09-09-2011, 04:45 PM | #3321 | ||
Join Date: Nov 2008
Location: Giesen, Germany
Posts: 136
|
I think with 3,319 replies very much according the game itself was discussed here. So why don't use these threads as kind of shrines for the game, from time to time of course especially when it is not any kind of random crap but instead a little video masterpiece?
Shouldn't game discussion not involve also the culture of the games? Sorry I have to much time right now ... *shutting up*
__________________
|
||
|
|
09-09-2011, 06:03 PM | #3322 | ||
Join Date: Mar 2006
Location: ,
Posts: 4,613
|
Great video
__________________
Life starts every day anew. Prospects not so good... |
||
|
|
09-09-2011, 11:18 PM | #3323 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
|
WTG about totally missing the point...
But nevermind me. I'm only rambling. |
||
|
|
24-01-2012, 02:51 AM | #3324 | ||
|
I hate Chrysalids
Finnaly got ahold of this game. Real Gem and really addicting, It does seem slightly imbalanced in places but that is part of what gives it it's charm... like it was a tad more realistic. But enough about what rocks onto the real rant.
Are chrysalids immune to grenades or something? I recently dealt with terrormission where they were crawling out of the buildings like nuts. I finally thought I had narrowed it down to 3 in a ware house. so I nuked the place to the ground with alien grenades and rockets. after the smoke cleared... (metaphorically) I see 2 Crysalids still standing in the burning (litterally) remains as if to mock me. I don't know if the third one died and got obliterated or if it escaped but I came to the conclusion the only effective counter to crysalids was a flying suit. In other news Colonel frankenstien's face has recovered from plasma wounds and NARC Guy went MIA thanks to mind control. do MIA agents ever show up? That could have been a nice little feature. anyways onto cydonia and then the deep sea... I looked into UFO 2000 but was disapointed by the asthetic. I was really happy with the way X-com looked. Sometimes I look at oldergames and I think "now I know graphics were limited, but this looks bad" X-com isn't one of those games. It manages to balance detail with artistry and randomly generated landscapes makes up for any other failure. I do sometimes wonder about the beer-can towers in peoples homes, or the eternal lack of toilets but hey it's a game, and it makes for good cover. My only complaint with the game graphically is the guy's chin in the opening... its weird. ahh Chrysalids... you should have been a meme. |
||
|
|
24-01-2012, 05:49 AM | #3325 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
|
I have never understood why so many people have trouble with the Chrysalids. That particular terror unit is ranked quite low in my "scary list" in this game. Its long range attack is somewhere between completely useless and impractical and the AI is so weak that it usually simply run in circle without really attacking you, even after seemingly charging you.
As long as you don't rush your team in then you are fine. To answer your question, Chrysalids are all but invulnerable to anything. They do however have a hefty amount of HP and TU to spare and their melee attack are deadly. Do the math. They are also actually very vulnerable to fire. And it is also amusing to see them run in terror as they try to put themselves out. The first thing which you should reconsider is using very heavy weapons like bazookas. It is bulky, weight a ton and a half and you need to spend a lot of the small amount of TU you have left to reload... Which usually mean a rate of fire of about one shot every two turns. That's more than pathetic considering that once you get anything even slightly more powerful than your starting riffles you can punch thru about any building in one shot. Heck, even the heavy cannon and the autocannon can punch thru a wall without much of a problem. Not to mention grenades. Against Chrysalids, you need to keep your distances. So stay far, stay alert and use reaction fire to gun them down. Even if you only hit the thing once, a single injury can lower its total TU enough to prevent it from hitting you in its turn (if it ever get close) and then simply concentrate enough firepower in its direction to gun it down as they try to approach you. If you do night missions then you should always have as many light sources as you have squaddies. That's a very basic rule to follow, especially since the vast majority of the Aliens see further than you in plain daylight... And they see even better than you in darkness, considering your squaddies see next to nothing in complete darkness. So keep those light sticks handy and use them liberally. What I usually do in the beginning of the game is use one or two heavy cannons, two autocannons and the rest of my squad use riffles. With a total number of squaddies of 12 if I remember well. I don't use tanks for several reasons which are not important here. The number 12 is handy since I can make 3 squads of 4 squaddies each. Having squads which back each other back is quite important in this game since a soldier still have his chances at hitting an enemy from the other side of the map even if it is out of sight. Spot an enemy, concentrate your fire on it and gun it down. Squads should move in echelon or two by two to cover each other: always have at least two of them ready to return reaction fire. You move slower this way but you also reduce your chances of losing squaddies by a lot. Simply make sure you have enough squaddies to replace wounded/dead soldiers and you're in business. Add new and stronger weapons as they get available. And try to research the first armor ASAP. Once you have armor, make sure all your squaddies carries medikits. ... I guess that would be enough for now. Good luck. Quote:
Quote:
UFO 2000 is simply a clone which primarily aim is to allow multiplayer play. I don't really like it either and I don't mean only the graphics. |
||
|
|
24-01-2012, 08:21 PM | #3326 | ||
Join Date: Mar 2006
Location: ,
Posts: 4,613
|
The UFOpaedia has the stats for them after you make an autopsy. It actually asserts that Chryssalids are specially vulnerable to explosive ordnance, but some wiki I found says that this is false (according to the disassembly of the game?) in that it only applies after they're unconscious?.
__________________
Life starts every day anew. Prospects not so good... |
||
|
|
24-01-2012, 08:53 PM | #3327 | ||||
|
Quote:
Quote:
Maybe in the grand scheme of things Rockets aren't worth the effort. But they are alot more fun. Quote:
Quote:
just Curious... Sorry for the uber long post replies but after reading your complaint about the game discussion forum getting off topic I decided, "hey why not?" |
||||
|
|
25-01-2012, 06:33 AM | #3328 | ||||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
|
Quote:
The way the Chrysalid zombie attack works is that if it kills one of your soldiers with a melee attack then it will automatically turn into a zombie. And their melee attacks are devastating. It is critically important not to enter melee with them in the very beginning of the game as you have no armor whatsoever and thus no protection. Later on, even the first armor is good enough protection to sustain a single hit and sometimes several hits if you are lucky. Flying suits of course protect you from their melee attacks... But that's a very long way down the game. At that moment Chrysalids will be the least of your problems. Quote:
Field of vision is really important in this game. You need to be able to spot enemies easily and fast, preferably before they spot you. If they need to spot you first then they expand TU before being in a position to shoot, which mean fewer pot shots at your own soldiers while you bring your full force once your turn begin. If you don't seem them then you get vulnerable and this is tenfold worse against units like Chrysalids. Once you get in close quarter with them you are pretty much dead meat. Also... A squaddie with a rocket launcher will almost never fire on reaction. I would not want a squaddie to fire randomly on reaction fire anyways, to be frank. This mean that it will never train its reaction stat, which also mean that it will always sit and do squat when they are in range of an enemy and still have UT left to shoot. How reaction fire work is that the Alien need to have less TU left than the soldier have reaction fire for it to be able to shoot back... So if that number is low it will rarely trigger at all. I would not want my squaddies to train this way, reaction fire is way too important in this game. Quote:
Quote:
I didn't find it interesting as far as gameplay goes. |
||||
|
|
25-01-2012, 08:05 AM | #3329 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
|
I find rocket tanks somewhat more useful than rocket launchers. If there's space in the craft for one, take one.
|
||
|
|
25-01-2012, 06:44 PM | #3330 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
|
Quote:
I did have some difficulty with chryssalids in some games but the flying disks are far worse to give a mid-game example.
__________________
A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
||
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Help With Ufo:enemy Unknown | Plato89 | Troubleshooting | 7 | 10-04-2007 10:03 AM |
X-com 1/ Ufo: Enemy Unknown | Giga | Troubleshooting | 18 | 24-03-2007 12:18 AM |
Ufo Enemy Unknown | Hopkins | Troubleshooting | 6 | 22-09-2005 09:57 PM |
Can't Run Ufo: Enemy Unknown | Niall Cosgrach | Troubleshooting | 4 | 19-09-2005 12:28 AM |
UFO - Enemy Unknown | JoM | General compatibility fixes | 41 | 14-12-2004 03:33 PM |
Thread Tools | |
Display Modes | |
|
|
||
  |