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Fighting The Tasoth Menace


Mustang

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:Brickwall: I am having trouble fighting off the hordes of Tasoths that litter the ground eventually, I lose at least 4 men a batlle and it takes forever to kill them (not even touching stunning them) although, half the time my sonic cannons stun them and they seem to be strong against sonic pulsars. Help.

 

 

 

:Pepper:

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Tasoth are much easier to deal with than the lobsterman in pure combat. The only thing that the Tasoth really excels at is having a lot of health. Plus its mind abilities, but that's just the icing on top of the cake. The lowest weapons I've managed to kill them with are the gas cannon and gauss pistol (from the back). You simply cannot do that with the lobstermen.

 

If you just want to wipe them out quickly, thermal shok launchers can even up the odds tremendously. Blast them to bits, and if they're not down, shoot them with a sonic cannon. Then kill them with a grenade (move the sonic cannon and clips if you want to save it - the pulsers will survive and the body will survive at least one blast)

 

Multiple sonic pulsers, which are quite efficient when used against lobstermen, are also a good idea.

 

If you're having trouble with the mind control, it might be a good idea to be selective with the soldiers you send out to fight the tasoth.

 

And if you want to be even more efficient with your weapons, do not attack them from the front. Try and hit their sides or rear to increase your maximum damage.

 

I know it's easier said than done.

 

- NKF

Edited by NKF
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yes, i fought them on a cruise ship missions, killed 2 and a biodrone, next turn my guy with the heavy guass got mind controlled, and some guy with a sonic cannon got mind controlled, and yes, everyone was still in the triton...
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Ouch. Tasoths are real tough (my first time against them was a couple hours ago, colony attack). I usually can get 3-4 people within range, though, and even a Tasoth can't withstand a Gauss Rifle and 3 Sonic Blasta Rifles.
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on veteran behind railings on a cruise ship they can... in fact, gauss rifles barely do any damage to them. It takes me an average of 2-3 hits from a sonic cannon to kill a tasoth, i don't remember with blasta rifle and gauss cannon... either way, i'm abandoning the terror mission, i need psi before i can fight them
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on veteran behind railings on a cruise ship they can... in fact, gauss rifles barely do any damage to them.  It takes me an average of 2-3 hits from a sonic cannon to kill a tasoth, i don't remember with blasta rifle and gauss cannon... either way, i'm abandoning the terror mission, i need psi before i can fight them

You can't get psi unless you capture a Tasoth Commander. I just recieved psi and discovered the love to group up (especially in bases) and so I can fight them off for a while but still need something that packs more of a punch other than sonic cannons and sonic pulsars.

 

I would also like to announce that I am continuing the forum members in tftd game once my internet is taken from my PS2 and connected back to my computer.

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I said veteran tsereve..

 

an no mustang, remember, the tasoth commander is the one that cheats

any tasoth and an aquatoid commander or leader i think, but NO tasoth commander

 

also, how come mods can't edit posts anymore :crying:

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Isn't it any terrorist that gives you the MC tech, but you need MC Reader in stores before you research MC so you get MC Disruptor?

 

Damn, years I've been playing this game, by now these should be smt close to my name among my memory...

Thats right!

 

 

So :NyaNyaNya: blehm

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Yes, you only need a live terrorist to give you the M.C.-Lab, the MOST important tool for fighting Tasoth - psionic defence is more important than psionic offence. The M. C. disrupter's just the icing on the cake.

 

To actually get the M.C. Disrupter, you need to have had the M. C. Reader in the research base before completing research on the M.C.-Lab. Once you've researched the M.C. Reader, any live tasoth will give you the M.C. Disrupter.

 

As I said, only the M.C.-Lab is necessary for fighting tasoth. It reveals your M.C.Strength. As you can get it early in the game (with the Deep Ones and calcinites, mainly), you should allow yourself plenty of time to seive your soldiers for the inevitable appearance of the Tasoth.

 

So once they cannot mind control or panic you anymore, they're nothing more than weaker versions of the lobstermen without the lobstermen's awesome damage reduction.

 

- NKF

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The only problem is, I almost never get Terror Sites. Now, in UFO, I'd relish this. However, live aliens (particularly terrorists) is so important to TFTD, that it's seriously annoying me. Imagine fighting Sonic Cannon-totin' Lobsters without armor/MC.
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Yes, you only need a live terrorist to give you the M.C.-Lab, the MOST important tool for fighting Tasoth - psionic defence is more important than psionic offence. The M. C. disrupter's just the icing on the cake.

 

To actually get the M.C. Disrupter, you need to have had the M. C. Reader in the research base before completing research on the M.C.-Lab. Once you've researched the M.C. Reader, any live tasoth will give you the M.C. Disrupter.

 

As I said, only the M.C.-Lab is necessary for fighting tasoth. It reveals your M.C.Strength. As you can get it early in the game (with the Deep Ones and calcinites, mainly), you should allow yourself plenty of time to seive your soldiers for the inevitable appearance of the Tasoth.

 

So once they cannot mind control or panic you anymore, they're nothing more than weaker versions of the lobstermen without the lobstermen's awesome damage reduction.

 

- NKF

So I need to fire my best soldiers? :noway:

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Have two bases: One with Elite Soldiers w/o psi, another with your psi experts. Once you get the thing-that-tells-you-ship-type-mission-and-race, it's just a matter of making good decisions about which team to send out.
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Yes, have them reassigned, and then phase them out as your other soldiers start to surpass them.

 

The real trick is getting into the mentality where every soldier is a good soldier.

 

- NKF

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Yes, have them reassigned, and then phase them out as your other soldiers start to surpass them.

 

The real trick is getting into the mentality where every soldier is a good soldier.

 

- NKF

Not my rookie with 20 TUs and less in every stat and like 10 strength and bravery

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Well, weak stats can be trained or worked around - M.C Strength cannot be improved. Even a crippled soldier like that, as painful as the training process may seem, can eventually turn into a super soldier with a bit of persistence. Better to have a rookie impervious to mind control than a veteran under alien control right at the start of the mission.

 

A soldier weak in any particular area may be strong in others. But the decision, as always, is still yours to make.

 

A soldier with those stats can actually make a fine sniper, if given a light weapon and the terrain is right. But if everyone on the team's like that, then there's no hope at all. ;)

 

- NKF

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Well, weak stats can be trained or worked around - M.C Strength cannot be improved. Even a crippled soldier like that, as painful as the training process may seem, can eventually turn into a super soldier with a bit of persistence. Better to have a rookie impervious to mind control than a veteran under alien control right at the start of the mission.

 

A soldier weak in any particular area may be strong in others. But the decision, as always, is still yours to make.

 

A soldier with those stats can actually make a fine sniper, if given a light weapon and the terrain is right. But if everyone on the team's like that, then there's no hope at all. ;)

 

- NKF

How long have you played X-Com?

This is really good :Pepper:

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Never doubt the Etherial-PistolGuru-XComConnoisseur, NKF!

 

Better to have a rookie impervious to mind control than a veteran under alien control right at the start of the mission.

 

Of course, a rookie under mind control would be less dangerous than an experienced colonal.

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you spelled colonel wrong tsereve :rolleyes:

yes, you should have two teams though

 

one team has a bunch of letters to symbolize they can't use MC for crap (i.e. NKF's strategy to used jkflkdjelkflksa and such, or just end their name in ssss or something) and the others normal

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To actually get the M.C. Disrupter, you need to have had the M. C. Reader in the research base before completing research on the M.C.-Lab. Once you've researched the M.C. Reader, any live tasoth will give you the M.C. Disrupter.

- NKF

What version of TFTD do you have? In mine (v. 1.2) I really need a Tasoth Squad Leader, a Tasoth Soldier is not good enough.

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I've updated it with the TFTD v2.0 patch. But as far as I can remember, even back when I was using an unpatched version, all I needed was any plain old Tasoth to get the M.C. Disrupter after getting the M.C. Reader.

 

- NKF

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I've updated it with the TFTD v2.0 patch. But as far as I can remember, even back when I was using an unpatched version, all I needed was any plain old Tasoth to get the M.C. Disrupter after getting the M.C. Reader.

 

- NKF

So how do you think we can solve this problem? I guess I can start a fresh game, change the research.dat file to get an M.C.Lab project, an M.C.Reader project, a Tasoth Squad Leader project and a Tasoth Soldier project and see what's really required and what is not. I hope I'll have time tonight for a quick test. How about you?

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I actually have a test research game all ready to go with quite a lot of research topics at my disposal (basically the game I used to put together my bug avoidance guide), but unfortunately due to lack of foresight on my part in trying to introduce X-Com to yet another hapless player just before I migrated to a new country, I no longer have any means of performing a fresh install of TFTD (no, I'd rather not download a copy off the net).

 

So I can only run a test on the V2 game with the beta geoscape update unless I can find an old copy in the bargain bins somewhere. I'm going to have to rely on those with older copies to gather this information.

 

My recommendation is to add a live deep one/calcinite to containment, your two Tasoths, a M.C. reader and then run through the experiment as you normally would rather than edit the lab into research.dat. It'll lessen the chance of any unexpected foul ups.

 

If you've got an old version of the game, perhaps you could help run an experiment for me as well. I want to know exactly what you need to get Mag. Ion Armour. From my recollection, Ion Armour was not compulsory, but magnetic navigation was (in older version of the game, you could only get it from a lobsterman navigator)

 

Finally, if you can get a tasoth commander to show up on the research list, could you post a screenshot? 'tis an odd request, I know, but it's just for reassurance that my mind is not as patchy as I think it is. :)

 

- NKF

Edited by NKF
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My recommendation is to add a live deep one/calcinite to containment, your two Tasoths, a M.C. reader and then run through the experiment as you normally would rather than edit the lab into research.dat. It'll lessen the chance of any unexpected foul ups.

 

If you've got an old version of the game, perhaps you could help run an experiment for me as well. I want to know exactly what you need to get Mag. Ion Armour. From my recollection, Ion Armour was not compulsory, but magnetic navigation was (in older version of the game, you could only get it from a lobsterman navigator)

 

Finally, if you can get a tasoth commander to show up on the research list, could you post a screenshot? 'tis an odd request, I know, but it's just for reassurance that my mind is not as patchy as I think it is. :)

 

- NKF

 

Aaaaa :cussing: .... to my big shame, while I was starting the experiment, I realized I don't know yet how to add live aliens into inventory. I know how to add an alien containtment, how to add corpses, how to reduce research times (dramatically), how to add new projects, but I don't have the slightest clue how to add live aliens. I don't have a savegame to do it the normal way, unfortunately. But I can remember I researched Tasoth Soldiers before, but no disruptor from this.

For Magnetic Ion Armor I need to research Magnetic Navigation and Ion Beam Accelerator, but you need a lobsterman navigator, which appears late in the game.

I put once all available research projects in a game, but none was a Tasoth Commander project, so I can't help you here either

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I actually have a test research game all ready to go with quite a lot of research topics at my disposal (basically the game I used to put together my bug avoidance guide), but unfortunately due to lack of foresight on my part in trying to introduce X-Com to yet another hapless player just before I migrated to a new country, I no longer have any means of performing a fresh install of TFTD (no, I'd rather not download a copy off the net).

 

So I can only run a test on the V2 game with the beta geoscape update unless I can find an old copy in the bargain bins somewhere. I'm going to have to rely on those with older copies to gather this information.

 

My recommendation is to add a live deep one/calcinite to containment, your two Tasoths, a M.C. reader and then run through the experiment as you normally would rather than edit the lab into research.dat. It'll lessen the chance of any unexpected foul ups.

 

If you've got an old version of the game, perhaps you could help run an experiment for me as well. I want to know exactly what you need to get Mag. Ion Armour. From my recollection, Ion Armour was not compulsory, but magnetic navigation was (in older version of the game, you could only get it from a lobsterman navigator)

 

Finally, if you can get a tasoth commander to show up on the research list, could you post a screenshot? 'tis an odd request, I know, but it's just for reassurance that my mind is not as patchy as I think it is. :)

 

- NKF

Blows dust off of "Prima's Official Strategy Guide for X-Com: Terror From the Deep"

Yes I have for #1 too ::

Research trees....

Ah! Yes! To get mag. ion armor:

Deep one corpse

aqua plastics

plastic aqua armor

live deep one

Ion beam accelerators

Ion armor

Magnetic Navigation

and then,

MAGNETIC ION ARMOR :D

 

and yes I do have an old version to run tests for you along iwth this strategy guide

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Ah! Yes! To get mag. ion armor:

Deep one corpse

aqua plastics

plastic aqua armor

live deep one

Ion beam accelerators

Ion armor

Magnetic Navigation

and then,

MAGNETIC ION ARMOR :D

See if you get Magnetic Ion Armor just by researching Ion Beam Accelerator and Magnetic Navigation.

But the real problem was if after getting an M.C.Reader you need a Tasoth Squad Leader for M.C.Disruptor or even a Tasoth Soldier will do.

So, can you answer this for us, please?

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Have you tried the X-Com 2 Multi editor 2 or as it is normally abbreviated 'xc2me2'? Try googling for that. I recall that I used it for adding aliens into containment quite a while ago.

 

The CWE editor for TFTD has a nifty containment editor as well.

 

Alternately, try posting your test game to the savegame forum for a bit of help.

 

Regarding the Mag. Ion Armour - what I recall from the old days is completely skipping Ion Armour and getting Mag. Ion Armour by simply getting Magnetic Navigation. Try getting Magnetic Navigation before getting Ion Beam Accelerators and the plastic aqua armour, then get those and see which one brings the mag. ion armour up for research.

 

- NKF

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The CWE editor for TFTD has a nifty containment editor as well.

 

Regarding the Mag. Ion Armour - what I recall from the old days is completely skipping Ion Armour and getting Mag. Ion Armour by simply getting Magnetic Navigation. Try getting Magnetic Navigation before getting Ion Beam Accelerators and the plastic aqua armour, then get those and see which one brings the mag. ion armour up for research.

 

- NKF

 

I installed CWE and it seemed to work fine until I tried to edit what's in the alien containtment. It gave the "no valid alien containtment information" message. I tried the second savegame, nothing. Third, fourth. Of course, I was frustrated. In the morning I tried them all and the last one finally worked. Unfortunately I had to leave for work.

So now I have what I need for the test, hopefully I'll find some time for it soon. How about you, can you test your game with CWE? Of course, I just made a copy of the game in another directory, so no file will be in danger. CWE is on Xcomufo webpage for downloads for TFTD, so I guess is safe enough.

About Mag. Ion Armor, we were never in disagreement, you need just Magnetic Navigation and Ion Beam Accelerator projects.

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I just had to clarify.

 

I've already tested CWE on my copy and it works fine. Also got the M.C. Disrupter right away when I tested a tasoth soldier after getting the M.C. Reader.

 

I even added a Tasoth commander but it won't show up for research. This is with the v2.0 patch and beta geoscape update.

 

- NKF

Edited by NKF
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I've already tested CWE on my copy and it works fine. Also got the M.C. Disrupter right away when I tested a tasoth soldier after getting the M.C. Reader.

- NKF

 

After preparing the game (game_1.rar) I researched the following:

Deep One Terrorist

M.C.Lab

M.C.Reader

Tasoth Soldier

and to my big surprise, a Tasoth Soldier was enough. Wow, now I'm convinced.

Now, why would I believe all this long time I need a Tasoth Squad Leader and not a lousy soldier?

I guess that if you take a look in game_7.rar, you'll see I already stunned two Tasoth Soldiers with my soldiers. In my version, if I leave the scene with my pray, they're considered dead. I tried lots of things, nothing worked, they're killed by the game.

If you load game_8.rar and you freeze a Tasoth Squad Leader instead, it will be available for research if you leave with it.

I guess in the past I was going to a base, freeze a tasoth and run. Since my version seems to have this bug, nothing worked but a Tasoth Squad Leader. It's an explanation, but not an excuse, I should have known this by now.

Also in game_1.rar, researching just Ion Beam Accelerator, LobsterMan Navigator then Magnetic Navigation gives me directly Magnetic Ion Armor. For easiness I made all research projects to require just 5 to 10 researcher-days.

GAME_1.RAR

GAME_7.RAR

GAME_8.RAR

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I guess that if you take a look in game_7.rar, you'll see I already stunned two Tasoth Soldiers with my soldiers. In my version, if I leave the scene with my pray, they're considered dead. I tried lots of things, nothing worked, they're killed by the game.

If you load game_8.rar and you freeze a Tasoth Squad Leader instead, it will be available for research if you leave with it.

I guess in the past I was going to a base, freeze a tasoth and run. Since my version seems to have this bug, nothing worked but a Tasoth Squad Leader. It's an explanation, but not an excuse, I should have known this by now.

 

I guess nobody cares about this bug. Nobody noticed it before? :blink:

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It's not that this bug hasn't been noticed before. It's just that there are no explanations for it, or any easy in-game solutions. The worst is when it happens to Lobsterman Commanders.

 

The game just tends to get buggy(pun?) from time to time, is all.

 

- NKF

Edited by NKF
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  • 2 months later...

I pulled out my old copy of TFTD and started playing again. It's been a while but I seem to recall that by researching tons of live Lobsterman Technicians (I think it was Technicians) you will eventually pick up all the research you've missed in the past due to research bugs. No idea why, but it has always done it for me in the past.

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Their armor is weaker at their bottom so on first two difficulty levels they do not survive one pulsar exploding under their legs. At the 2nd level of artifact sites you can go to 2nd level and prime sonic grenade, next turn you move down and look around. They can not fire as you did not move on their level. throw pulsar and go back. Repeat if necessuary. AI does not come to the lift too close.

 

IMHO lobstermen, triscenes and tentaculats are much more difficult to deal with.

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  • 6 months later...
Tasoth's are fun. They're the only alien race that reliably panicks if you kill enough of them. Sonic cannons can kill them most of the time, unlike lobstermen who you've got to shoot three times or more.
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  • 2 weeks later...

Once I was setting my soldiers accuracy at very high values and the weapon itself at 255 and to my surprise, my soldier was missing a lot.

When I read the description for Tasoth, I have the impression they will never panick, but it might be that they set the numbers too high and the result exceeds 255, wrapping to low values (just a guess)

Edited by dan2
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  • 1 year later...

In my games there's never a single tasoth mission where they don't panic. Sometimes they may panick out of your vision, so you don't get a notice. But when you find them later on, you see they dropped their weapon.

 

Maybe you tend to play on superhuman? In the early days I always played on the easiest setting. Then I switched to veteran games. But in both instances, they frequently panick, while with the other aliens, its a very rare occurence. A few aquatoids may panick near the end of a colony mission (phase 1)... Occasionally one gill man will panick in a dreadnought after I killed all the rest.

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But what you say - I'd rather have to fight Mr.Crab? rather than tasoths - but I've found them to be easyer to fight in combat (and not hide & seek). Another possibility is to give all your soldiers a primed grenade, and spread them oout - if they panic...
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