.5 I ran half a year with the whole globe basically covered. I definitely saw an unwelcome increase in missions after building a fourth and fifth base. 6-8 simultaneous missions is just too many for me. It basically makes the whole game just halt for a day or few (real time) while you clear them out. Eventually I just ignored them (which luckily was not much before I won) with the intention of doing them only when nations started getting content.

Even on very hard I felt like the aliens are just some boyscouts in their toy ships, really... Their ships go down so easy it really doesn't fit at all with the story. My aides are telling me of their superior technology while I shoot them down with my trusty Shiva rotary cannon. The only real hurdles are of course harvesters in the beginning and bombers later on. Other than those I was constantly pretty well on equal playing field with them. One reason maybe is that hybrid missiles are so good (not that I ever ran out of antimatter missiles either). I feel the progression should rather be two Dragons for Harvesters, two Starchasers for Corrupters and two Stingrays for Gunboats. And Bombers you realistically wouldn't shoot down.

One thing I definitely noticed were the longer research times I had. I finished on March 2085 and had a bunch of unresearched stuff. So I really had to prioritize, which is great. But then I started thinking you can really make do without researching a whole lot of stuff. I only did plasma rifle and ignored the rest of plasma weapons. I did electromagnetic rifle and coil gun, and EP ammo. Particle rifle I got just before I won. You only need one autopsy. Then you need to research the UFOs, expect maybe for Gunboat since Starchaser seems plenty good.

One thing that could probably make this portion a lot more challenging is when the XVI gets implemented. I don't know what it'll do but it cannot help you for certain.

Keeping the nations happy didn't seem very difficult either, except in the beginning when I didn't sell one UFO and then got a message that nation happiness is below the allowed for the campaign. Which probably means I lost, but since it was like week two I just ignored it. After that no problem really.

I built a second base right with the starting money and then a third a few months later. Then fourth and fifth only when the aliens brought a lot of particle weapons and needlers. So mostly just ran with three bases; one research, one production, one with a little bit of both, but mostly just for radar. I only had one dropship as well for some reason. Maybe because cash was tighter in the beginning and needed more for labs.

The most exciting moment was when my full experienced squad got shot down into the sea. The missions were definitely more difficult with rookies against particled ortnoks, since ranged combat was a lot less effective. No more Helena Berg's hitting always from the other side of the map. Another exciting moment was defending my production base with a squad of 6 rookies.

Maybe curiously I didn't assault any alien bases. There were some supply ships, but I figured I'd only search for the bases when I got ground assaulted for the first time, and that never happened. Maybe I was lucky. Personally I'm of course quite happy about that, as the alien base missions are a real pain with no in-mission save.

Battlescape
Smoke. That's all you need. When I didn't use smoke, I would invariably lose someone dear to me. It really feels overpowered. The autopsy for Shevaar says they cannot see, but they can sense warmth or something. It would be nice if they behaved like that with smoke. At the moment it feels like they can know you are in the smoke, but they still need line-of-sight to shoot you... The aliens could have smoke of their own, or blindly shoot into smoke or utilize grenades.

Sometimes I didn't use smoke and tried to play with reaction fire instead. It occasionally worked with great results (with aliens coming down stairs for example), but the amount of guys you need for a reasonable chance to kill someone who shows up seems pretty high. They need to be on snapshot or they might die before the enemy. Then the enemy needs anywhere from 2 to 6-8 shots to die, depending, and then your guys also need to hit the enemy... Just feels unreliable to me, but then I'm not really good at this game.

EP ammo seems quite powerful... A lot more powerful overall than the aliens' particle things. The only downside is the normal sniper rifle is not very accurate, and of course they cost a bit. I don't know how the particles compare in accuracy with the assault rifle, but the assault rifle has full-auto... And I'll never understand the aliens' love for the needler. I use it myself because it's fun, but it honestly doesn't do all that much most of the time on either side. In any case, I was mostly running laser rifles and coil guns in late game. The rookies don't hit that much with assault rifles. Overall the power of the alien weapons is about right. A hit from particle rifle on a nano armor rookie mostly was death I think, which feels right. I think the aliens could use another full-auto weapon after the plasma rifle though. Not many carry particle cannons, and I think it's quite inaccurate anyway. And the accuracy of combat hovernets could be increased. They're pretty awesome already, almost always hitting at least once, but they could be more awesome still.

On the ending
I didn't even know we'd found a carrier UFO. I DID skip all the reports this game and tried to scan them quickly for carriers, but didn't find anything. Anyway, I guess it's important they know what to shoot at. I don't really need to know. :)

2
Tactics / Re: What do I have to do to win?
« on: April 10, 2014, 01:01:48 pm »
Nope. Completing a lot of missions, I just sell approximately half of captured UFOs. And disassembling them takes a looong time, and I have EP ammo, gas grenades and interceptors to produce, so was just wondering whether is it worth it.

Weird. Maybe the pacing in 2.6 is just so different from 2.5. It takes my 50 production 130-230 hours to disassemble a harvester, corrupter or a gunboat from the UFO yard nearby. And while it may take 1000 hours to disassemble something with 10 workers, if you have two/three bases doing that, it's not too bad. That's why I thought you'd skipped a lot of missions; since in 2.5 you'd otherwise have so much cash you'd have no option but to build workshops. :)

Anyway, alien launchers are pretty much a necessity against Gunboats I think, so definitely get them in use.

3
Tactics / Re: What do I have to do to win?
« on: April 10, 2014, 07:18:27 am »
Thought so. Isn't manufacturing and looting missiles too much of a hassle though? I didn't sell or use them at all, but there's at most 80 missiles total in stores at all bases.
No, I didn't find it that much of a hassle. There was not much else to do except disassemble and build interceptors, really, in my production base. Other bases took care of EP ammo, armours and weapons. And you only really need to use the missiles against Gunboats and up (if you're up to date on interceptors), so if you don't mind doing a lot of missions, you can maybe get the needed antimatter missiles from the downed UFOs.

It sounds like maybe you've been skipping out a lot of missions (by shooting everything to sea) or maybe you've just forgotten to sell that pile of 100 alien armours or something, and so you don't have enough money for laboratories and workshops and new bases.

4
Tactics / Re: What do I have to do to win?
« on: April 09, 2014, 09:43:55 am »
The secret is using smoke, flashbangs and long range fire. Smoke is really just too good. Enemies should have the ability to blindly fire into smoke or something, maybe. Flashbang removes reaction fire and TUs for the next turn, so a flashed alien is practically dead. The aliens completely murder me in close combat, because their reaction fire is so deadly, so I try my best not to be there. Also, losing soldiers or half your squad every now and then is not the end, so maybe you just think you'd be totally raped. : )

5
Tactics / Re: What do I have to do to win?
« on: April 08, 2014, 06:56:20 pm »
Thanks guys, but I decided to start a new game on very hard (on 2.6), since the normal difficulty was a bit easy anyway.

6
Tactics / Re: What do I have to do to win?
« on: April 06, 2014, 02:16:35 pm »
I waited 'till the beginning of the next year, but no sign of Bombers, if that's any help. So it's a new game for me.

7
Tactics / Re: What do I have to do to win?
« on: April 05, 2014, 12:49:25 pm »
Oh OK. Well that's good to know, I guess. I guess I'll just roll one or two more months and see if any pop up or start a new game. Thanks!

My save is attached.

8
Tactics / What do I have to do to win?
« on: April 04, 2014, 06:36:35 pm »
Yeah... I'm playing the 2.5 from December 27 and I have no idea what I should be doing. It's now August 2085. I have researched all there is. I have Stingray, Raptor, have destroyed three alien bases and researched the psi-thing, have the alien infection thingy (XIV map?)... Every few weeks I've been shooting down loads and loads of UFOs (up to Gunboats), but the latest alien development was from the start of the year when they transitioned to particle weapons. The only thing I haven't gotten my hands on is a new type of UFO: a sort of big-looking cargo ship or something. I saw one of these, but unfortunately it went down into the sea, and that was already like 4 months ago or something.

What do I have to do?

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