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TheMeTaLMonkey

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Everything posted by TheMeTaLMonkey

  1. HI, There is a post in the general xcom discussion called Randomness vs Canniness. It explains a lot although I am unsure if this is exactly how it works . I would link to it but I failed miserably :(
  2. Ok managed to complete this eventually, No casualties but a lot of injuries though. Very much a trial and error process. 36 Aliens in all .It was a case of reloading a lot and getting those crucial shots to hit when needed. Executioner on 1 of my infantry really helped a lot with the big aliens cyber discs and big daddy outsider . I don't mind save reloading this time around as it is my first play through on Classic. , but I will know for future what to expect.
  3. Landed Supply Barge, Ok don't flame me I have been Save scumming like a b**tch on this one. The Squad Engineer - Laser Sniper -Standard rifle Rocketeer - Battle Rifle Infantry - Laser Assault -Laser Medic - Battle Rifle Enemies Known So Far: 2 x Cyber Discs 10 x drones 4 x Floaters 5 x Outsiders 1 x Outsider Daddy 4 x Stealth squid thingy's 2 x Thin Men The Problem is not about the Aliens as I could engage them in small groups . My issue is with the level. The supply barge is slap bang in the middle of a Lake with absolutely no Cover on either its flanks no trees nothing at all. This forces the engagement to happen in or on the Supply Barge. I am struggling to find a strategy . The roof seems to be the way to go but after a while of taking down Cyberdiscs . The Outsiders decide to join the party on the roof and things get interesting really fast . I am tempted to reload from the Geoscape screen but I think it would give me the same level but a different starting location which I don't think would help much. Might have to turn tail and run which would be a first :(
  4. Hi i64man, I believe this is a time thing. Aiming for all Soldiers is bad to start with . Once they reach Lcpl and above you start to get higher percentage to hit . I believe it could be changed in an ini file somewhere. Also in the early missions you can equip Assault carbines which are more accurate but have less damage. The laser sight will also help. I am not sure whether you changed any of the Second Wave options, there is one in there which basically gives you better percentage depending on the angle and distance to the target . I always use this as it makes for a more tactical game with trying to get better position for a shot
  5. HI, Thanks for the Link, interesting read! I think a prevention to save scumming would be to add an additional 5% 10% 15% to the aliens aim each time an AutoSave is reloaded for the remainder of the mission . Or you can restart the mission Personally I don't mind starting the mission again If I need to reload. I don't back away from hard fights or overwhelming numbers it just that occasional point blank 100% shot that misses or does no damage whatsoever that makes you shout BS and I reload the entire mission. Sometimes the randomness of LW works in your favour, for example; I accidently triggered a pod of 4 chrysalides which charged all in a conga line towards me, I just blasted them with AP grenades. ( I wasn't going to save scum for the Aliens sake then :smile: )
  6. Maybe add an armoury location that you can get to ? at least it might add another dynamic to the base attack
  7. HI Nexus, Just a quick thank you for creating this mod . It made me want to play XCOM again. One of the highlights of my Classic game so far was with my C team . Just a general mission, all was going perfectly; killed a floater pack of 3, got both meld points, entered a building which spawn 8 units 4 floater and 4 sectoid. The battle was immense , losing two soldiers that got hit and went down injured needing stabilising (I haven't got revive yet) The battle wheeled in advantage to the aliens . I had to change tact , mission was now to stabilise the 2 downed soldiers . Taking the long route I managed to stabilise one soldier before that soldier got hit going down for another injury. This was due to a Floater with covering fire perk (OMG didn't know they could have it, but loving that change). I managed to stabilise the soldier in a couple of turns, and defeat the rest of the aliens without too much hassle. I did lose the first downed soldier but he was a rookie and just clearly wasn't cut out for my C team. Shame as he did take one out before he bought it , but that's XCOM In a nutshell this game is no longer find full cover, over watch rinse and repeat . The Aliens used to have to adapt to me but now its a tug of war changing tact , grappling for best positions and taking a few risks along the way. Much more enjoyable. I have read that the Outsider is difficult but I haven't noticed too much of a change there yet . I think I met him on my 3rd mission , I still had a pack out on the field as well as the outsider his hit ratio wasn't as bad as I thought it would be, no instant death as reported by other people so far. It was more of a flanking him situation as the Outsider definitely didn't want to be flanked kept moving about a lot and regenerating. I am sure we will meet again and he will be stronger or there will be 2 of them . But I know I will also be stronger as well , Carapace and Laser weapons soon to be researched . bring it on XCOM. P.S First country to leave was the US . I guess this is were the main alien base is? Oh and one thing I am still not a fan of is the base layout. although that's more of a game thing. I liked a bit of micromanagement back in the original. Like ordering Scientist and engineers etc. and also designing my base . Who knows maybe a mod will come out or a DLC which will just recreate the original with the new graphics and my auto shot which would hit first ceiling then floor before planting a shot right between the sectoids eyes - lol thanks again
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