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#291 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: Amora, Portugal
Posts: 373
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#292 | ||
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![]() OK lets make it short.
Music-NO Intro-YES |
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#293 | ||
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![]() Ok i know im duble posting but ive reacently played the first UFO EU and i saw that i can't buy any HWP in apoc how sad the game would be much more fun if i could cend a hwp on a megaspawn the new tactical options (Troopers hiding behind tanks) and destruction you could make with a toy like that. :evil:
I always liked to rush aliens with them watching the desperate aliens running away in disorder. Why cant i build things availble on the market copy rights or what. :blink: |
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#294 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Kind of. But you can get more of these through raiding other corps. There is a raiding bug that has been discussed several pages back in this thread - allows for some really great loot, no hostility gain, and no ammo use as well.
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#295 | ||
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![]() As far as gear concerned though, you can get everything you want for your agents by hitting the Cult of Sirius who will go hostile on you the second you start destroying UFOs anyway.
In a 4 temple raid, I usually expect to get over a dozen psiclone dohickeys and you frequently get gear that won't be available for the first week or two. I just wish you could raid for better vehicle stuff. I've been playing the original on PlayStation recently, and I just don't dig the HWPs like I used too. They're way too pricey (you can build a lot of workshops for cranking out the laser cannons with half a mil), they have a big come shoot me profile, and the starting tanks can get wiped out by a single shot of Heavy Plasma. They're good for getting your troops out of the transport initially if you're not into reloading games when they go awry, but agents are much more cost effective and ultimately much more deadly with indirect fire attacks (grenades) and a gun that is every bit as powerful as a tank's (heavy plasma). About raids: Is there anything you can get from organizations other than the Cult that actually work? I thought I read somewhere that the elerium pods and mind defense devices don't actually do anything. |
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#296 | ||
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![]() That was me in the last post. I've been messing around with vehicles a lot. I've really been liking the hover car approach in the first couple weeks. At first you don't need anything but Janitors against the scouts and probes but buy up all the Prophet missiles since these will run out fast when you start using them exclusively. I also buy all the elerium and Rendor plasma guns I can get my hands on but save these for the next week.
Always set cars and bikes to cautious. They seem to do just fine at launching missiles while dodging and cautious makes them a lot less likely to get killed. The interceptor is convenient as a troop transport but aside from taking more hits and having more space, it offers no advantages over hovercars and costs over six times as much. I usually sell mine to get more cars. A single car with two janitors focused on a probe will always destroy it, so if you want one for research, be sure and turn off one of the missile systems after it takes the first shot and make sure you only have that car focusing on the probe (probes are the pill shaped UFOs that don't drop aliens). Be sure and raid all the temples at least three times in the first week so you can get enough money to buy Warhawks when they become available. I try and get 5 cars right off the bat and 6 by the end of the week. My reasoning on cars vs. bikes is this: Cars only cost slightly more than two bikes, offer twice the weapon hardpoints, and have a 2x2 equipment space that can equip a shield or other useful system. AFAIK, targetting systems don't help missiles at all but putting a shield or missile evasion matrix in there could be a nice precaution. Also, Micromanaging 6 cars is a heck of a lot less hassle than 12 bikes. While bikes are noticeably better at evading alien attacks, a single hit from just about anything will kill it. As far as general equipment is concerned, I alway put the best possible engines in all my vehicles. Also, I like to purchase any and all targetting systems until the X-Com ones become available. I don't think these effect the performance of homing missiles though, so if you have vehicles with guns, put all your targetting computers in these. At week 2 in normal difficulty, your cars will start getting shot up by the transports and fast attack ships. Fortunately, a couple Warhawks are usually available at this point and they can soak a lot of damage. Warhawks turn like a pig and can't evade for crap, so just set them to aggressive. I think it might increase their ROF and they seem to get to the target a lot faster. To keep your cars alive, switch up to Prophet missiles which have considerably more range and better damage and sell all the janitors. You won't need them anymore. Set the cars to Cautious and they'll almost never get hit due to the superior range of the Prophet missiles and the maneuvering ability of the cars. Trust me on this one. Janitor vs. Prophet means the difference between dead cars and untouched cars once the first manned UFOs start showing up. I usually equip the Warhawks with Rendor and Multibeam plasma and then upgrade all the Rendors to Lineage as it becomes availabel. At week 3 the prophets may start running out, but you should hopefully be moving up to 4 Warhawks at this point anyway. If the prophet missiles start getting too low, start equipping your cars with Justice missile systems. These are one shot missiles that do a great deal of damage and can be shot from an absurd range. While they won't get as much punch in the long haul, the damage your cars can do by launching one shot and then flying home is still considerable and much safer than engaging with closer range missiles. I have no idea what the UFOpaedia is talking about with the ground target thing. They work just fine against UFOs. In fact it's a lot of fun to watch six justice missiles melt the shields off of an alien bomber class ship while the cars that launched them are already on their way home. In my current game, I had 4 Warhawks and 6 Hovercars in week 3 and through judicious saving and reloading, I was able to down every UFO up to that point with only a handful of successful alien dropoffs and most of the reloads were due to a ship getting away rather than actually losing a car. The most dangerous ships vs. cars and bikes are ones with missile systems. As these start becoming more common, you'll want to be careful to only attack at long range with your supporting vehicles and keep these ships occupied with your warhawks and X-Com craft (I wouldn't recommend anything below Retaliator for attacking UFOs although the Bio trans does make a nice troop carrier). I haven't experimented with missile evasion matrixes yet but loading one of these in might make a prophet equipped hovercar viable vs. missile equipped UFOs. I've heard really good things about these. |
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#297 | ||
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![]() The one shot mistles you are talking bout dont fit on the car. |
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#298 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Oh, really? I checked and they do. JANITOR and PROPHET launchers.
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#299 | ||
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#300 | ||
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![]() Yup, Justice and Retribution Missiles which do a heck load of damage wont fit on cars or bikes, they will fit on airships though, what is interesting is that the hoverbike can become lethal to enemies in week 2(I think) once you get the Lineage Plasma Cannon, such a heavy devastating weapon can actually fit on a hoverbike quite suprisingly, however it is a costly investment as it can be easily destroyed.
Once good tactic to use once you seem to start running out of Prophets is to use ground missiles, in the game after week 2 you wont really be short of cash, splurge out on buying all those nice ground vehicles which can actually do a fair amount of damage to UFO's, however I know what your all thinking, roads can be destroyed which instantly kills vehicles, however if you go :bye: HERE :bye: (Roadwar Mod not needed but is quite cool) and download j'ordos citymap file then roads become invincible :Brain: , meaning that Griffons actually become very powerful (they have same HP as Annhiliator). Just park some vehicles in areas near Dimension Gates or important buildings such as Senate, or anywhere in a circle so the whole city is covered against the UFO threat. @ Pherdnut - What are you thinking??? Selling your Valkryie Interceptor to buy more cars???? How do you plan to take on crashed UFO's?? With a 4/8 team in a hovercar? Only flying vehicles can recover UFO's so you wont be able to get an APC on the crash site even if it is on the road. Targeting Computers are terrible, great you can fire more accurately where the UFO was 5 seconds ago before it moved. Sure it does save embarrising moments when you miss against a stationory UFO which is invading a building but it makes fighting against moving UFO's much harder, the only UFO's you will be able to hit are the slow ones with a targeting computer, but those slow ones are huge and you cant miss anyway. Also the more you raid the bigger the score you get, the bigger the score you get the quicker the aliens get the better weapons, the quicker the aliens get better weapons the more men you lose etc... not to mention that your research will still be slow so you wont be able to keep up with thier weapons, and you still dont get all the best weapons from all the organisations yet so your stuck with mediocore weapons against very very heavily armed aliens. Stun Raids are a technique where you attack a non-hostile organisation but you only use stun guns, now there are two paths you can go from this, one is to stun all the guards and get all the loot and no negative relations with the organisation, the other is to manually take the loot (stun a person if needed to take there guns) then drop your own obsolete weapons and escape, this means that you get the new advanced guns but you dont gain as much score as you dump your obsolete stuff so the aliens dont increase thier armament so quickly while you do. When attacking UFO's you should be careful not to use too many of your vehicles, you might be wondering why use less when you can use more and decimate the UFO quickly, however when say you attack a single UFO with 12 hoverbikes, 6 cars and 2 Hawk Air Warriors (not Warhawks) all armed to the teeth, there tends to be a little bit of friendly fire so don't be suprised to see Hawk Air Warrior 1 destroyed Hoverbike 7. If you use the invincible roads download then you can use more ground vehicles which can soak up more UFO fire and have less chance of hitting your own guys if your using just missiles. One shot missiles work best at a medium range, short-range it tends to miss the UFO, circle round and hit the nearest MegaPol station, long range the UFO might even just escape by then or hide behind a building, at medium range it gets the tracking and the UFO doesnt have time to evade, always deactivate one-shot missiles until you actually want to fire them then and there, when UFO's attack your base you do a lot more damage to yourself when your Hawk blows up half your base with a mis-timed retribution as it is taking off.
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