
Fighting Terror Missions
#1
Posted 17 September 2009 - 03:38 PM
#2
Posted 17 September 2009 - 07:22 PM

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#3
Posted 18 September 2009 - 12:42 AM
Zombie, since this is your department, are there differences in the crew deployment for a terror site and a terror ship? I had this funny idea that we had some tables on the wiki somewhere with the run-down on crews but can't recall where it was discussed.
- NKF
Edited by NKF, 18 September 2009 - 12:53 AM.
Number of members: 1
#4
Posted 18 September 2009 - 06:32 AM
The crew deployments for a Terror Site and Terror Ship are identical. I think that the deployments for an X-COM base defense mission and a Battleship are identical as well. So if a ship disappears off the map because it formed something else the crew deployments will follow the ship that sent them.Zombie, since this is your department, are there differences in the crew deployment for a terror site and a terror ship? I had this funny idea that we had some tables on the wiki somewhere with the run-down on crews but can't recall where it was discussed.

Something you have to watch on a crashed Terror Ship is the copious amount of smoke produced when a Power Source explodes. It can conceal enemies (usually terror units) pretty easily which can turn a somewhat easy mission into something much harder. Recently I've decided on waiting a good number of turns to let the smoke dissipate before entering the craft and that makes it a little easier. Still, Superhuman Cyberdiscs are tough to kill no matter if they are visible or not.

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#5
Posted 18 September 2009 - 10:16 AM
#6
Posted 29 December 2009 - 12:49 AM
Still, Superhuman Cyberdiscs are tough to kill no matter if they are visible or not.
- Zombie
I prefer them to be killed while invisible.. Blasterbombs do not discriminate between "visible" and "invisible".
Such a heavy burden now to be the 'one'.
Born to bear and bring to all the details of our ending,
To write it down for all the world to see.
But I forgot my pen!
#7
Posted 25 June 2010 - 07:48 PM
Had Chrysalids on my crew as we disembarked and lost all but two men and saved Tokyo. I'm not a rebooter unless I misclick and when it came to the point where I had to make a decision to run or fight I chose fight knowing it was gonna be a skin of my teeth victory. I'll take a cyberdisk over chysalids any day of the week and twice on sunday. It takes a standard laser rifle about 4-6 hits to drop one where four hits is about max for a disk.
#8
Posted 27 June 2010 - 02:50 AM
I find Cyberdisks a pain in the butt for their reaction skills.
#9
Posted 27 June 2010 - 04:38 AM
I think the worst part about them is the fact there's no easy way to tell which direction they're looking!

Chryssalids also have fairly tough exteriors, but their high speed and high 70-86 reactions (defends against your reactions) make them rather unpleasant foes to deal with, day or night. Then there's the element of surprise that they have. With luck, they'll be sufficiently scattered about the map that some might approach your squad rom behind, or one will suddenly pop out of nearby cover that your soldiers had gone to seek safety. Happens to me a lot in the terror sites around the small storage shed. Often I'll send a soldier around the corner and wait a turn. Then a chryssalid pops out the door and it's all over.
A few handy tip: If there are any zombies - leave them for last and concentrate on the Chryssalids first. The zombies can easily be out-walked. No, they won't hatch on their own without some outside intervention. Also dealing the killing blow to zombies will cause the chryssalid to die instantly. Very useful to know if you've got any AC-IN rounds on hand.
- NKF
Edited by NKF, 27 June 2010 - 04:42 AM.
Number of members: 1
#10
Posted 05 July 2010 - 02:13 AM
In the case of this combat mission i just discussed...My boys disembarke from the boat and there was the chrysalid. I had been seeing floaters so I expected that again...sending in a squad of rookies with laser rifles to kick some butt. Sadly the but kicking travelled in the opposite direction. I did win the mission, but with four guys left I leveled just about everything on the map to survive with two. The survivors were looting dropped comrades for high explosives, grenades, and smokers just to beat back the horde. Good news was we were right there at the skyranger and the baddies came to us. Bad news is that in the end two men lived.
Alot of people would reboot but you know this is the kind of mission you remember. when the enemy was at the gates and you simply fought to survive. One of the last four was really impressive and I lament losing him cause he took out 2 snakemen and a chrysalid before getting wasted, but it's those moments that make this game infinately playable. TFTD wasn't as good and niether was apoc although it was OK.
#11
Posted 07 July 2010 - 11:45 PM
Sent a rookie squad into a terror site simply to garner them some experience. I lost two coming right out of the can due to a cyberdisc. From there things went from bad to worse. We took out the disk and next thing I know an alien grenade frags two more. We dust that sectoid and yet another disc rears it's ugly head and I swear we must've hit it ten times before it dropped. He blasted one more. All in all I walked out with three of the landing party and the whole op looked like a complete joke. Since the only time I restart is when I misclick the mission stands at terrible. The bad thing was I don't think I used poor tactics or judgement save the blast radius of the alien grenade.
Just one of those days
#12
Posted 21 August 2010 - 07:38 AM
http://www.xcomufo.c...?showtopic=7678
This forum has two subforums, and battlescape discussion generally goes into battlescape subforum (if i understand correctly, i'm new to it...)
Anyway, i had the same problem with discs destroying me, and since i learned the insane power of smoke grenades, there is no more trouble. Read my last post at the link. It really is groundbreaking, its the difference of having 0 to 2 casualties against having to disembark with one-two people left and everything lost in combat... Before i got to know smoke, i also had serious trouble with terror sites...
BTW, do you really need the money cheat? What for? What difficulty do you play?
I'm playing superhuman w/o reload like you do (except mistakes like misclick or serious bugs like four cyberdisks stuck at elevator with 100% tu for reaction fire, or game refusing to show me who shot at me). I go Laser Weapons - Pistol - Rifle - Heavy - Canon. Initial funds go into tanks, large radar, and some more scientists. Then my main income is selling enemy loot until the...
Laser Canon, is the single best item you can manufacture for money in the game. A single workshop will yeild $ 2 000 000 every month of pure profit (costs of the workshop maintenance, living quarters maintenance, salaries already deduced!). Thats ten million a month from a fully stuffed base (255 is the max number of engineers game can support, so five workshops are optimal).
And if you fear the night (there are reasons, i know), you can use the interceptors, at least one interceptor must target the terror site while skyranger waits till daytime. And with crashed ufo's you are given several days to recover them whatever time you like it.
By the way, how do you use those 100 soldiers, are they just sitting and waiting for their turn to get onboard the skyranger? you only use two skyrangers right?