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Messages - Mungojerrie

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1
Discussion / Re: How about an epic last battle?
« on: April 19, 2014, 12:45:48 pm »
I'd do it, but my map design experience is nil :(

2
Discussion / How about an epic last battle?
« on: April 19, 2014, 01:16:06 am »
Just finished 2.5 on normal. It felt pretty good and totally bug-free, except for alt-tabbing after a couple of minutes of AFK, which is annoying.

But the ending felt very anticlimactic. Victory by completing a research project and then clicking two times? Yaaaaaaaaaaaaaay.

Why not launch not the payload from the orbital cannon, but a capsule with elite PHALANX operatives? Say Carrier UFO has great anti-missile defense, but a nimble 12-person dropship could say drive itself right into the bridge. Would make it feel more like original X-COM or the following remake last battle, which would be nice. All it would require is a bit of writing and one map design.

What say you, gentlemen?

3
Tactics / Re: What do I have to do to win?
« on: April 16, 2014, 07:22:21 pm »
Anyway, alien launchers are pretty much a necessity against Gunboats I think, so definitely get them in use.
Well, Stingrays with quadruple PB weapons single-handedly shoot down Gunboats, often without taking much damage, so I'm thinking that alien launchers are a good choice to arm Raptors(if they can be mounted on them I didn't try it yet) for self-defence.

4
Tactics / Re: Assault and CRC weapons choices
« on: April 14, 2014, 01:17:24 pm »
I thank ye all kind gentlemen for your very valid points. I've learned quite a bit from this thread.

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Tactics / Re: What do I have to do to win?
« on: April 10, 2014, 12:24:16 pm »
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.

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.

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Tactics / Re: What do I have to do to win?
« on: April 09, 2014, 09:21:20 pm »
Antimatter missiles from alien launchers really turn the tables. You can get those relatively early from the first corrupter you capture too.
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.

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Tactics / Re: Assault and CRC weapons choices
« on: April 09, 2014, 04:55:52 pm »
Two words: Plasma Blades. Extremely powerful one-hand weapon for extremely short range. One blade can take out pretty much every alien, save for late-game heavily armored ones.
Yep, Plasma Blades annihilate everyone for just 6 TUs, but the problem is you have to get close and by doing this you often attract reaction fire, so this tactic is viable, but not in all cases. Question is - what do forum members equip CRC guys with to deal with non-point blank encounters. It seems that every CRC weapon sucks in its own way, so there's quite a bit of choice going on.

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Tactics / Re: Assault and CRC weapons choices
« on: April 09, 2014, 02:38:15 pm »
Heavy Laser is also really a slow Laser Rifle in means of DMG/TU. It also has less ammo and accuracy, so it's a waste IMO.

I've switched to EP Assault Rifles and they DO rock - even armored Ortnoks do not stand a chance, so I don't feel MGs are necessary for battling them.

Also, are AM Bolters superior to Coilguns? The latter oneshot or at least critically wound and cause berserk almost everyone, is there a reason to employ Bolters if I just don't feel like it?

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Tactics / Re: What do I have to do to win?
« on: April 09, 2014, 02:32:55 pm »
Well, ground missions are not that bad. I barely lose anybody in my best squad since they are tough and wear power armor. My worst loss was a downed Firebird - poor thing didn't have a chance against a gunboat.

But air superiority is a faraway land. Even corruptors sometimes manage to down one of two Dragons I send after them, and Bombers & Gunboats are just invincible to me(save for the luring-to-base-defence-turret trick).

Will Starchasers be a new milestone? Is there a way to escort a transport aircraft with fighters? Flying across the globe unarmed with no support is a risky business...

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Tactics / Re: What do I have to do to win?
« on: April 08, 2014, 11:13:06 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.
Easy?
Wow.
With no savescumming I'd be totally raped on normal. Especially in dogfights.

11
Tactics / Re: What do I have to do to win?
« on: April 04, 2014, 07:06:33 pm »
I'm not entirely sure, since I haven't completed the game yet, but maybe you need to research that "cargo ship" ufo - the Bomber. Researching it opened up another research proposal - "Orbital UFO Activity" which I didn't research yet, but the description is dripping with plot.

12
Tactics / Re: Tip of the Day
« on: April 03, 2014, 03:00:20 pm »
Keeping a medikit in a holster and a flashbang amd smoke grenade in holster or on a belt can save lives.

You can use AOE weapons like GL, RL and grenades out of direct line of sight of an alien, thus not triggering reaction fire.

Reaction fire saves lives, but only if it is fast enough. Using fire modes that require more than 12 TUs is rarely justified.

Keep your distance, if you're not sure. They sometimes have Plasma Blades, which are a guaranteed 1 shot 1 kill.

Bloodspiders are a low-priority target.

Landed or crashed Corrupter UFOs always have some aliens in lateral sections.

13
Tactics / Re: Assault and CRC weapons choices
« on: April 01, 2014, 02:30:46 pm »
MonkeyHead, I'm totally with you on that. Do you think however that sticking to laser is also a viable option, or are laser weapons excruciatingly underpowered for late game?

But i still feel that needlers are superior to EP machine guns due to greater accuracy and speed. Damage potential-wise, however, EP MG outperforms everything.

14
Feature Requests / Re: memorial
« on: March 31, 2014, 02:58:49 pm »
Yep, that's a great idea.

15
Tactics / Re: Assault and CRC weapons choices
« on: March 31, 2014, 02:53:28 pm »
becouse you cant buy enough ammo for laser on market.
I'm currently playing 2.5 and have 110 D-F cartridges at every base in stock. Never produced them, bought them all off, just like coilguns and coilgun ammunition, nanocomposite and power armours.

Well, flamers are always effective, as are plasma blasters and grenades (especially alien gas, less so plasma, but I do have a soft spo for setting things on fire), and rocket launchers and grenade launchers - the only downside is the lack of range. That should not be a problem though, if you have coil-guns pewpewing away from range. Laser rifles are semi-useful against heavy alien armour, as are both needlers. Encased plasma is a fab middle ground between lasers and particle beams IMHO. In a pinch particle pistols and shotguns are ok as they probably wont attract reaction fire, but inaccuracy hurts.

Anyway... my game progression, leaving out the odd special role solider like a flamer or rocket launcher -

Early - human tech, gradually supplanted by plasma weapons.
Early Mid - Laser based.
Late Mid - Laser weapons gradually supplanted by particle weaponry and needlers.
Late - Full switch over to EP rounds where possible.
Flamers have great damage, but then again I've never really had much real close combat, save for a couple of lucky oneshots with plasma blades.

Also, why do you switch to EP in late game? Do you find them better than lasers and particle beams? They all have their pros and cons. EP seems, however, the most balanced solution with high damage potential, decent accuracy and range, and the only drawback being the necessity of ammunition production.

Also, do you prefer assault rifles or machine guns?

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