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Old 10-03-2005, 05:59 PM   #1
Jman4117
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It would be nearly impossible to kill the Sectopods though...
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Old 10-03-2005, 07:12 PM   #2
Lizard
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Quote:
Originally posted by Jman4117@Mar 10 2005, 07:59 PM
It would be nearly impossible to kill the Sectopods though...
I dunno.I think it would be possible but damn hard.It is a reason to finally use Earth heavy weapons...I love them but they become too fast obsolete
I think in the end of the game(in this challenge) you would use only them...
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Old 10-03-2005, 08:05 PM   #3
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hey guys, I'm having some trouble here...
i read the first 6-9 pages and others had the same problem, but no solution was really discussed

i run the game in windows xp(i try to run it in dosbox but it says dosbox cannot run this game)

everything is fine until i try and land my troops. the game crashes. i have no other programs running in windows aside from xcom

any ideas?
                       
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Old 10-03-2005, 08:31 PM   #4
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If you mean you cant land your troops as in it crashes as soon as you press the accept mission button when your skyranger is parked there the I have a solution.

Try downloading UFO from Home of the Underdog (link is around between 2-6 pages back i think). It should work fine but just with a few randon errors which cause the gane to shut down, but they seem to occur less as you play more.

Otherwise i dont really know the problem that much, it only seems to affect some users (me ).




And Lizard, earth's heavy weapons dont become obsolete quick, i mean late in the game i still use the autocannon with HE/AP rounds and they rocket launcher with large rockets.

I know the blaster bomb makes rockets pretty obsolete with thier improved range and firepower, but its great to just fire from A-B with a large rocket, also useful in terror misions when its not the best idea to blow up the whole building justincase civs are there.

The HE autocannon is usefull in base assaults and defence, they have a good explosive radius to blow up lots of enemies in the small corridors. Especially usefull against chyrsalids who seem to die in one hit.

What is really good though as ive said before are heavy lasers, they are cheap to produce and maintain, great accuracy and high damage, just give one to your best shot and you will reap the rewards of one hit-one kill.
                       
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Old 11-03-2005, 03:31 AM   #5
axident
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Quote:
Originally posted by another_guest@Mar 10 2005, 07:43 AM
Pst, don't spoil the ending by telling everyone too much*

You're right about the ending though, I noticed that too. I guess they were too lazy to take that into account, it would be a lot more complicated that way.

Speaking of crappy soldiers, I also used to sack soldiers with very low TU, like 50 or so. While it doesn't matter for firing (that takes up a fixed portion of a unit's TU), it makes quite a difference when walking.
And if you're using units with low TU, let them be followed by one or more with very high TU: that way, if the first runs into an alien, the other(s) can still take a shot at it.
Okay I edited it out.

Jman is right about the Sectopods, esp. at higher difficulties several months into the game. Lately I've been loading up my soldiers with tons of medikits and High Explosives (everyone on my primary team has 70+ strength thanks to my forcing them to bodybuild ), so I don't have room on my Skyranger for weapons with ammo. This means laser rifles as main weapons. My soldiers all have great accuracy, so an auto-fire means 2+ hits many times.

Even so, and even though Sectopods are weak (150% damage) against lasers, I had to score something like 8 or 9 hits per 'pod in a recent mission. Regular rifles would do nothing. Grenades would do nothing. Autocannon, Heavy Cannon might scratch the thing sometimes. High Explosive maybe, but it's hard to get close with those--they are meant to be demolitions packages and not to be thrown. Even with strength 75, a soldier can chuck High Explosives about 5 squares max. Rocket launchers could injure Sectopods once in a while, but by the time you kill two or three, you have no ammo left.

So maybe the suggestion of only earthling tech, including lasers, is okay. Or lasers only when going up against Mutons and Sectopods.

What about base defenses? Earthling missile defenses are a joke. And craft weapons? You HAVE to have more than just cannons (even laser cannons) and missiles after a couple of months. So exceptions for plasma beams and fusion ball launchers should be considered unless you want your Firestorm to be sitting in repairs for months at a time because it was downing supply ships with Laser Cannons.

Also, what happens if the other side's alien dies and drops a plasma rifle or something? Do you get to use alien weapons for that combat only?
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Old 11-03-2005, 03:37 AM   #6
axident
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Quote:
Originally posted by Jman4117@Mar 10 2005, 04:28 PM
Something I just remembered:

Use grenades to raise firing accuracy. Each alien in the blast gets you a "hit".
Are you sure about this? If that's true, I might just start sending people in chucking Earthling grenades, one after another, and slowly injure aliens and get like 6 grenade hits on one before it dies.
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Old 11-03-2005, 04:22 AM   #7
Jman4117
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It ups nearly all of the stats that are normally raised in battle. Firing, throwing, strength, TUs, stamina and health. Not to mention being able to attack from complete cover and through walls (to a certain extent). HE and Stun weapons can also be used the same way, just no arcing.

Quote:
Even with strength 75, a soldier can chuck High Explosives about 5 squares max.
Not really...I've thrown over 20 tiles. Just get in a place with a clear ceiling and you should be able to get max range.

And while on the subject of HE. It does 4x damage to the large units. Not sure if it registers as 4 hits in your mission experience that is added up though...
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Old 11-03-2005, 04:37 AM   #8
axident
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Quote:
Originally posted by Jman4117@Mar 11 2005, 05:22 AM
It ups nearly all of the stats that are normally raised in battle. Firing, throwing, strength, TUs, stamina and health. Not to mention being able to attack from complete cover and through walls (to a certain extent). HE and Stun weapons can also be used the same way, just no arcing.

Quote:
Even with strength 75, a soldier can chuck High Explosives about 5 squares max.
Not really...I've thrown over 20 tiles. Just get in a place with a clear ceiling and you should be able to get max range.

And while on the subject of HE. It does 4x damage to the large units. Not sure if it registers as 4 hits in your mission experience that is added up though...
Wow, if that's true, I'm going to start throwing lots of grenades to increase my firing accuracy. How odd. "Jim, you should pitch for the major leagues with the arm you have." "Nah, boss, throwing these grenades like fastballs helps my aim with rifles just as much as it improves my throwing accuracy."

As for explosions, you know, I always wondered if it was a 4x thing. I thought not, because once I tossed three alien grenades at a cyberdisk and ran for it, and the disk didn't die. But then, they have armor, so maybe that's it.

Actually, I was outdoors. Then again, the soldier in question was carrying a huge load of junk (for strength training), so maybe that had something to do with her throwing only 5 tiles. I also hear that crouching improves distance.
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Old 11-03-2005, 04:43 AM   #9
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Quote:
As for explosions, you know, I always wondered if it was a 4x thing. I thought not, because once I tossed three alien grenades at a cyberdisk and ran for it, and the disk didn't die. But then, they have armor, so maybe that's it.
It that case the first nade to blow takes out the rest of them. Meaning only one nade works vs the target. It was fixed in TFTD (more than 0 armour for objects on the ground). An alien grenade or HE pak should be able to do it though.
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Old 12-03-2005, 07:43 PM   #10
PrejudiceSucks
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Does this 'human only' stuff also include Hyperwave Decoders, because if so it is gonna be a bit tricky to win the game.

:bye: Wooo I am back from Belgium. You all missed me, right?

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