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Xcom V Ufo Typt 3


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#1 Spoon

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Posted 28 June 2008 - 08:07 AM

Hey Hey.

OK Basically after a bit of a girls you know what ups. of just sending one troop the the ufo, i reloaded the game. Anyway another error occured when my APC was traped so my hover car could only take 4 troops the the crashed ufo. but what i dident know is as soon as you troops land the misson Starts. So i only had four amateur troops against quite a lot of aliens. Anyway all four troops head for the door the craft. as soon as the doors opens there is 7 aliens waiting at the other end of the ship [good thing i dident go around thourgh the other door otherwise i would have been doing some serious boot licking to the aliens.] Anyway We open fire! after 15 secs [I'm playing this misson in real time combat] It comes apparnt that iam getting no were. So i thow a smoke greande in the corrordor to cover our advancement down the hall. as i were doing so the aliens supised me with a counter attack. killing one of my men. i then saw a Another corridor that leaded round to the aliens posision so it would be a good flanking monver.

After some fiearce fighting i maneged to clear out all the aliens. Now i have to go up the teleaport to check out upstairs, But as soon as i do two blue aliens standing there open fire, but to my advance they were panicking. But just as i were face to face with they guess what happend, i were using plasma guns, since they were the bestest gun i had, but the manufacturer [marsec] Dont allow any more then a few ammo clips to be bought. and we had used the rest up fighting the aliens in the corrordoor!. So now we have to run down the hall, using a smoke greanade to cover our retreat. but what we dident know was it was a dead end.

Now were forced to halt the two aliens advencing by thowing our last AP grenade down the hall blindlessly, [killing one of the aliens] Now the last alien comes into our room to give us a possible chance of escaping my comrade throws a smoke grenade were we were to blind the alien for a little while longer. but he fires in to the smoke hitting and killing two of my guys. Now my only agent is panicing, looking like its the missons end. but in the mist of her panicing she runs back into the hall, and recovering her cool i sned her back down stairs. I were going to run away and have a failed misson, But remember the first fallen agent. well being dead and all he dient use his ammo. so i got an idea! Now i am fully kitted out. the alien comes back down stairs but i managed to warn him of with some shots. i get ready for him to come back down, but after 20 secs it came apprent that he were cowering upstairs. So i use the teleporter and as soon as i get up there, there he is waiting for me, i quickly barrarged him with fire. 2 shots and he was deceased.

YEA. i won. and my lone agent got a only one rank up, i feel like she should have been prometed more than once. but ow well.

Xcom agents 1 - 0 Aliens.

Edited by Spoon, 28 June 2008 - 08:08 AM.


#2 NKF

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Posted 28 June 2008 - 06:44 PM

As I mentioned in the last thread, your APC is limited to the road. It cannot reach a crash site. Therefore you must use an aircraft. Also as you've noted, only one aircraft can go into the battle.

I suggest using your Valkyrie Interceptor to go to the site. Pack it with a cargo and one bio-transport module so that you can get everything in the mission that's not nailed down, and throw in a seat module if you want to bring more troops into the battle.

The type-3 transport should be rushed the moment you start the battle. If your squads start at opposite ends of the map, that's even better, as you can swarm into the grav-lift room from all sides.

Secure the lift, and try to stay there for as long as possible and let as many Anthropods, spitters, brainsuckers, multiworms/hyperworms make their way down the lift. The more you destroy here, the less you'll have to contend with upstairs. Also another advantage of playing realtime combat: When you do go upstairs, consider using a motion scanner open and and watch for any nearby blips moving towards you.

For your armament when fighting up close in the corridor that the grav-lift leads to, consider using dual M4000 machine guns or dual Megapol Autocannons with AP rounds. Dual m4000's on autoshot just rain bullets on enemies (use aimed shot for long range bursts), and the Autocannons on any setting with the AP rounds are even more powerful than plasma guns (not to say that the plasma guns aren't very good - they are).

An unusual close range weapon that you might also want to consider using the in the off-hand are the stun grapples. Sure you probably don't want to capture any more aliens, but they knock most humanoid aliens out VERY quickly (Anthropods, spitters and brainsuckers fall to one or two direct hits). High HP aliens like Multiworms and the bigger aliens you'll meet later must get their HP reduce below I think it was 160 or 80 hit points before they'll get knocked out. The advantage of the stun grapple is that it's a recharging weapon, so you'll save a lot of ammo. With the alien stunned, you can shift-click on the alien to shoot their unconscious bodies at point blank range, thus you won't miss as much.

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#3 Spoon

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Posted 29 June 2008 - 03:37 PM

As I mentioned in the last thread, your APC is limited to the road. It cannot reach a crash site. Therefore you must use an aircraft. Also as you've noted, only one aircraft can go into the battle.

I suggest using your Valkyrie Interceptor to go to the site. Pack it with a cargo and one bio-transport module so that you can get everything in the mission that's not nailed down, and throw in a seat module if you want to bring more troops into the battle.

The type-3 transport should be rushed the moment you start the battle. If your squads start at opposite ends of the map, that's even better, as you can swarm into the grav-lift room from all sides.

Secure the lift, and try to stay there for as long as possible and let as many Anthropods, spitters, brainsuckers, multiworms/hyperworms make their way down the lift. The more you destroy here, the less you'll have to contend with upstairs. Also another advantage of playing realtime combat: When you do go upstairs, consider using a motion scanner open and and watch for any nearby blips moving towards you.

For your armament when fighting up close in the corridor that the grav-lift leads to, consider using dual M4000 machine guns or dual Megapol Autocannons with AP rounds. Dual m4000's on autoshot just rain bullets on enemies (use aimed shot for long range bursts), and the Autocannons on any setting with the AP rounds are even more powerful than plasma guns (not to say that the plasma guns aren't very good - they are).

An unusual close range weapon that you might also want to consider using the in the off-hand are the stun grapples. Sure you probably don't want to capture any more aliens, but they knock most humanoid aliens out VERY quickly (Anthropods, spitters and brainsuckers fall to one or two direct hits). High HP aliens like Multiworms and the bigger aliens you'll meet later must get their HP reduce below I think it was 160 or 80 hit points before they'll get knocked out. The advantage of the stun grapple is that it's a recharging weapon, so you'll save a lot of ammo. With the alien stunned, you can shift-click on the alien to shoot their unconscious bodies at point blank range, thus you won't miss as much.

- NKF


I have started using flying crafts now, as they are more mobile then the APC or strom dogs. btw i have this thing in the buy menu called power sword or somthing like that, some sort of swaord, is that very good to use?

Thanks Bye.

#4 Zombie

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Posted 29 June 2008 - 05:31 PM

The Power Sword is like the Vibro Blade in TFTD as it is a melee weapon. I used this a couple of times and seems to do a good job if you get up close to an alien, but for some reason I still prefer to use ranged weapons in Apoc over melee. I mean, there are so many other guns you can pick from with greater power... and accuracy isn't that big of an issue up close either. To each his own, I guess. :)

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#5 NKF

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Posted 30 June 2008 - 03:15 AM

The power sword is a very powerful weapon (3 hits will kill a fully shielded anthropod/skeletoid), but you'll probably find that its range will limit its use quite considerably. Even the Stun Grapple sees more use because it has a bit more range. Still, with a pair of them on full-automatic, they can rip most enemies like multiworms and Megaspawn to shreds in a very short amount of time.

The power sword does have the advantage of being a very slim weapon, so you can fit it next to the personal shields that you'll be carrying later on. With one on hand, if an enemy gets up close to you, you can easily whip it out for that extra bit of firepower. Or just have it on hand as a shovel to dig through UFO walls.

The biggest problem power swords have is their limited distribution. You'd be lucky to get any even after they've become available. Of course, you can steal them from a Marsec Arms Depot.

If you play the game long enough to obtain personal teleporters, you can start doing simply amazing things with the swords. Simply amazing.

It's a hard weapon to master. Probably not something you would want to waste too much time on until you're much more experienced with the game. Until then you'd be better to stick to more efficient weapons like the toxigun and Devestator cannons.

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Edited by NKF, 30 June 2008 - 03:16 AM.

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#6 NRN_R_Sumo1

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Posted 12 July 2008 - 11:44 AM

the powersword is really more of a tactical weapon, as well as an ANTI BRAIN SUCKER.
I use it mostly for digging through walls and making small safe zones. (they take a little longer than they are worth but are fun to use, and offer a nice defensive position)
you can dig through most walls, except for the alien craft's walls, for reasons unknown.. but you can effectively ambush unsuspecting anthropods and even Megaspawns.
Me: Magic Eight Ball, do alien beings inhabit the earth?

Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!