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MLGertzert

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Posts posted by MLGertzert

  1. Assoonasitis; precision rifleman; carries ONLY a rifle or higher-tech equivalent; carries four or five reloads; always kneels before firing; also carries a tonne of grenades or alien grenades (think four or five), and likes to keep one primed at all times. Preferably your most accurate soldier.

    I might have to tone that down to 2 reloads and 2 grenades (can't have you taking up 12% of the Skyranger's item limit).

  2. Feel free to sign up, either in the forum or in the comments. Could always need new soldiers.

    http://www.youtube.com/watch?v=ghlVEAA1EqE

    [video=youtube;ghlVEAA1EqE]http://www.youtube.com/watch?v=ghlVEAA1EqE

    Yes, I do sound like a little girl.

    Edit: Also, I kind of act like the audience is dumb a bit, saying "If you don't know what's happening, whatever," because I was originally going to post this to facebook until I noticed the people I'm friends with would have no idea what the heck it was anyways.

  3. MLGertzert, will take whatever you have

    Also if you want your various bugs with the OG solved, there's always XCOMUTIL.

  4. Once you research the psi-lab and the avenger you just need 20 soldiers with lawn chairs and psi amps while you have the psi-weaklings scout for the mind-putty. It was extremely broken in UFO. TFTD's handicap was kind of non-sensical, making MC working only underwater, although from what I understand, Ethereals used MC to make their bodies work. I haven't played much Apocalypse, but it seemed like half the enemies were immune to them anyways.

  5. If you try this fix for empty UFOs, you'll be able to get cash and experience for your squaddies from downed light scouts, which should fund base expansion, manufacture of aircraft, manufacture of armour etc. etc. making things a little easier.

    EDIT: Ninja'd by crusherven!

    Another suggestion: try taking out normal scouts with your Condors if possible. You really need a downed scout with minor damage so you can get the alien power source which will otherwise block your research.

    EDIT 2: As I understand it, those drones also come in 2x2 medium and 3x3 heavy variants!

    Thanks, I had tried starting a second base early on but eventually my research stagnated because I couldn't catch regular scouts and the crew-less UFO bug.

  6. So I don't really know if I was having any glitches, but the first light scout had crew on it, and all light scouts following that had no crew. I only was able to bring down one regular scout, so by the time the first (well, second, but first one was across the world) terror mission showed up, I had a very untrained crew. I went in with 6 soldiers. 2 had jackal armor. I can't remember their exact loadout, but I think it was 3 m16s, 2 shotguns, and an RL. I also had an MG Ferret. I was excited after the 14 un-manned UFO missions I did. Only 3 soldiers came out. Those fucking disc things, whatever the hell they are, might be the scariest thing ever. They are like Bio-Drones from TFTD. All the douchiness of cyberdisks except 1x1. Also, I might add, I had to abort after only scoring a few Xeno kills, and that was mostly from the rocket launcher, and one badass on those douchediscs.

    TL;DR: Terror missions suck

    Edit: Game crashed on the terror mission. Re-did versus Sebillians, brought in 8 soldiers instead. Aborted after 4 guys were left.

  7. Jeez... talk about a tough choice...

    EU1994 (UFO Defence) provided a great battlescape/resource management combination wrapped up in UFOlogy polished over decades (not to mention the UFO TV series concepts)

    But a number of ideas that the team then developed for Apocalypse were also great. Even if they didn't quite pull it off the way they wanted, the personnel skills, air combat control, squad movement, the organisation relations, the modular armour and ships. All great stuff.

    Game advancements made AfterX stand out nicely. After a slow start (mutated cars . Hmmm) I got quite used to UFO Aftermath. Aftershock provided a few good moments too, although I didn't get a chance to play it a huge amount.

    Laser Squad nemesis was great fun. I lost track of it when the server went bye bye, although I understand there is a new one.

    I also really enjoyed UFO:Extraterrestrials. I liked the Vanilla version, and the huge number of mod options has just added more and more to it. If the sequel a) comes out and b) also has the same number of options to tweak, then it's going to be great fun too.

    I'd love to say Apocalypse, but you just can't beat the original.

    It's a multi-choice thread.

  8. It's pretty cool. If I do have any complaints it's these:

    -The grammar on the briefing screens are terrible.

    -You're stranded in some alien place, and you can buy weapons?

    That's pretty much it, other than that it's a fun suggestion, and a nice game to play while Xenonauts is updating.

  9. I first heard about the X-COM franchise from TotalBiscuit's WTF is Xenonauts in a very early stage of the game. It immediately got pre-ordered because the strategy behind the game looked SO GOOD! I then decided to learn more about this mysterious 'X-COM' and and bought the pack on steam for $15. I've played a ton of the OG, probably over 200 hours. After learning about XComUtil, I've played more and more of it. I've even dabbled in TFTD and recently tried my hand at Apocalypse. Interceptor lays never played on my steam library and Enforcer has 14 minutes played. With the Firaxis game, I bought it on release. I was a bit disappointed in the mechanics like aliens needing to be activated in such. What is your experience with X-Com?

    TL;DR: I learned about Xenonauts, pre-ordered, then bought the original games then EU2012.

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