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Lima
Jun 17, 2012


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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Phobophilia
Apr 26, 2008

Suffer this Terrible curse!


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.

Angela Christine
Oct 4, 2008

LIL CUTIES


OGS-Remix posted:

Aliens don't call for help, you just had an unusually cramped spawn/patrol pattern.

Abductors are prone to this since there are usually aliens both inside the bridge and the room directly outside. If you landed on a map where you start closer to the bridge rather then the open end, you can run into 2-3 packs immediately.

17 aliens is kind of though, I don't think I ever ran into that many even on impossible in an abductor.

Edit: UFOpedia says you can have 5 packs + 2 leader units, so that would be 17 at max.

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.

fennesz
Dec 29, 2008



Lima posted:

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.

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.

Coolguye
Jul 6, 2011

For I am your incredibly strong elf chapter master!

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.


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.

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.

nimby
Nov 4, 2009

The pinnacle of cloud computing.

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.

RoadCrewWorker
Nov 19, 2007

camels aren't so great


nimby posted:

Eh, it's the same naming scheme that leads to Xcom operating a 6-Colonel death squad.
A perfectly sensible scheme considering the aliens decide to "abduct" or "invade" "high priority targets" on Earth with around 10-20 aliens at a time.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll

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).

Phobophilia
Apr 26, 2008

Suffer this Terrible curse!


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?

Cythereal
Nov 8, 2009

Not one of the more complicated characters I've ever role-played over the years, honestly, but fun nevertheless.

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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Angela Christine
Oct 4, 2008

LIL CUTIES


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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