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Old 05-09-2005, 04:09 PM   #151
Lt. Razak
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Oh be quiet, you

Anyway, I have to report another Fat-Bastard-class UFO. Represented by a big red spot (on the tactical map) as well, but its a very flat cone or dome with kind of scales. Also there are things that look almost like lava flows on top of it... I wonder what that might be...

I've engaged it now, it appears to have good armour and unusally strong shields. And I can't decide, either either its wobbling up and down at a very high frequency or its... pulsating :eeeeeh:

Well, so far it doesn't seem to care about my base. A battle ship hovered over a school for a while - I was half expecting some independence day laser show flattening the entire building - but retreated to the other dimension.
Above the city, battle rages, brave warriors fight in merciless combat the enemy, the alien intruder from the 5th dimension


Victory! I took the SuperUFO down to 50 % before they were able to retreat. Just a little more firepower and I might be able to down one of those gargantuan craft :Brain:
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Old 05-09-2005, 06:32 PM   #152
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<Lt. Razak>

I decided after I captured those two UFOs to recruit more brave soldiers and to destroy those aliens infiltrating Energen. The aliens just keep coming and coming like they have no tommorow (which they actually don't :evil: , but that's another problem)

EDIT: I read somewhere that if you'll increase the difficulty you'll get more items. Is that true ?
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Old 05-09-2005, 06:52 PM   #153
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Having troubles with nasty aliens??? getting hassled by the odd cultist?? Being the victim of criminal attacks???

We have the anwser to all your problems. Buy the new MiniLauncher from Marsec. Its the lightweight gun which deals with multiple situations.

Not the most best shot in the firing range??

With the new Marsec MiniLauncher each missile homes into the target using advanced computer guidance chips meaning you dont need a lot of accuracy to kill with this baby.

Difficulty hitting moving objects???

The Marsec MiniLauncher has an incredible turnrate to chase your target round corners, those cultists have nowhere to hide.

Want to make those criminals suffer???

Buy the new IN missile from Marsec and make those criminals burn.

Aliens terrorising your hallways??? Citizens in peril nearby who shouldnt be shot at??

The Marsec MiniLauncher comes with upgradable missile types, use the new AG Missile and deal out biological warfare at those alien scumbags while keeping civillian casulaties at an all time low.

This mesage was brought to you buy Mars Security .Marsec do not garuntee that missiles will hit specified targets, also Marsec do not sell AG Missiles, those will have to be researched and produced seperately. Batteries not included
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Old 05-09-2005, 06:56 PM   #154
Lt. Razak
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Well I'm only on my second run into the game (never finished the 1st one as the computer...died ) and I'm playing on medium difficulty. Knowing myself I won't have played that 'high' the first time but I wasn't missing any items back then as far as I know. I had X-Com-manufactured armour, toxiguns with c toxins, cloaking fields, disruptor shields, loads of insane flyer-weapons... I really doubt that there'd be fewer items in lower difficulty levels. If there was a rule like that, it would work the other way around, anyway... and I'm still missing the C-toxin... now you've got me really worried :crazy:




P.S.: Just realised something: Do you mean that with a lower difficulty level you get less loot? That might be possible if only because there'd be fewer aliens / mission and they'd have 'lighter' equipment. (Take my last psicontrol-victim for example: He had a devestator and 4 (!) Boomeroids on him. Well, 0.25 Seconds later he and 3 of his colleagues went out with an amazing quadruple-explosion but that's beside the point. Maybe on your difficulty level he would have had only 2 boomeroids and would have to be satisfied with a mere big explosion to perish in instead of very ugly and nasty explosion like I could offer. So you see, aliens, if you want to die properly come to me and I guarantee you the death of a lifetime! No refunds!
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Old 05-09-2005, 10:28 PM   #155
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I like those ads LOL.

I have a question, since the city in Apoc is the last one (I think) does this mean that there are no more habitable places left on earth? Is sea available? (not in the game of course but the "world" of xcom at this time frame)

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Old 05-09-2005, 10:58 PM   #156
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Anyone got any hints on base defence? My 2nd base was just "infiltrated" by one of the volcano-UFOs... the dogfight is still continuing but I had to fight of the invaders. Lost 6 Scientistss which were hiding in the ablutions in one of the quarters, they were overrunned by 6 - 8 skeletoids.

I'd also like to comemorate that brave soldier who after going the wrong way assaulted the 9 humanoid aliens from the rear and dropped a vortex mine seconds before being killed by enemy as well as friendly fire. The explosion set of a chain reaction (whoever said poppers weren't good for anything, just as the mine went off, one entered the fray ) which killed all the aliens in that area and took down quite a few brainsuckers as well. :tnx: :bye:


Well, Volcanoclass-UFO has retreated, again I brought it down to 50 %. At least I've got people working on bigger weapons now... well I had people working on those new weapons but they had a little freak accident involving a small washroom, a toilet, 5 other colleagues and half a dozend skeletoids. Yes, a science career with X-COM certainly isn't boring... or lasting. :bye:



....and I spend weeks collecting such top scientists in anticipation of a bigger lab...
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Old 06-09-2005, 01:54 AM   #157
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Quote:
Apparently you play on superhuman you get unlocked items, cant say ive actually tried that yet.
I'm not 100% sure, but the "unlocked items" are probably the teleporters and some minor items you don't have an absolute use for. Nice to have them anyways.

Quote:
Anyone got any hints on base defence?
Defense rooms next to the lift usually help a lot. Keeping your repair bay together help a lot also, since the Aliens always come in the base from those two points.

The problem with defending a base is that you don't have the soldiers and the equipment you choose yourself, you have to do with what you've got. If you have a lot of scientists/engineers in the base, this could leave you with only two or maybe even a lone team of soldiers to defend the rest. You do, however, have a limited power on how to deploy them in the base.

Basically, you have two choices; you either sort the teams so all the engineers/scientists are in the last teams all together without any soldiers, or you assing a soldier to each team to defend the scientists/engineers and concentrate the rest in a "defense team" which roam the base. I myself prefer the first way.

By sorting the scientists/engineers in the last teams, they usually get deployed in secluded areas of the base like the restrooms or inventory rooms, which limit the danger they have to face. While keeping them "hidden", you can at the same time rush your team(s) of soldiers to the access lift to secure the area. Once this is done, secure the area your scientists/engineers need to cover to get to the lift (and to safety) and escort them out of the base. When completed, you can concentrate on killing the opposition like any other missions.

If you end up with very few soldiers in the base, intelligent use of boomarang will probably save your hide better than trying to 007 your way around the base. If you already have access to personnal shielding, you could 007 your way around the base anyways, taken you take your time and don't waste your shield(s).
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Old 06-09-2005, 08:57 AM   #158
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I went on a couple _BIG_ raids to Psyke (raiding them gives most Psiclones of all gangs, see), and ended up with enough cash to buy out all Hawks avaible (_AND_ equip them with the best guns money can buy for them too). Well, that was enough to (after a couple reloads) send most of the UFO's crashing. One of those "bubble" thingies has managed to escape, but the other few were totally downed.
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Old 06-09-2005, 09:18 AM   #159
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Security Stations automatically target and fire on hostiles. If you have no agents in the base though you will not reach the battlescape, you will just lose the base.

I use a tactic where I dont have to worry about scientists or engineers, I haul em all in a base (with all the advanced laboratories and gizmos) and keep the acess lift surrounded by security stations (advanced when researched) and the base will not have a vehicle repair bay. All you have to do is send the skeleton staff to the security stations and barricade the entrance with mines and firepower.

Also Bases which dont activley attack dont seem to get attacked like in Enemy Unknown. However I do have a base which has the sole purpose of launching and repairing vehicles, 5 Repair Bays, 1 Adv. Security Station, 1 Living Quarters, 1 Store for weapons, ammo and fuel and two heavily armed androids as security. Now two soldiers as base defense might seem very weak, especially for a base which launches a fleet of vehicles actively. However the only way opposing forces can win is to defeat my lone squad of androids. These androids thanks to android super strength carry enough armaments between them to level Mega-Primus. And thanks to android superhealth they practically count as 8 soldiers by themselves. By heavy armaments I mean HE's, Grenades, Prox Mines, MiniLaunchers (available from your nearest Arms Factory), Boomeroids , Devestator Cannons, Heavy Launchers and once Tech increases, Dimension Missiles and Vortex Mines. Who needs Toxiguns when you can blow hostile forces into pieces.

Other hints for base defence, protect scientists by sending them to the nearest security station and telling them to crawl so they cant get spotted or shot at, leave one soldier crawling and looking at the entrance just incase. Try to keep active combat soldiers away from techies, if you have a security station which has soldiers on top shooting away but also has techies crawling then you may be met with the odd boomeroid or two which doesnt fare to well with scientists who have no armour.

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Old 06-09-2005, 09:43 AM   #160
Lt. Razak
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Well I haven't got the advanced sec. stations yet - never had the time to put some research into those - but I though the scientists would always spawn in their labs (it always seemed to be that way in my last game) so when i built the big labs I left a gap between the main complex and all the scientists to be filled with sec stations. (Last time those stations didn't do any real damage, they just became a target for explosives, however, they kept the enemy occupied until they had an accident involving 2 X-COM squads and a heavy disruptor-barrage)

Well thanks anyway... I won't be able to play for a couple of days so I will put your theories to good use some time later... bye :bye:
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