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Teleporting patrols have a nasty habit of porting directly into the fray in my current impossible game ![]() Sectopods does it nearly every time I meet them, but mutons/muton elites does it too. Had a terror mission with 2 sectopods, a cyberdisc, 2 mutons, a berserker and 6 drones active at once. The next ufo crash site activated 9 muton elites, 2 mutons and a berserker. My two heavies with fusion launchers and an ITZ sniper saved the day twice - barely
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| # ? May 23, 2013 23:34 |
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| # ? May 24, 2013 21:40 |
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How do you guys like to deal with Abductor and Supply Ships? Abductors, I like to clear their loading bay section using a squad sight sniper set up on the rock ridge out in the distance. You can take hard cover and spot on the corner of the ship, and you can always use the soft cover + smoke if you want to approach the little stasis units. Afterwards, I like to take the roof (and its hard cover) and drop down on one of the power sources and use that to breach the surgery bay. Unfortunately, there's only one entrance to the bridge, so everyone just bumrushes it. Supply ships, you start on either the bridge side or the hangar side. But they're sealed from one another so they can be taken independently. I never go down the middle of the hangar, it looks like a deathtrap of intercrossing fire. I usually take the roof of the hangar clear it, and then drop down on one side of it, and works from the hard cover doors. I've tried breaching from both sides, but then I usually get defeated in detail every time that happens and forced to retreat to the roof again, leaving an angry activated pack roaming around somewhere. For the middle warehouse section, I've had alot of luck using the roof of the hangar section as a place to plonk squadsighters to fire down the middle of the ship, and use the roof for concealment so I can push my people close enough to flank. I've actually been thinking (but never had a chance because I haven't played for a while) of taking the middle warehouse first, that way I can double back into the killing zone that is the hangar and use the 3 doors as hard cover. The bridge, of course, is easy, because it's a small room with 4 entrances and you can breach them perpendicularly and start flanking.
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| # ? May 23, 2013 23:36 |
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OGS-Remix posted:Aliens don't call for help, you just had an unusually cramped spawn/patrol pattern. It was the open end, that's why it was weird to see the Sectoid Commanders there. I was playing on classic. It would be kind of cool if leader types could call in reinforcements. They are leaders and they are psychic, they should have both the authority and the ability to command nearby troops. You'd need to one-shot leaders, or else pick off everyone else and do the leaders last.
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| # ? May 24, 2013 02:14 |
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Lima posted:Teleporting patrols have a nasty habit of porting directly into the fray in my current impossible game I've noticed it gets more frequent now that I'm scouting ahead using a ghosted support with sprint. I'll see their health bars, but they won't "activate" and teleport around the map each turn. And as soon as I run into another engagement they usually pour out of the woodwork. Actually makes for some really easy captures now that I'm running two shotgun assaults with psyonic capabilities.
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| # ? May 24, 2013 02:56 |
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Angela Christine posted:It was the open end, that's why it was weird to see the Sectoid Commanders there. I was playing on classic. The Sectoid Commander alien is really just a holdover from UFO Defense, where, as we were talking about before, there were a bunch of different classes inside each alien race. Most didn't matter, they were Medics, Soldiers, Navigators, etc and it made absolutely no difference between them, other what you'd get out of them during an interrogation. The one big difference was the Sectoids. Leader and Commander class Sectoids were psychic, while the other classes were not. Psychic power was just as powerful if not more so in UFO Defense, so your punk enemies suddenly becoming psychic was a BIG DEAL. It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base.
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| # ? May 24, 2013 04:52 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Eh, it's the same naming scheme that leads to Xcom operating a 6-Colonel death squad.
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| # ? May 24, 2013 12:00 |
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nimby posted:Eh, it's the same naming scheme that leads to Xcom operating a 6-Colonel death squad.
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| # ? May 24, 2013 13:02 |
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Given the general damage and police cars in the area of many abduction missions, I suspect that the ones on the map are the ones the police or military couldn't handle before they were wiped out or retreated. After all, if you spray enough bullets at a floater they'll go down eventually. I like to think that when we discover a pack, we catch them while they're helping a dude patch up and shooting the poo poo while help arrives to pick them up (they clearly don't have a way to go anywhere given they show up in those pod things).
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| # ? May 24, 2013 13:11 |
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How do abductions work anyway? Do they send out drop pods filled with aliens packed in like sardines or something? And another set of pods that spray green web gas that immobilises all humans in the vicinity? And then they wait for pickup from an abductor ship?
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| # ? May 24, 2013 13:22 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Or gently caress it, replace the Commanders with Tasoths.
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| # ? May 24, 2013 13:24 |
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| # ? May 24, 2013 21:40 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Eh, I just assume they are commanding the ship. They replace outsiders, and are replaced by etherials. Outsiders could very well be an autopilot or remote control for a ship, controlled by the commander+gadget in the base. Once we take out the base the outsider antennas don't work anymore, so every ship needs a living commander/pilot/navigator guy. I'm not sure why regular sectoids and thin men aren't capable of being ship Captains though. Interrogating a Thin Man reveals that they are especially good at navigation. Maybe the aliens don't use radio, so high command can only communicate with individual ships if they have a telepath or a functioning Outsider crystal on board.
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| # ? May 24, 2013 21:34 |












