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XCOMUFO & Xenocide

Record # Of Kills


Aiki-Knight

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I was wondering what the highest number of kills was for a single agent in X3. I've had one agent in one game go into the high 200s, with many of them over 100. But I suppose it's conceivable that a single agent could have thousands of kills. What's the highest for one agent you've ever had?

 

And incidentally, was that number produced by more alien or more human (CoS/syndicates) kills?

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  • 9 months later...
I was wondering what the highest number of kills was for a single agent in X3. I've had one agent in one game go into the high 200s, with many of them over 100. But I suppose it's conceivable that a single agent could have thousands of kills. What's the highest for one agent you've ever had?

 

And incidentally, was that number produced by more alien or more human (CoS/syndicates) kills?

 

A year later, and no response! My current XCOM3 Commander has 101 kills. I had a game in which my top agent has almost 300. A lot of those are cult and syndicate kills, as I use raids to train up troops who lack battle experience against aliens.

 

I'll select my top top super-commando and just send him on raids alone one after another and see just how many kills he can rack up. Anyone think 1,000 is possible? If there were no caps on stats, I wonder how high anyone would willing to train their top agents! Crazy!

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I dont think you could get 1000, but 999 is highly possible ^_^!

 

Check with midnight editor or something

 

My current highest is my RECON Agent x_X..

Hes got 68 kills all with a single power sword.. Wierd..

 

68 POWER SWORD kills? Oh my God! He's a jedi knight! That's fantastic!

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Hmm. I don't pay too much attention to the kill count, as it gets rather meaningless once you've hit three or more digits and your stats have maxed as high as they'll go.

 

To hazard a guess, by the time I can hit the gate generators, my core team of soldiers will usually have a couple hundred kills to their name. Really determined agents have above a 100 or so.

 

The stat that holds the kill count is a short 16-bit integer, so that may mean you could hit 65535 kills before it wraps back to 0.

 

---

 

Just loaded up my old brick of a P133 and had a look at some of my old savegames. Most of my really old ones are no longer there. They had 3 digit kills. My more recent ones are much more easy going and I spread the kills around, so they haven't got any high numbers.

 

However, I did discover my very first Power Sword game I'd abandoned (stole first couple of swords on day-1, gathered the rest). I limited myself to using power swords and stun grapples as my primary ranged offense. The only other weapons I used were grenades and vortex mines for anti-brainsucker/detonator use, stunning and spawn pad destruction. Looks like I was just about to get the Annihilator in this game, and had already wiped out the alien dimension with a fleet of 4 Explorers and a Retaliator escort. (Yes folks, Explorers can rock with the best of them)

 

Most of the agents (androids) only have 1 digit kills over 1-digit missions (service days hit the 100s). Looks like it was a high-turnover game, or I spread the experience out a bit thin. Best agent is a female human with 72 kills over 32 mission, 137 days service. 4 Medals. Not bad. The next best is an android with 45 kills over 10 missions. Same service length. Another was almost identical (and a designated flyer) and only got 43.

 

I haven't been able to replicate this great a campign in more recent attempts.

 

Mind you, this was generally done in small packs of 2 or more soldiers. It's not the same as scoring tons of kills with a lone swordsman.

 

- NKF

Edited by NKF
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In some maps, have you tried digging into the solid ground and making a small bunker area to hide your passive recon unit? From what I've seen, enemy units seem to have a bit of trouble with these. It pays to watch the unit from time to time, and to have a motion sensor out.

 

I guess that only works if there is room to dig into, and if you intend the unit to stay in one place.

 

- NKF

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In some maps, have you tried digging into the solid ground and making a small bunker area to hide your passive recon unit? From what I've seen, enemy units seem to have a bit of trouble with these. It pays to watch the unit from time to time, and to have a motion sensor out.

 

I guess that only works if there is room to dig into, and if you intend the unit to stay in one place.

 

- NKF

 

Hey NKF - Could you give us an example of such a technique, maybe a quick screen cap so I can see what you mean? I'd love to see this! I'm imagining an agent up close to the axis of attack, standing in a hole in the ground? Can you elaborate? I'd really appreciate it.

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It's more of means of creating a little safe cubby hole where you can dump most of your troops and keep them generally out of harms way while you have your commando(s) out and about. Just imagine a fairly solid block of dirt, cut an entrance, then start cutting out a small room out that's large enough to hold your agents. An extension of tunneling, but this time to use the walls to hide your agents.

 

But thinking about it, I used to use a strategy involving a pair of agents standing near a right hand corner in the underground tunnels of a cultist temple, kneeling with swords out, and a third just behind them with stun grapples. Shaped in a small triangle. They were able to rip apart almost every cultist that rounded the bend before they could react.

 

If you don't have a corner, digging into a wall to make a corner might work. Would probably work well in the alien dimension where there are lots of ground that you can dig into.

 

- NKF

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It's more of means of creating a little safe cubby hole where you can dump most of your troops and keep them generally out of harms way while you have your commando(s) out and about. Just imagine a fairly solid block of dirt, cut an entrance, then start cutting out a small room out that's large enough to hold your agents. An extension of tunneling, but this time to use the walls to hide your agents.

 

But thinking about it, I used to use a strategy involving a pair of agents standing near a right hand corner in the underground tunnels of a cultist temple, kneeling with swords out, and a third just behind them with stun grapples. Shaped in a small triangle. They were able to rip apart almost every cultist that rounded the bend before they could react.

 

If you don't have a corner, digging into a wall to make a corner might work. Would probably work well in the alien dimension where there are lots of ground that you can dig into.

 

- NKF

 

Thanks NKF! I might give that a shot - hole up some backup on a major alien crash site and then let a commando take a crack at the mission. The thing is, aliens, cultists and gangsters know where you are, and hunt you down. Isn't there a danger the aliens might storm the cubby hole and there'd be a slugfest at point-blank range and standing-room only? That could be ... unpleasant. :-)

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That is true, it could get into a firefight. Be creative! Use a motion scanner. Maybe even post a lookout outside. Set it up so that anyone coming into the bunker will get ripped to shreds by four or more powerswords before they can see who's there.

 

However, if things go right, your commando should be causing enough carnage that the front line will be well away from your bunker.

 

- NKF

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Dig a hole in the ground and use J to jump in, then tunnel under the ground a long way and lay grenades along the tunnel, with a vortex at the end, perhaps with some random weapon ammos for effect.

throw an Ap down inside the hole,and set it to a decent number of seconds, perhaps 1 and a half when you see the alien walking through the doorway.

 

It might be expensive and wasteful, but its hilariously fun ^_^

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Dig a hole in the ground and use J to jump in,

 

Do such keyboard commands work in X3? Are there other key commands? Where can I get a list?!

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Check out the following list compiled by Zombie:

 

http://www.strategycore.co.uk/xcom/pg/apoccontrols

 

It's still a work in progress, as there are a couple of commands missing (like ctrl+lmb on soldier icons in inventory screen for multiple-equip). But it'll give you a decent chunk of them.

 

- NKF

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It's there. Jump = J+LMB

 

Although, to clarify, the LMB needs to be done past the ledge that you want to jump down.

 

- NKF

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o.o?..

That just flew past my head, Ill just keep jumping the way I do it now ^^'

This is interesting - I've seen agents jump, but is there a value to making them jump? How can this be used to evolve, say, commando-style fighting?

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There's the leap, which is an automatic reaction a soldier takes when he or she comes across a 1 tile wide hole. Then there's leaping down the hole or off a ledge with the help of the J button.

 

Here's one good example where it can come in handy:

 

Cult of Sirius Temple - Let's say you want to get to one of the tunnel entrances in one of the the chapel pits. You're at the south end. Rather than running all the way around the platform and running down the stairs or into the gravlifts, you just perform a casual leap off the ledge down into the pit and rush over to the tunnel entrance. Basically it'll help any ground based units get to some locations a lot quicker than to take the long way around.

 

A more macabre use is to mind control an enemy, hand it a teleporter, teleport it up onto a high ledge, drop the teleporter and have the enemy take a leap of faith, then breaking mind control. (Might need two mind controllers. One on the high ledge to recover the teleporter or mind control the unit again if necessary)

 

You won't get credited for the kill or the damage as long as the mind control link was broken before the enemy unit hits the ground. Quite a nasty twist to add to the detestable stun-raid.

 

- NKF

Edited by NKF
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Damaging the building defeats the purpose of the stun raid. You go in with the intent to do as little damage to the organisation as possible so that you do not change your relations with them. The companies are very sensitive to any damage done to their buildings or if their guards are assaulted. The damage to the building on the other hand is subtler, but has a negative influence on your relations. Worse still, it gets blamed on you by default, even if you did not do it. This is where poppers and dimension missiles used in the city really put a crimp on your efforts at keeping the peace with the owner of the building.

 

I can't ever recall an enemy unit jumping off a tall structure naturally (that's not falling). At least, not a structure tall enough for the unit to hit the ground and lose hitpoints and take on wounds. Or perhaps I've just never given them the chance. ;)

 

- NKF

Edited by NKF
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Hehehe...

Speaking about building damages...

 

I love raiding hydro-farms :D !

Some of the platform-towers can be destroyed with a one well-placed Launcer missile. One time it had 6 soldiers on it. All fell down to their death :D .

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Hehehe...

Speaking about building damages...

 

I love raiding hydro-farms :D !

Some of the platform-towers can be destroyed with a one well-placed Launcer missile. One time it had 6 soldiers on it. All fell down to their death :D .

 

I do wish that setting temples alight would do more financial and psychological damage to the cult. Although it DOES appear to tick them off and make them attack. Through flames. And catch fire. And get pinned down by XCOM fire, forcing them to kneel or lie prone in the fire. And panic.

 

Am I wrong for this?

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Heh...

I think that the main problem with setting temples alight is that fire does little structural damage to the building. High explosives and launcher missiles are much better.

 

On the other hand toppling one hydrofarm tower-platform can inflict about ~250000$ of losses. I brought Nutrisomething down from 1500000$ to -100000$ in five raids.

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That doesnt mean fire isnt still fun as heck to use ^_^

And its Nutrivend I think, I dont recall o_O..

 

Right now Im thinking of making a game where everyone but the cops and Government of course is unallied to me..

This is gonna be hard not having Marsec for Vehicles though xD!

Ill just use an editor and make it possible for me to create Biotrans from day 1. ^^'

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  • 2 weeks later...
  • 3 weeks later...
I checked my old saved game file and found my core group of agents (10 peeps) had about 250 to 300 kills each. Pwn

 

"Pwn"?

 

10 agents with 300 kills each is pretty impressive. Nice one.

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  • 1 month later...
anyone else notice that the powersword acually shoots a small beam? its a sword it should cut! If ya really wanna be evil on a outside map with a building, like some slum maps, destroy all entrances/exits to a building then have an expendable guy or one with 3 shields dig out its foundation and watch it fall an all aliens/civillians with it.
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I agree, the power sword should be a real sword (or drill) than a short range beam shooter. Same with hyperworm attacks. I keep thinking fo the classic Legend of Zelda games where you get to shoot a beam from your sword when you're at full health.

 

It was easier for the programmers to implement them as beam shooters than have to create new code for melee combat.

 

- NKF

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I agree, the power sword should be a real sword (or drill) than a short range beam shooter. Same with hyperworm attacks. I keep thinking fo the classic Legend of Zelda games where you get to shoot a beam from your sword when you're at full health.

 

It was easier for the programmers to implement them as beam shooters than have to create new code for melee combat.

 

- NKF

 

Ah, if only they could have, that would have been the sweetest game ever. I keep saying it: a couple decent sword strokes, a couple Judo throws or so, some decent little striking (kicks, punches, sweeps), some late-game super-cool-looking armor - I'd never stop playing. Seriously. Nothing too fancy, just some decent little hand-to-hand combat. Imagine seeing a late-game super-trooper get rushed by a skeletoid, and just lay down some tight smack-down. I'd never bother going to my martial-arts classes in real life. And I'd go crazy if agents sort of developed their own martial-arts tendencies: this one's a striker, that one a Judo thrower, the next more of an Aikido multiple-opponents thrower. I'd never need to see another movie!

 

Ok. Enough craziness for now. Sorry. ;-)

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Nkf I have to disagree with you on the difficulty part.

They could have simply used an INVISABLE beam :D

if they had rotated the graphic for the sword it would look like a stab animation, just make it a little long and its good.

Although Ill admit it would look silly to stab hyper worms. x:

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