
Alternate Gaming Mentalities
#1
Posted 26 September 2004 - 02:21 PM
The X-COM Util homepage has a few of these possibilities, and I'll talk about a few of them and enumerate on some others that I have thought up.
Xenophobe: X-COM is xenophobic and sells all recovered loot immediately without researching it. It is impossible to truly win the game in this mode.
Cost-Cutter "Bean Counter": X-COM beauracracy is obsessed with cost-cutting and maxxing profit. Nothing that needs to be replaced after being used may be used. Further, shooting down UFOs is a no-no so it is all Ground Assaults. No clip-based weapons may be used, etc. It is possible to win the game in this mode. The monthly costs of conventional craft and the elerium use of advanced craft balances out so either kind can be used in this kind of game when available.
Explosive/Pyromania: X-COM officials have a psychotic love of blowing stuff up. The only weapon type permitted is high explosive. No other type of weapon may be used. It is possible to win the game in this mode.
Nocturnal "Photophobe": X-COM is made up entirely of vampires. X-COM soldiers will only fight during night. It is possible to win the game in this mode.
Technophobe: X-COM is made up of pseudo-Amish. All scientists and engineers are sacked at the beginning and laboratories and workshops dismantled. All alien artifacts are sold when they are acquired. If it can't be bought, it can't be used. It is not possible to truly win the game in this mode.
Xenophile "Neo-Pacifist": X-COM officials are goody-good two shoes who can't stand to kill anything. Only nonlethal weapons may be used. The exception to the rule is proximity grenades, since you don't really "kill" the thing that walks into the grenade, it "kills itself". It is possible to win the game in this mode (although you must destroy the brain with proximity grenades).
Hawaii 5-0: X-COM has one base, and it is in Hawaii. In order to do well in this scenario, you must send craft on patrol missions frequently. It is possible to win in this mode.
No Transports: This mode is only viable if you edit the game to give transport capability to the Firestorm and Interceptor. In effect, you play the game through using only Firestorm and Interceptor craft. It is possible to win in this mode.
Shootdown: Ground Assaults are not approved unless the target is softened up by shooting it down. No UFO Assaults commence, but only crash site recoveries. It is possible to win in this mode.
And now, I would like to add one of my own to the list...
The Secret Base: You operate only one base, it doesn't matter where. If the aliens detect the base and launch a successful assault on it, you must immediately build a new base in a different location (preferably on another continent) and transfer EVERYTHING from your original base to your new base as it becomes possible to do so, and then dismantle your original base. It is possible to win in this mode.
#2
Posted 26 September 2004 - 03:54 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#3
Posted 26 September 2004 - 11:30 PM
Now, hmm. Lessee... well, I've got my play-from-scratch challenge that makes it so that you start the game with extra funds, but no base and absolutely no support from any of the countries.
It's impossible to get a Skyranger up and running before the end of the month, but you can still win the first month with a slightly positive score.
Win-able. The main challenge is to become self sufficient.
---
Then there's the grenade-only campaign I tried once, and found to be excellent. Completely changed my opinion of grenades. Before that I thought they were horrible. I made it slightly more lenient and allowed a laser pistol to only take out units that are floating in the air in such a way that they cannot be attacked by grenades (like there's no nearby roof to throw a high-explosive). But if I ran out of grenades, I had to either scavenge for more grenades or retreat. You don't know how many humiliating retreats I had to make. Kind of makes the game more interesting that way.
---
Then I tried a pistol-size-weapon-only campaign. Amazing game. Got trounced the moment the sectopods showed up though. Otherwise, great game.
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Of all these games, the one thing that remains constant is that I also refuse to use the psi-amp. Makes it even more interesting that way.
---
Uh, lessee. I also once tried to play a very jittery game where my soldiers could only kill with reaction fire. Did well the first few missions, but gave up shortly afterwards.
- NKF
Number of members: 1
#4
Posted 27 September 2004 - 08:32 AM

I don't beleive it!!!!
YOU MUST BE AN ALIEN IMPERSONATING OUR GOD!!!!
:

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#5
Posted 28 September 2004 - 02:29 AM

#6
Posted 28 September 2004 - 06:20 AM

in order to pick up weapons from dead aliens, you've got to find the ones INSIDE the crashed UFO, where it's buddies are kinda in your way...

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#7
Posted 28 September 2004 - 06:31 AM
One standard grenade. One soldier. Cydonia.
In theory, it's possible. But in practice, it's your proverbial million-to-one chance. It just might work, but then again...
You could probably adapt it. One grenade, one team of troops. You'd have to do this after you've researched plasma tech, of course.
- NKF
Number of members: 1
#8
Posted 28 September 2004 - 08:02 AM

PS. Before final mission you schould prepare invading fleet - i think 30 avengers and 1000 soldiers schould do the trick

Have fun conquering earth
Btw. in X-Com 2 you schould play as remaining aliens and try to stop X-Com invasion.
Of course it isn't possible to fully win in this mode ( you can only slaughter aliens

Edited by Ambegen, 28 September 2004 - 08:07 AM.
#9
Posted 28 September 2004 - 08:26 AM
Another concept:
Made on Earth: You refuse to use equipment captured from the aliens. Any equipment captured by the aliens must be immediately sold (except for one unit which may be kept for research). You may use only equipment that your own engineers produce (or which you can buy).
The only exceptions to the rule are Elerium-115, and Alien Alloys. Elerium is not technically "made" by the aliens, but rather is "mined" by them (theoretically). As for the alien alloys, the alloys might have been invented by the aliens, but they are only the substance of the outer "shell" of the UFOs, and is thus the equivalent of scrap metal for the purposes of this scenario.
The biggest difficulty is keeping track of how many alien-design weapons you are accumulating, so as to know how much to sell and how many to keep because you made them, though if all your advanced weapons are assigned to the ships it shouldn't be too difficult.
Variations on the theme: The first variation is, naturally, to include Alien Alloys among the things which you must sell immediately and recreate. (puts things in a whole new perspective).
The second variation is that you are so patriotic, you refuse to use anything of an alien design (except when it is a component for a larger system). Thus, if this is the case you would never use plasma weapons, stun bombs, alien grenades, blaster launchers or mind probes. However, you could use psi-amps, plasma beam craft weapons, and all types of HWP. This makes the Launcher Hovertanks more valuable because none of your troops uses Blaster Launchers.
Finally, there is a theme which can be used on its own or mixed with any of the above: Anti-Flying Saucer.
When using this theme, you never build Firestorms or any type of Hovertank because of their resemblance to the classic 'flying saucer' UFO design. Thus, for faster interception you are forced to use Lightnings and Avengers, having no Firestorms available.
That's all I can think of for now.
#10
Posted 28 September 2004 - 09:44 PM
Will post results soon. Hee hee...
#11
Posted 29 September 2004 - 07:54 AM
Or at least give the Vac-suits :

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#12
Posted 02 October 2004 - 03:45 PM

#13
Posted 04 October 2004 - 08:12 AM

but I'll stick to what we can see from Spirit & Opportunity...

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#14
Guest_alex the greater_*
Posted 04 October 2004 - 07:22 PM
#15
Posted 05 October 2004 - 12:30 AM
Anyway, I'm sticking to a mostly laser pistol battle at the moment working up my soldier's reactions.
#16
Guest_alex the greater_*
Posted 05 October 2004 - 04:07 AM
and this makes me think wat will alins think about mt rushmore arter we are extinct
Edited by alex the greater, 05 October 2004 - 04:08 AM.
#17
Posted 05 October 2004 - 06:40 AM
Actually, Mount Rushmoore is artifically created, so unless the "aliens" come in fast enough (and millions of years of erosinon have not destroyed it completely), they'll still see lots of proofs that it's artificial. -_-then why does it have a nose
and this makes me think wat will alins think about mt rushmore arter we are extinct
Cydonia, on the other hand, is quite natural.

The "human face" on mars is just an optical ullusion, you have to look at it at the right time in the right part of the year to see the shadows make it look like a face, but it realy is not... sorry to diapoint you guys.
Here's the NASA pictures that explains it. Quite interesting

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#18
Posted 05 October 2004 - 02:12 PM
#19
Posted 05 October 2004 - 05:43 PM

Heh, now try the 'only earth grenades and laser pistol' thing with 'im sans using psi etc.

#20
Posted 05 October 2004 - 10:16 PM
You do need a stun rod if you want to win the game though, so you might want to make it a little more lenient and allow one stun rod. You can stun an injured alien with a grenade if you can time it just right, but hey, that involves luck more than anything else!

---
As for cooperative games:
I and a friend actually played a two-player hot-seat game where we each commanded a sub-squad each. We just tacked our first initial onto the end of our soldiers and took turns moving our own soldiers.
Kind of fun playing that way.
- NKF
Number of members: 1
#21
Posted 06 October 2004 - 06:26 AM

But if the "soldier that must not die" is the one with the blaster launcher, he won't die...

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#22
Posted 06 October 2004 - 09:17 AM
How about only one soldier in personal armor conquer Cydonia?Hey, I was given this wacky idea a while back.
One standard grenade. One soldier. Cydonia.
In theory, it's possible. But in practice, it's your proverbial million-to-one chance. It just might work, but then again...
You'd have to do this after you've researched plasma tech, of course.
- NKF

No weapon and plasma/blaster tech not researched.






It's probably possible ( ethereal shooting at you and hitting brain or shooting with blaster and killing both ) but chances are a little low...maybe quite low...actually enormous low...better forget about that :crying:

To make things a little easier make sure your personal armor has 255 strenght all around. :

#23
Posted 06 October 2004 - 09:32 AM

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#24
Posted 06 October 2004 - 09:37 AM
Take over Cydonia using only one guy... and a psy-amp... :

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#25
Posted 10 October 2004 - 10:45 AM
unfortunetly that won't workWord Dominance : Your truly mission in not to defeat aliens but to conquer the whole Earth.
PS. Before final mission you schould prepare invading fleet - i think 30 avengers and 1000 soldiers schould do the trick. Of course every soldier schould have some basic treining, psionic strenght>50, be fully armored and equiped.

you can only have 250 soldiers

in x-com there's limit for everything

#26
Posted 10 October 2004 - 10:48 AM
how about:Oooooh, here's another variation...
Take over Cydonia using only one guy... and a psy-amp... ::
Take over Cydonia using only ... a psy-amp...

But seriously, did you try to send empty craft to Cydonia?

#27
Posted 10 October 2004 - 10:22 PM
The only problem with this, for standard recovery/terror/defence missions, is that you have to somehow get the last alien to kill itself. And I mean without the aid of the inventory trick - so that it works with TFTD as well (the inventory trick doesn't work there).
How would you disable the last alien though? If it was carrying a small launcher or a blaster launcher, well, no problem. But if all it has is a heavy plasma... you'd have to do the coup-de-grace yourself.
It's no problem for a base attack or the Cydonia mission. The base attack only requires you to destroy the four command tables. The cydonia mission ends the moment the brain is damaged.
Bit of a puzzler there.
- NKF
Number of members: 1
#28
Posted 11 October 2004 - 11:15 AM
#29
Posted 11 October 2004 - 04:47 PM
How would you disable the last alien though? If it was carrying a small launcher or a blaster launcher, well, no problem. But if all it has is a heavy plasma... you'd have to do the coup-de-grace yourself.
You can always find an alien grenade and have him arm and drop it.

Of course that's fun to do in any game. :

#30
Posted 11 October 2004 - 06:26 PM

#31
Posted 12 October 2004 - 05:02 AM
And as for smoke, it would only work on easier levels and on the lower alien ranks. I once had this amazing base defence mission (first defence mission a few weeks into a brand new superhuman game) and by the time I was down to my last panicking alien, I'd also completely run out of pistol and rifle bullets, all my grenades and literally everything else (item limit cut out the stun rods) but a set of smoke grenades. Yep, completely dry except for the smoke grenades. Turned out the panicking alien was a sectoid commander! You can imagine how happy I was to get an alien of such caliber this early in the game! As I'd captured a leader earlier, Cydonia or Bust would've only been weeks away.. if only the smoke grenades had worked.
Sadly, no matter how long I was able to keep the smoke at its thickest, the sectoid commander just wouldn't go down while my soldiers were all spluttering their sooty lungs out (was keeping it blocked in - see).
Since I didn't want to cheat, and I had no other 'base' built at the time, I had to forfeit the game and restart.
If the last alien is a large terror unit with a built-in turret (Sectopods and cyberdisc), it could kill itself, easy. But again, the missions without the terror unit might be a bit tricky. Heh, imagine having that lone soldier lug everything back to the Skyranger just to evacuate because the last alien can't kill itself. Not exactly my preferred way to spend an evening.

-NKF
Number of members: 1
#32
Posted 12 October 2004 - 06:46 AM
Naaahhh... There is absolutely NO problem here... We''re talking about Cydonia here, so LOTS of Blaster launchers lying around...One guy, one psi-amp. I always thought you could play through the entire game that way (When you got the psi-amp, of course).
The only problem with this, for standard recovery/terror/defence missions, is that you have to somehow get the last alien to kill itself. And I mean without the aid of the inventory trick - so that it works with TFTD as well (the inventory trick doesn't work there).
(...)
Bit of a puzzler there.
- NKF
Bersides, the las t alien CAN throw his gun to you :

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#33
Posted 12 October 2004 - 10:30 AM
But this has make me remember something: in one mission, in the start, I found that a granary had smoke and two floaters were inside unconscious, one of them woke up before the end of the mission, and it was far away the UFO.

#34
Posted 12 October 2004 - 01:35 PM
I was just trying to think how it would be done were you to play a whole campaign that way (After you get psi-amps and can start using them, of course).
- NKF
Number of members: 1
#35
Posted 12 October 2004 - 05:11 PM
Sorry if I'm not reading you correctly, but you mean cause fall damage like you can in Apocalypse? Unfortunately, there isn't any fall damage in UFO. Getting it to stand in something that's on fire might work.
I could have sworn there was some form of fall damage at play in UFO. Its been awhile since I've done anything like fallen off a second story roof for example, but I thought the unit took a hit to health/strength/stamina or something at least.
#36
Posted 13 October 2004 - 12:57 PM

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#37
Posted 14 October 2004 - 05:14 AM

#38
Posted 14 October 2004 - 06:56 AM

"I only think this stuff up ..
then I have to write it down so it doesn't corrupt the rest of my brain.. "
"There is a theory which states that if ever anyone discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
There is another which states that this has already happened.
-Douglas Adams (The Hitchhicker's Guide to the Galaxy)"
#39
Posted 31 October 2004 - 04:43 PM


While at the beginning is really fun the chryssalid mode (rookies&stun rods), later in the game is quite a challenge using only small launchers (specially against flying units) due to the sniper mode (one shot per turn + extremely limited ammo)
#40
Posted 18 January 2005 - 11:26 AM
On missions:
Two of your soldiers stay inside the craft or at least VERY near of the craft. Why? Because they are the pilots of the craft. The craft can't cannot leave from the mission if either of these two pilots are injured, stunned and/or dead. Remember to edit the "Pilote" to the end/front of their names.
Also, you have to name one soldier to command for each and every tank you have on the mission. If the trooper commanding the tank should die, another person must take the command panel (i use high explosive as the command panel, kinda looks like a remote control

Remember: Pilots cannot use any weapons more powerfull than pistols at any point
A medic. Only one of your troopers can use the medikit. He cannot pass it to anyone else, because he is indeed the only one with the skills to use it. Medics can only use pistols. If you medic will get promoted later, he can use the stun launcher.
Rocketeers: When launching a rocket launcher you must use one entire human turn to reload, then on the next turn you can take another shot.When launching a blaster, you must wait for 2 entire turns to take another shot. A trooper with the big launcher must not have any ammunition on him, except the one in the gun. He must have another trooper with him who is only carrying ammunition for him.
--Ranks and rules--
I do not let my rookies and squaddies use any powerful weapons or armors.I like to think good equipment are rare and only higher ranked troopers can use them. The general rules are these:
Rookies - Can use pistols, rifles, normal grenades, stun rods. No armor, no heavy weapons (Yes, even auto cannon etc. are fobridden)
Squaddies - All the normal weapons are useble, rocket launchers, auto cannons, normal grenades, high explosives, electro flares and eventually the stun launcher. No armors for squaddies.
Sergerants - It gets a lot easier here. Sergerants can use laser weapons and personal armor. BUT, when using a personal armor, it drains some hit points. You must always remember to use 10-15 time units unused when wearing a personal armor. Now you can use alien grenades also.
Captains - Plasma weapons and power armor allowed now. Allthough, if you wish to wear a power armor, same thing as with the personal armos, but this time you have to leave 15-20 time units unused.
Colonels (also the Commander) - These guys will never leave the base. The only time you will see a Colonel or the Commander in action will be base defend, alien base or Cydonia.
--Geospace
You can only hire 3 more new rookies in a month
You can only have 20 researchers / base
You can only have 20 engineers / base
You can only have one fighter craft and one craft to transport the troops. This goes throughout the game. At the point where you have 3 or more bases, you can have another figher craft.
When the psi lab is built, you can only train one of your troopers at a time so select with consideration. The trooper going to the psi training must be ranked captain or higher.
#41
Posted 18 January 2005 - 01:21 PM
Do you relaod much? If you are only allowed 3 new rookies per month you must be pretty carefull with your men?
#42
Posted 18 January 2005 - 02:49 PM
It would be a very neat feature in Xenocide to allow for pre-set scenerio rules. Similar to how Halo allows online gamers to set the rules for each match. That way, if you wanted a game with no laser tech, you could set that before hand. With a built-in tool like this, it would be simple for people to create their own Xenocide scenerios and post the file for other people to try. Same as in the Civilization series. I imagine this would not be too difficult a tool to implement since Xenocide is using a data driven setup (i think).
So in theory, the scenrio setup could be XML based. You just set the number of allowed bases, techs, lengths of games allowed, etc. Would be pretty interesting. heck, you could even expand that idea to the Battlescape.
Anyway, just thinking out loud.
- Gold
Rule #33:
Celatid venom is a paralytic nerve toxin, not 'happy juice".
---

#43
Posted 18 January 2005 - 02:51 PM
Braindamage you are a serious massocist. Man you make it hard for yourself.
Do you relaod much? If you are only allowed 3 new rookies per month you must be pretty carefull with your men?
Heh, no i'm no masocist. Remember that you don't have to play super human difficulty level using these methods. You just gotta adjust your own toughness level.
And yes, i play it carefully with my soldiers. I gave them all personal names and try not to loose a single trooper. I might reload sometimes if too many of my strike force falls down on a mission, but it's possible. I've sometimes played for 2 months without any corpses. Sometimes a might loosen up my rules and hire a couple extra rookies but hiring only 3-5 rookies makes it challening, intresting and sometimes annoying as heck

#44
Posted 18 January 2005 - 03:53 PM
Research Elerium-115 _before_ you research laser (or plasma) weapons.
#45
Posted 06 February 2005 - 04:18 AM
Every single soldier must begin equipped with a High Explosive in their hand, and their first turn must be spent arming it to 0 turns. You can't throw or drop it, but once you die, you can be assured that those stinking aliens won't benefit from YOUR genetic material. Or that of the five guys next to you your bomb just killed.

You can complete the game with this one, and probably have some fun suicide runs too.

Ooo yeah, forgot panicking, on the offchance your man runs far enough away to live, just have him pull out a spare, odds are you'll find your explosive redemption eventually. ^-^
Edited by Sinscale17, 06 February 2005 - 04:21 AM.

#46
Posted 12 April 2005 - 05:55 PM
My task is to defend Earth against Alien incursions, but my means are limited.
1) I always try to shoot down every contact (wish I had a skydiver for those contacts over the ocean).
2) I go for recovery of every crashed or landed UFO
3) I don't build alien containment and I don't capture aliens
4) I can research and use, but not manufacture Alien technology
5) I can only have 20 scientists and 10 engineers (to manufacture earth tech only)
I see how long I can last. It gets very exciting when sometimes when I can only use captured Alien weapons!
Even way back when I first played XCOM (back in 94!) I used to MUCH prefer the early game to the late. I completed the whole Cydonia thing a couple of times, but I wasn't very interested in that aspect of the game.
Multiplayer: My friend and I used to play together. One would be the commander of XCom, taking care of all strategic and logistical decision, the other was the field commander, controlling actions in the battlescape. We used to trade roles for every new game. Those were the days.
XCom gets my award for best computer game in history. Elite and Shadow President get a tie for second place

#47
Posted 12 April 2005 - 08:32 PM
One - I actually try to simultaneously save money and people. I place artificial restrictions in the research tree to force me to research everything. I assume base defenses have an effect on invading crew size. And I try to use all equipment.
Two - I dont give the slightest rats a$$ about my troops; happily sending them into the meat grinder. I research only what I MUST. I use a limited set of equipment. My only base defense is the choke point (one missile defense) and mind shield.
Generally two is easier, but one is funner.
#48
Posted 12 February 2006 - 05:37 PM
Solo Agent is tough but doable and that agents stats become godly in no time. I think I cheated and used a tank until I got my hands on personal armor, but that was mainly so the guy could step out of the ship and find cover without getting killed by a plasma pistol. Cydonia was hilarious. I just brought a crapload of BL rounds and bombarded every square inch of the first area. Scorched Earth! It was a pretty uneventful walk to the exit pad after launching about 22 BL rounds.
#49
Posted 12 February 2006 - 06:38 PM
Above all, i dont use ANY exploits. No grenades through the roof, no smoke through the walls (unless its unintentional). pretty much i limit myself to what the game is suppose to allow.
and yes, no loading except in one case, where I find that due to a glitch or exploit by the aliens (yeah sounds like im a crying baby).
its fun.
#50
Posted 12 February 2006 - 06:46 PM
MC weapons only for use alien to use it's own grenade on self!