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Thread: Help wanted: X-Com UFO Defense

  1. #31
    World's End Supernova
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    I like grenades, especially if you're trying to kill an alien on a second floor. Just blow it up beneath them and they'll take fall damage.

    Quote Originally Posted by Kemper Boyd View Post
    Dang. Fucking aliens attacked my base mid-way through the first month! Xcom wiped from the face of the Earth.
    I didn't even know this was possible. Is this on a harder difficulty setting?

  2. #32
    Hustle
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    Surprised the hell out of me. I was only on the 2nd difficulty level. Base in northern Italy with tons of early activity - I had already had 4 encounters. Suddenly there is a very large UFO flying over and so I figured that I could just leave it alone and not waste two very under powered interceptor on it. Bastard lands right on my base and my seven hapless guys put up the good fight for a bit before complete destruction. Actually kind of cool since it was so early and I didn't lose much.

    Sent from my PC36100 using Tapatalk

  3. #33
    Neo Acoustic
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    That is very unusual to have such an early base attack on such a low difficult.

  4. #34
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    Quote Originally Posted by Strollen View Post
    That is very unusual to have such an early base attack on such a low difficult.
    My best guess is that I just happened to place my base very close to an alien base and they got sick of me shooting down all of their ships and stealing their stuff.

  5. #35
    motmot intention How To Go
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    Quote Originally Posted by Pogo View Post
    I like grenades, especially if you're trying to kill an alien on a second floor. Just blow it up beneath them and they'll take fall damage.



    I didn't even know this was possible. Is this on a harder difficulty setting?
    I didn't know this was possible. You've actually seen aliens fall? I have never seen anything fall after a roof / ceiling / floor was destroyed. I thought it was a feature added in XCom 3.

  6. #36
    Social Worker
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    base attacks wipeing you out early and aliens falling through blown up structures beneath them are all there in X-com.

    The first is unusal on low difficulties, but i have had it happen a few times (probably being too close to an alien base as kemper mentions). The second is hard to see, in all the fire and smoke on screen you can miss it happening. I didn't know it caused actual damage though (but it would make sense, does that mean your guys take fall damage also?).

  7. #37
    Spinning Toe
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    Lots of really good advice in here, so I'll add a couple minor things:

    I assume you've figured it out already, but your soldiers don't need to see an alien to shoot them. So move one person forward and let you other soldiers stay a bit back and shoot from range. This is key particularly once you start developing some better soldiers. Keep the valuable guys back hitting from a distance to protect themselves and morale.

    Research plasma rifles as soon as you can, they are awesome. As the mission is ending, try and pick up and eject the clips from any alien plasma rifles paying around. It will help with your ammo status.

  8. #38
    Goodluck!!
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    Quote Originally Posted by ElGuapo View Post
    4 guys armed with rocket launchers and carrying backup ammo is much cheaper than a tank, and you can fit all four in the Skyranger in place of one tank.
    Soldiers require a monthly fee (salary) and also have morale. Tanks just drive out and if people die or they come under fire, they will not panic.

  9. #39
    Hustle
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    Quote Originally Posted by Lantz View Post
    As the mission is ending, try and pick up and eject the clips from any alien plasma rifles paying around. It will help with your ammo status.
    Okay, really stupid question time...

    How the heck do you unload guns?!?

    Nothing seems to happen when I click on the button that looks like a clip popping out of a rifle. Is that not the right button? Very frustrating as I have moved on to heavy plasmas and I would love to be able to save my partially used clips at the end of the missions.

  10. #40
    New Romantic
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    Drag your weapon to the button. Totally counter intuitive.

  11. #41
    Spinning Toe
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    Quote Originally Posted by Lantz View Post
    ....As the mission is ending, try and pick up and eject the clips from any alien plasma rifles paying around. It will help with your ammo status.
    Don't just take the ammo, take the plasma rifles as well. If you have any leftover after equipping your squads, you can sell them.

  12. #42
    Spinning Toe
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    Quote Originally Posted by Greybriar View Post
    Don't just take the ammo, take the plasma rifles as well. If you have any leftover after equipping your squads, you can sell them.
    Yeah, of course take those too. I just meant that it's not obvious that you need to eject clips to keep them.

  13. #43
    motmot intention How To Go
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    I love the sound that clips make when you load/unload them. I kinda wish they'd keep that.

  14. #44
    World's End Supernova
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    Quote Originally Posted by Zak Gordon View Post
    The second is hard to see, in all the fire and smoke on screen you can miss it happening. I didn't know it caused actual damage though (but it would make sense, does that mean your guys take fall damage also?).
    I suppose I'm not 100% on whether damage actually occurs from the fall. It was in my experience that falling aliens survived explosions less frequently than when hit by the blast radius of a grenade.

  15. #45
    Hustle
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    Okay, I just found an Antarctic alien base fairly early on. How safe is it to leave it alone for now. I tried to dive in with a 12 person team and had a pretty hard time - mostly due to psionic attacks. Maybe go back and bolster my troops with a couple of rocket tanks?

  16. #46
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    Quote Originally Posted by Kemper Boyd View Post
    Okay, I just found an Antarctic alien base fairly early on. How safe is it to leave it alone for now. I tried to dive in with a 12 person team and had a pretty hard time - mostly due to psionic attacks. Maybe go back and bolster my troops with a couple of rocket tanks?
    Without Plasma Rifles and armor I wouldn't raid the base just yet.
    But knowing where it is can be a tremendous boon. Take out the supply ships and treat it as the gift that keeps on giving.

  17. #47
    New Romantic
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    So for base defense, you know about redesigning your base layout, right? There's a mod that starts your base in a better configuration, but if done manually, you should relocate your hangars and use the access lift as a chokepoint.

    I always keep ~20 proximity grenades on hand for base defense purposes. Basically, I line up in the hallway near the access lift and chuck proximity grenades at the intersection. Er, don't thrown them all at once; wait for the first couple to explode, and then deploy new ones as needed. Also avoid the temptation to cluster your squad together, because the aliens sometimes bring blaster bombs.

  18. #48
    New Romantic
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    Quote Originally Posted by Alan Au View Post
    So for base defense, you know about redesigning your base layout, right? There's a mod that starts your base in a better configuration, but if done manually, you should relocate your hangars and use the access lift as a chokepoint.
    http://gamerationy.com/reviews/pc/xc...BaseLayout.jpg

  19. #49
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    Quote Originally Posted by Woolen Horde View Post
    The UFOpaedia has an excellent Base Layout Strategy article .

  20. #50
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    Yeah a super important extra layer of tactical loveliness for the long game. I'm sad the base has become a mere eye-candy piece in the new X-com, as it was in the original game (and the use of more than one) it opened a whole heap of strategic goodness you could mess around with (this base is recon-base for finding all the alien bases, this one is for manufacturing etc).

    I really hate the dumbing down we do in games currently, we are just going to raise a bunch of 'consumer kids' rather than critical thinkers.

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