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X-com Quiz 20


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#1 Guest_falkor95_*

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Posted 03 November 2005 - 06:03 AM

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#2 Moriarty

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Posted 03 November 2005 - 07:39 AM

oops... didn't see at first that that's a link. well, I got 1 question wrong, although I have to say I would argue about that :) it's the question about the base defences, and I mistook the wording "a determined alien attack craft" to be "a ufo that is actually flying to attack your base". think about it... :)

Edited by Moriarty, 03 November 2005 - 07:54 AM.

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#3 Mad

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Posted 03 November 2005 - 08:56 AM

Funny stuff, but don't you have a difficult version...? :P

Edited by Mad, 03 November 2005 - 08:59 AM.

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#4 Blood Angel

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Posted 03 November 2005 - 09:15 AM

Easy. Full marks.

#5 Guest_Azrael_*

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Posted 03 November 2005 - 09:29 AM

88%
This question called my attention:

throwing the grenade but forgetting to let go of it

Just how do you throw a grenade without letting go of it?

#6 JoeJoe

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Posted 03 November 2005 - 10:40 AM

neat!


I couldn't get the videos to work tho :(

Edited by JoeJoe, 03 November 2005 - 10:52 AM.


#7 Zombie

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Posted 03 November 2005 - 10:52 AM

For seasoned X-COM vets such as myself, quizzes like this need to be much, much harder. I was hoping a "Superhuman" quiz level would be there. Ah well, 100% isn't too bad. :)

Nice quiz (and site) though. If you try and take it a second time the order of the questions are different, as well as the order of possible answers. Cool! B)

- Zombie
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#8 Moriarty

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Posted 03 November 2005 - 12:41 PM

(careful: possible spoiler ahead)

I still think that the least effective defense against "a determined alien attack craft" is the Mind Shield. Once there is a determined alien attack craft, you have been discovered, at which point the mind shield is utterly useless. :P

(end of possible spoiler)

Edited by Moriarty, 03 November 2005 - 12:41 PM.

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#9 NKF

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Posted 03 November 2005 - 12:45 PM

I got a 94%: What got me were two questions:

The value of a transfer list. This was more of a trick question that requires you to look carefully at the amount at the destination base rather than think about the value of the equipment being sent over. It didn't occur to me that the amount at the destination base mattered - I mean, for all I know, the only ship I own with avalanche launchers could very well be at that base. Oh well.

The other was which base defense module is totally useless in a determined base attack. I found this completely wrong.

The correct answer was the missile defence module. This is incorrect. In a determined base attack - i.e. the battleship is already on its way, the mind shield is useless because it cannot possibly stop the attack from occuring - it prevents aliens from finding your base, not from stopping it. A missile defence module, like all modules, is utterly useless on its own - one fusion ball defence silo won't stop a battleship from entering, for example. But, just try a large battery of missile silos and a grav shield. You'd be amazed. They're cheap to build, and with a lot of them, you get many chances of actually hitting an incoming battleship.

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#10 Zombie

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Posted 03 November 2005 - 02:01 PM

The other was which base defense module is totally useless in a determined base attack. I found this completely wrong.

The correct answer was the missile defence module. This is incorrect. In a determined base attack - i.e. the battleship is already on its way, the mind shield is useless because it cannot possibly stop the attack from occuring - it prevents aliens from finding your base, not from stopping it. A missile defence module, like all modules, is utterly useless on its own - one fusion ball defence silo won't stop a battleship from entering, for example.

<{POST_SNAPBACK}>

Nice catch, NKF. Indeed, the Mind Shield is unimportant if the aliens are already on their way. The question should probably be reworded to "Which installation is worse at prevention". ;)

A few questions contain some inaccuracies, such as the ones about Alien Entertainment, the recruiting soldiers as well as "Which statement is true about this creature"? Technically, there are 3 questions with no correct answer.

However, I could understand the intent of the questions. You have to read between the lines a bit to determine what the anticipated response is. :wink1:

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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!


#11 dipstick

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Posted 03 November 2005 - 04:03 PM

98% - only one question screwed up - grenades one. Probably because it never happened to me :D
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#12 Guest_falkor95_*

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Posted 06 November 2005 - 12:43 PM

Posted Image anybody else give it a go? click any of the answers above to access B)

#13 mikker

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Posted 06 November 2005 - 01:43 PM

a mind shield is the useless facility. If they are determined to attack your base, it means they've already found it.

In the interceptor screen, the alien craft IS lost - It's escaped from the view.

In the 'after a successfull mission' question, just about everything is unlikely. It's unlikely that you suddenly get new recruits. It's unlikely that ammo is transfered. It's unlikely that weapons and ammo would suddenly be ordered.

91%.

Edited by mikker, 06 November 2005 - 01:51 PM.

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#14 testarossa

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Posted 06 November 2005 - 02:26 PM

100% easy...But you have to understand the questions intentions. I would consider a mind shield, and missle defenses almost equally useless, as they are both utterly useless in defense. As is all the defense for that matter, because the UFO attacks become so annoying that letting them get through to your base is the best defense for your sanity.

The toughest question was the Base Supplies question. That took some time to think about. Because enigneers could have been useless to transfer if there was no workshop, interceptors if theres no hangar, ect.

I'm pretty sure the throwing but not letting go was a joke :D but I see he tricked some people.

The skyranger question was more of a question about what is possible to do. You can't send another skyranger to help out on another mission therefore that answer is absolutely ridiculous and has no credibility above the others which are possible even if they are not probable.

Also the UFO could be either lost or you are just entering the interceptor screen, but notice how it didn't say the "UFO outrunning interceptor" therefore you know its not escaped yet.

Edited by testarossa, 06 November 2005 - 02:29 PM.


#15 gufu

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Posted 06 November 2005 - 02:33 PM

98%
only quiestion is after succesfull mission.
I sdidn't get it!
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#16 Quantifier

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Posted 09 November 2005 - 02:30 PM

Recruit soldiers names are set when they arrive on base. A player can then edit a soldier's name at any time.

In ENEMY UNKOWN this is true, this was changed for TERROR FROM THE DEEP

Recruit names are set earlier - when they are ordered. And I don't recall there was a difference between EU and TFTD. Or maybe there is and I just missed it?

Edited by Quantifier, 09 November 2005 - 04:33 PM.


#17 Zombie

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Posted 09 November 2005 - 03:05 PM

Recruit soldiers names are set when they arrive on base. A player can then edit a soldier's name at any time.

In ENEMY UNKOWN this is true, this was changed for TERROR FROM THE DEEP

Recruit names are set earlier - when they are ordered. And I don't recall there was a difference between EU and TFTD. Or maybe there is and I just missed it?

<{POST_SNAPBACK}>

Yeah, well I kinda pointed that out in my last post. The reason why I didn't want to spell out the "correct" answer is because then everyone would get that question right. Kinda defeats the purpose of a quiz if everyone already knows the answers to it, eh? :wink1:

A few questions contain some inaccuracies, such as the ones about Alien Entertainment, the recruiting soldiers as well as "Which statement is true about this creature"? Technically, there are 3 questions with no correct answer.

<{POST_SNAPBACK}>


- Zombie

Edited by Zombie, 09 November 2005 - 07:25 PM.

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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!


#18 Quantifier

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Posted 09 November 2005 - 04:31 PM

I guess you're right, I'm sorry. I was just curious about the comment to the answer.

#19 Blehm 98

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Posted 09 November 2005 - 11:08 PM

I believe mind shields probably increase the "hidden %" part of your base. I believe aliens finding your base is similar to infiltration, eachs ship passing over, shot down, successful scouting adds a bit to the alien score. Once they pass a certain threshold, they will send a scout, officially find you base, and then throw a battleship at you

strangely, i have had battleships come directly at my base, fly right over it, fly in a triangle around my base, and then fly off
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#20 Blehm 98

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Posted 09 November 2005 - 11:17 PM

A few errors

1) Yes, base defence question is misleading, should be changed

2) The grenade question is actually pretty much wrong. Due to the way the game works, the power armor would barely be scratched by the grenade... i don't think it would kill his unconscious body if he gets knocked out though
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#21 NKF

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Posted 09 November 2005 - 11:39 PM

It doesn't matter how powerful your armour is - unconcious bodies use their own armour rating for defending against explosion damage, and it's incredibly low.

While you may suffer slightly from a direct hit from a standard grenade in a flying suit, you'd die instantly if you were unconcious.

Yes, you are correct. A mind shield simply make it harder for them to see your base - but it won't stop the attack once they've found it and have set up their battleship caravan.

---

On a related note: The question about stopping battleships: Yes, the only way to completely stop them is to let one through (one for each group currently attacking the base). But the question just asks which of the listed modules will would stop a battleship that's on its way - not how to stop the attack completely. I got this question shortly after the question about what item would not be worth transferring - since that stumped me, I started paying more careful attention to the questions in case it was another trick question. It really messes with your mind that... ;)

Personally, I'd have gone for a "None of the above" choice.

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Edited by NKF, 09 November 2005 - 11:51 PM.

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#22 Blehm 98

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Posted 10 November 2005 - 10:12 AM

yeah, an avenger or firestorm with plasma beam is the best choice to stop an oncoming battleship, with the possible exception of multiple avengers and firestorms
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#23 Zombie

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Posted 10 November 2005 - 02:29 PM

I'd beg to differ on that, Blehm 98. Craft can get damaged. And if all your Avengers are in the repair shop when the next Battleship shows up, what do you do?
[Edit: need I mention that only the Avenger is capable of catching a Battleship en route? All the other hybrid craft are too slow.]

In addition, X-COM radar systems (including the Hyperwave) are not infallible – they all have an Achilles heel: hemispherical detection. That means that sometimes the retaliation Battleship will be detected when it is nearly on top of your base. This does not give you enough time to scramble your intercept craft to catch it in time.

The best choice to stop a battleship is your defensive systems. They can’t be damaged because the UFO doesn’t fire back. The aliens will definitely have a tougher time inserting troops if you have a few Fusion Ball defenses and a Grav shield installed. ;)

- Zombie

Edited by Zombie, 10 November 2005 - 02:33 PM.

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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!


#24 Blehm 98

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Posted 10 November 2005 - 03:46 PM

well... given you have had the time and money, you are completely right

I will make a base with nothing but 1 grav shield and 34 fusion ball defences

let the battleships try and get through that

PS- the lift is the 36th building
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#25 Zombie

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Posted 10 November 2005 - 03:58 PM

A little bit overkill in my book, because for all practical purposes 8 FBD and a Grav Shield is sufficient to stop all attacks. But nevertheless, it'll work. Pretty funny to waste all those defensive systems just to protect a worthless Access Lift. :D

- Zombie

Edited by Zombie, 10 November 2005 - 07:03 PM.

The Mr. Grognard of X-COM

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!


#26 NKF

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Posted 10 November 2005 - 10:26 PM

But Zombie, what better a way to consciously waste your time spend your buckets of cash (and you do indeed get more than a bucket )?

Though forget about fusion ball defences and the grav shield as well and go for missile defences. 34 - 35 standard missiles will definitely knock out a battleship to kingdom come and right though to the other side. 68's just outright silliness. The fusion balls wouldn't be that much fun. ;)

The only purpose for this base would be to place it next to a real facility and let this one act as a decoy base. This halves the odds of the UFO finding the real base.

A much more practical method would be to just build a decoy base consisting of a single lift and nothing else. A few heavy plasmas should be able to cover the expenses for cranking out another decoy the moment this is destroyed.

Unfortunately, this doesn't work too well for players like myself that have this thing for lots of radar/intercept posts. Although I'm now more inclined to try hogging the spawn points for instant success base defence the next time I decide to seriously run an X-Com campaign.

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Edited by NKF, 10 November 2005 - 10:29 PM.

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#27 Zombie

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Posted 10 November 2005 - 11:08 PM

Though forget about fusion ball defences and the grav shield as well and go for missile defences. 34 - 35 standard missiles will definitely knock out a battleship to kingdom come and right though to the other side. 68's just outright silliness. The fusion balls wouldn't be that much fun. ;)

<{POST_SNAPBACK}>

True, and it's a bit cheaper too ($20.4 million). I suppose if you like to sit behind the computer for 30 minutues waiting for all the missile silos to finish shooting down a single Battleship, then more power to ya. Gets old really quick though. :)

Unfortunately, this doesn't work too well for players like myself that have this thing for lots of radar/intercept posts. Although I'm now more inclined to try hogging the spawn points for instant success base defence the next time I decide to seriously run an X-Com campaign.

<{POST_SNAPBACK}>

LOL Try it sometime. It's a load of fun! =b

- Zombie
The Mr. Grognard of X-COM

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!


#28 Dover

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Posted 18 January 2006 - 10:14 AM

A little bit overkill in my book, because for all practical purposes 8 FBD and a Grav Shield is sufficient to stop all attacks. But nevertheless, it'll work. Pretty funny to waste all those defensive systems just to protect a worthless Access Lift. :D

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<{POST_SNAPBACK}>


8?!?!?! That takes up WAY too much space I need for actual base modules. I used to use 2 and 1 grav shield, until some lucky battleships (About 1 in 10) actually got through if one FBD missed. Now I use 3 and 1 grav shield and usually get the kill before the grav shield can do it's thing.

8 is a bit overkill, although the 34 fusion defenses sounds pretty worthwhile if bored...

On the bright side, I got a 94. I've never had the primed grenade thing happen to me...

Edit: Gufu, nobody likes a liar. You can't get a 98. 19/20 is 95%

Edited by Dover, 18 January 2006 - 10:22 AM.


#29 SaintD

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Posted 16 November 2006 - 01:33 PM

Spoilers:

Soldiers are named when you hire them. Not when they reach the base. You can't rename them until they reach the base, unless you use XCOMUTIL on the saved game. It can rename them en-route.

end spoilers.



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