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XCOMUFO & Xenocide

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I think he's saying he has 30 in total, but only takes 3-4 to missions?

 

I've started trying that late-game with total (non-edited) super-troopers. Forces you to fight cleverly, green-beret style. It's a fun challenge, and satisfying when you can have 4 agents take down 18 gangsters with superior stamina, shooting accuracy and movement. Gives it a really special-forces feel.

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If you save just before the end of the day (before 23:59 ticks over), you can refresh the hire list by saving and reloading over and over until you get more recruits to appear on the hire list. That's one way to beat the system if there aren't enough recruits for hire (or the recruit types that you're after: i.e. hybrids or androids).

 

As for bringing in a large compliment of 30 soldiers, the Valkyrie can hold 8 naturally, so adding an extra two seat modules will add an extra 8 seats. Or if you use all three slots. that's 20 seats in total. Don't forget that you can bring more transports on all but assaults on crashed UFOs, so that can make up the extra seats and the one bio and storage modules for the loot.

 

I myself take small squads of 4 - 6 soldiers into a mission. It trains them up very fast and you are forced to make much more careful use of what equipment that you have. (you also learn to rely a lot on the stun grapple)

 

The only disadvantage is that the majority of your active squad will often be in some stage of ill health or another at all times of the day if you do not rotate them with fresh soldiers every so often. Being in ill health prevents them from using their respective gyms - a bad thing as it's the only way to raise strength.

 

So you do need to hire more than just your active squad. You just don't have to use them all at the same time!

 

- NKF

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I save often, but never reload. If an agent perishes, he/she perishes. It's sad, and makes the game that much more dramatic. I only reload if I make an administrative mistake, like I sell an Annihilator by accident or something like that. If the aliens luck out and hit the personnel in a base, we hold a mass funeral.

 

Of course, agents sit in their ships and don't die in those circumstances. Lesson hard-learned.

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I find that the frequency of using save/reload immortality in X-Com Apocalypse lessens the more experienced you get with this game and the more tricks you pick up. Before long even a bunch of average rookies right off the street, with the right equipment and strategies, can easily mop the floor with the aliens. It's all in how you use them.

 

Before long, you'll fall into the phase where you're confident enough to play through a couple of missions in one sitting without saving the game.

 

- NKF

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  • 1 month later...
  • 3 weeks later...
Of course, agents sit in their ships and don't die in those circumstances. Lesson hard-learned.

 

Didn't know that, nice tip.

 

I've lost my ships parked in slums (near dimension gates waiting for ufos) after a gang squabble brought the slum down on my hoverbike or hovercar. I assumed from that, that if a bomber hits a hardened Xcom base just right, you could lose any ships that you have in the base hangar.

 

So are ships in Xcom bases always safe from bombing, or is it just that having your agents in a ship increases their odds of making through a bombing attack?

 

I've done this before, when dimension gates are near my main base, when ufos appear, I load my best agents into my mission Valkryie and high-tail it out of the city to wait until the dust settles. I leave the rooks back at the base to fight off a base attack.

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I dont really see it as dramatic.. more like, Oh Crap, now I have to give that equipment to someone else :X

 

Lately Ive been using alot of Recon's in my missions.

Each one armed with a sword, marsec vest, a teleporter, med pack(only class I let have one) and two shields. The sword is in the backpack, the hand equipment is mostly the cloaking device and the motion sensor.

 

If some of you didnt notice, the motion sensor Actually helps Vision when looking over an edge or something xD

I figured that out in one of the cult buildings, they guys panicked and ran in and out of the doors in their little dented in gallary

so if you know what Im talking about, they basically ran back out and I couldnt see them, they did it again but I had turned on my motion sensor and I could see them this time <3.

 

Of course, Once I get to this point in game I only use 1 or two agents, all of them barely trained due to lazy <3.

If you can pack 3 sheilds and a devastator cannon on a guy, Hes gonna live.

those are my bread and butter troops, they dont deserve med kits.

Sometimes I dont even give them Megapol armour, Im such jerk :D!

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  • 3 weeks later...
I dont really see it as dramatic.. more like, Oh Crap, now I have to give that equipment to someone else :X

 

Lately Ive been using alot of Recon's in my missions.

Each one armed with a sword, marsec vest, a teleporter, med pack(only class I let have one) and two shields. The sword is in the backpack, the hand equipment is mostly the cloaking device and the motion sensor.

 

If some of you didnt notice, the motion sensor Actually helps Vision when looking over an edge or something xD

I figured that out in one of the cult buildings, they guys panicked and ran in and out of the doors in their little dented in gallary

so if you know what Im talking about, they basically ran back out and I couldnt see them, they did it again but I had turned on my motion sensor and I could see them this time <3.

 

Of course, Once I get to this point in game I only use 1 or two agents, all of them barely trained due to lazy <3.

If you can pack 3 sheilds and a devastator cannon on a guy, Hes gonna live.

those are my bread and butter troops, they dont deserve med kits.

Sometimes I dont even give them Megapol armour, Im such jerk :D!

 

Everyone has his/her own way of doing things. Medkits only for your Recon troops? Interesting. I give medkits to every agent. After all, these people are named after my friends and family in real life! It can be a lot of work building armor and equipping them at first, but once it's done, it's done. I'm very, very careful, and so I almost never lose agents. Even solo commandos - when their shields are down and they're injured, I evacuate them. As for Marsec Heavy launchers, the disruptor armor really does absorb most of the damage from it. Great stuff. That's why I have commandos wear disruptor body armor but carry a flying armor plate for those times when I need them to head for the roof.

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You'd be amazed at what sort of explosives a full suit of disrupter armour can handle. Disrupter missiles and poppers? Only scratches the paint. Repeatedly even.The vortex mine on the other hand can hurt you if you're standing right on it, so it still pays to make sure you watch what it is the enemies are lobbing towards you. ;)

 

Once you switch to the Marsec torso plate, your immunity to most of the explosive damage is lost, but I guess that's a small price to pay for superior mobility.

 

Just be warned that though your agent is well protected, your armour's durability points are being slowly reduced. Reduce them too much and the armour will break. So if you manage to weather through lots of explosions in the same mission, be sure to check your armour durability before you rush off to get into another explosion.

 

As for medikits, you don't need to carry one on everyone, but it's still ideal. I generally have everyone, with the exception of specialist mules, carry one through most of the game, but drastically drop their numbers once the teleporters come into play. Mind you, you can easily get away with 50% of your team carrying medikits. Not everyone will be injured at the same time, and you can easily share them around, two at a time if necessary.

 

- NKF

Edited by NKF
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I have never had more than 2 injuries in a squad, and that mission was just a total disastor :X

 

Basically what happened, I was messing around with a stack of grenades on the outside of a space ship and was about to run away and set it off with a mini launcher

 

a popper came and 4 agents died, the other two sustained vital head injuries, and no more megapol helmets xD!

 

Dont worry though, I managed to win that mission easily after that.

 

I still had the mini launcher >:)

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I have never had more than 2 injuries in a squad, and that mission was just a total disastor :X

 

Basically what happened, I was messing around with a stack of grenades on the outside of a space ship and was about to run away and set it off with a mini launcher

 

a popper came and 4 agents died, the other two sustained vital head injuries, and no more megapol helmets xD!

 

Dont worry though, I managed to win that mission easily after that.

 

I still had the mini launcher >:)

 

Does everybody use the mini-launcher a lot? I find I really don't use it much, and yet I wish I did.

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The minilauncher is sweetness incarnate. Well, no, but it's the closest thing to a grenade launcher this game has, and it's very pleasing indeed. The fact you can pack more rounds than the heavy launcher really makes it more appealing. Note: when using the minilauncher or any other launcher for that matter, set your soldier to fire only when told to. Though you do carry more ammo, you don't want to waste it!

 

Being a launcher, it ignores your unit's accuracy. There's always room for homing projectiles, especially in the hands of new recruits fresh off the street.

 

Later in the game, it's one of the more efficient means of carrying anti-alien gas on you. Unfortunately they produce the smallest AAG cloud, but you don't always need to blanket a large area for it to be effective.

 

- NKF

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Actually, you are Quite incorrect NKF.

 

It doesnt ignore the accuracy of your agents at all.

If you try to shoot rapid fire with them, they spray in all directions, although Yes they do tend to hit due to homing IF you are not anywhere near walls or cover :P

 

I find the Only way to use these is to set them to Aimed mode like ALLLLL my weapons are, Except Marsec Machines, they use Snap shot ^^'

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I've never particularly noticed any difference in the spread of the missiles when I was running a test on a 0 accuracy agent (for testing purposes). Even if there is a difference, it's only going to be in the few moments after it leaves the launcher. The rest of the way it guides itself regardless of your accuracy, and this is the reason why I often say that accuracy is hardly relevent for launcher use. I suppose it might be an issue in very narrow tunnels.

 

I still think it's better to set soldiers toting launchers to fire only when commanded. This is mainly for troops carrying the heavy launcher. Mini-launcher troops get to switch to auto or snap briefly for automatic rocket barrages. They otherwise keep their safeties on and only fire when commanded. For me, it's safest this way. I had one too many mishaps in my early days with multiple rockets being wasted on lone brainsuckers or fired point blank. ;)

 

- NKF

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Actually, you are Quite incorrect NKF.

 

It doesnt ignore the accuracy of your agents at all.

If you try to shoot rapid fire with them, they spray in all directions, although Yes they do tend to hit due to homing IF you are not anywhere near walls or cover :P

 

I find the Only way to use these is to set them to Aimed mode like ALLLLL my weapons are, Except Marsec Machines, they use Snap shot ^^'

 

I have to go with NKF on this one. I used to use the minilauncher against cloaked skeletoids all the time. They never missed. The same goes for heavy launcher missiles - cloaks don't work on them. Which is odd.

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I've always believed that cloaks work the same way smoke works, by reducing visibility. If you can see the enemy unit, even though it's slightly blurred, it can be fired on just as if it were not carrying the cloak. Just as it is with smoke, if you were to hit an invisible enemy unit with a bullet from any distance, they'll appear and you can be targeted normally.

 

However, I could be wrong. If it does affect firing accuracy, the penalty will probably only work on the bullet at the moment it leaves the gun. With rockets, because they're guided, this doesn't influence them very much if at all.

 

- NKF

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Aiki, I said that they do indeed hit their targets, the thing is about Skelitoids, they tend to not be near tunnels, they are Designed for the air.

 

Tunnels with Rapid fire is the danger zones for sure, I can tell you that.

 

But if you think about it, Would you REALLY want to leave it up to the computer to do ALL the work when you are dealing with a heavy explosive that could kill you?

 

I know *I* wouldnt shoot into the air.. :P

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