Both SK and Kin have finished off their mods, so hopefully we'll get some action out of them soon.
XCOM: UFF Defence
- ShadowSpectre
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Re: XCOM: UFF Defence
Both SK and Kin have finished off their mods, so hopefully we'll get some action out of them soon.
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Re: XCOM: UFF Defence
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Re: XCOM: UFF Defence
More of the endless grinding. Jesus. I want to try and get everyone to at least Sergeant, he says. I'm putting off the alien base mission, he says.
Fuck, man, I'm gonna start abridging entire missions. Until the Alien Base mission, I'm only going to give you a handful of slides per mission. I'll always include the mission type/location, squad, mission name and briefing screen unless something major happens in the mission. Otherwise, I'm just training up rookies. Not only will this make it less samey to you, it'll also make it more fun for me. Won't have to write stuff up as I go along any more, just get screencaps and write it up at the end.
Pistols are fuckin' boss.
Power on.
Fast UFO. Means we'll have less time to intercept it.
Success. UFO crash site time. Plasma cannons are incredible.
Taking Garo instead of MMX because it makes it more likely we'll have something left to kill for drac.
Damn, that name.
Big supply ship. Should yield a lot of loot.
Holy fuck, I love the top tier armour. That's Alex standing in the fucking fire. Downright demonic.
Pair of Floaters were never going to win against a pair of MECs.
Despite the fact that Alex shouldn't really be able to hit anything at close range, he can hit this goddamn Berserker at full strength ANYWAY.
Dabir's under threat, then not so much.
SuppressionQuestion.
Flan's also got the high ground against ALL OF THE MUTONS.
Garo's Close Combat skills are mad.
We're about to hit this room so hard their mothers are gonna get dizzy.
No reaction, last reaction.
Both down.
Boooring.
Building a MEC for FF in advance.
Also giving Alex legs. Mobility is key.
End of the month. Whooooo. Look at all that money.
This means we can go ahead and build some Firestorm craft. This is actually really important later, but doing it now saves time on the other end. The number we can make (three) is limited by the number of free hangar bays we have in the base. Since we have an interceptor around already, we can't have four. Upon construction, I intend to ship out the Firestorms to other bases around the world to station one in each with one interceptor, then build two more here, one for Africa and one for the other remaining continent.
Perfect. We don't even need them any more.
UFO landing. Dis gon' b gud. Taking SK and MMX instead of the MECs this time.
Cold Sun.
Big ship, of the Abductor type. Shitloads of pods ready to take. Lot of half cover, flat field to start, then two chambers and flanking platforms overlooking. We've done this before. You know the drill.
Heavy Floaters. This is gonna suck.
Shit, Pure nearly decked it. Luckily, the next two shots were misses. Think this is going to be a mission in detail.
Clay pigeon shooting.
Goddamn heal yourself. D__D
drac earns a promotion in the field!
Fucking hell, really stepped in it, has SK. Run away!
Garo's slammed the other Floater.
Grenading all three is just out of range, but we can kill one and rob the other of its cover.
drac can also flank it.
God damn it.
Alex damages the threatening Berserker, giving SK room to breathe.
SK kills it dead as it has its back turned.
Pure's not down and definitely not out.
Oh man. Garo took it up the ass. This has been a really tough mission so far.
Pure kills the sectoid shielding the Mechtoid.
MMX finishes it for us.
SK nades another Sectoid as we move up.
Outsider down.
Double suppression removes the Outsider's cover.
Squad of Mutons left to deal with.
SK finishes the round. Let's take a look at the damage.
Wow. Pure's in hospital. Oh, well, only a few days.
drac gets Sprinter to be more efficient at getting to flanking positions.
Ironic that our medic could have used better medkits earlier on.
Researched the Rocket Launcher upgrade.
We just hit the jackpot, kids. See you after the jump.
Fuck, man, I'm gonna start abridging entire missions. Until the Alien Base mission, I'm only going to give you a handful of slides per mission. I'll always include the mission type/location, squad, mission name and briefing screen unless something major happens in the mission. Otherwise, I'm just training up rookies. Not only will this make it less samey to you, it'll also make it more fun for me. Won't have to write stuff up as I go along any more, just get screencaps and write it up at the end.
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Re: XCOM: UFF Defence
Gonna be another quickrun through missions, hopefully with fewer hiccoughs.
Another supply barge. Time to rock.
The future is dark. The future is spectral.
Large ship, lots of bays with CRATES. Control chamber up ahead. Over in fifteen turns.
Empty cabin. Weird. We'll use it as a foothold from which we can reach out.
Mutons; they're standard fare these days.
Pure's riiiiight next to a Mechtoid. Better get the Assaults in ready.
Alex has an ambush perfectly ready.
From a questionable position, drac can take down both Sectoids, potentially earning another promotion.
Overwatched Mechtoid shocked that its day has just became incredibly shit.
YOU WERE ONLY S'POSED TO BLOW THE BLOODY DOOR OFF
Melee troops everywhere!
SK's rocket doesn't cocket up.
Pop pop.
Muton lands a grenade on MMX for pitiful damage.
drac's earned a promotion!
Assaults win.
Alex spots more Mutons. Endless Mutons. And endless CRATES.
Oh my God. Flee.
MMX has them both covered.
Oh dear, Berserker.
Oh dear, Outsiders.
SK!!! THIS IS YOUR CHANCE!!!
GOD DAMN IT SK!!!
Over easy.
Pops. Pops. Pops. We have Daddy fucking Drac over here. Pops!
Halo doesn't afreid of stupi hurts..
Going to research the ultimate aircraft weapon, but we're unlikely to actually build many.
Getting a pair of Blaster Launchers to give to our top heavies. SK should enjoy this one.
We have only two Abduction sites this time. This is because we only had those two countries unchecked. This lets us essentially farm resources from countries as we need.
Japan offered us a new sniper captain in return for a very difficult mission. Unfortunately, it's unlikely that we'll need many more soldiers. We decline their offer.
Two baby blues with us today, Snipe's the FNG.
Why so serious?
Petrol station/garage. Been there, done that. Dicked EXALT.
Totally unsuspecting Floaters.
So let's use the Blaster Launcher on them.
Self guided, this is a massive upgrade from the Rocket Launcher. We no longer need line of sight to hit things.
SK finishes a Floater off.
Shop's shut, mate.
Shit.
These are Muton Elites. They're the last step up in the Muton line, armed with Heavy Plasma weapons. This is likely the game telling me that I've waited too damn long. This could hurt. But first, let's hurt them.
Badly.
Really badly.
Never mind about the hurting. No promotions, but whatever.
Muton Elites ain't so tough. They're something to consider, but not pants-wettingly difficult.
Everyone has a Firestorm now, so we're going to be good for UFO encounters.
Giving Fox's MEC-to-be an upgrade.
And that's the month. Note Japan. We'll do a mission there next month. That'll keep penic down. It's been seven months since the aliens attacked, and we're in a really strong position.
It's a good thing we've got the Firestorms. This UFO has been touted as huge and loaded.
nreeeoooooow
This is the massive ship. Looks like a Battleship. Equipped with the strongest weapon in the air, the fusion lance. Luckily, Firestorms tank shitloads of damage.
Boom. Got ourselves a mission. See you then.
Japan offered us a new sniper captain in return for a very difficult mission. Unfortunately, it's unlikely that we'll need many more soldiers. We decline their offer.
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Re: XCOM: UFF Defence
SUUUUPER SPEED RUN
This is going to be one of two posts before the Alien base mission. As a result, I'm going to be super condensing the missions. This will probably take us to 2016 in-game. Hopefully we'll have everyone at Sergeant by this point.
Unlike the last couple of posts, I'll be posting even fewer screenshots per mission. The majority of the reports will be written up rather than photographed.
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
This mission took place on a battleship, nice and big with lots of points overlooking sections.
An interesting point in the mission was when Alex spotted a Mechtoid squad behind a raised platform. This gave us a turn to set up out of right, positioning Snipe and SK in prime positions for kills with the Assaults and PQ in support on the left flank.
Unfortunately, a Cyberdisc joined the party at exactly the wrong moment, meaning we had more on our plate that we expected.
However, with Alex and SH killing the Cyberdisc without trouble and Alex weakening the Mechtoid, we seemed to have the situation under control.
Progression through the Battleship was actually reasonably unhindered. Two sections were clear of enemies, but the third had a number of enemy squads.
Snipe's killcount was increasing throughout this mission, but he did not earn a promotion through combat.
Alex's sight is incredible. That Heavy Floater is a section and a half away.
Garo took a hit from a Berserker, but he's still okay and was happy to return the favour later. The rest of the mission went swimmingly.
SK and Snipe both earned promotions this mission, Snipe up to Corporal and SK to Colonel, becoming the seventh soldier to earn the top rank.
That said, his aim is still disgusting. We had rookies whose aim was better than that. However, he does now have the highest Will in the force, pipping PQ at 101. He'll learn to use Mayhem to ensure he gets some damage guaranteed.
Snipe will learn Squadsight to improve his own rifle skills. Hopefully his aim will not waver.
We'll use the Meld we have to upgrade FF's MEC one last time. Soon we'll encase him in armour and see how he fares.
I also opted to give Snipe some new eyes to improve his chances.
Meanwhile, the Council asks us to undertake a mission to escort a target to safety.
Since Snipe's in the genetics lab, we'll be taking VR with us to earn some promotions. Note: his aim is already better than SK's, so hopes are pretty high.
Operation Silent Empire will hit your screens this winter, only on FOX.
This is the scientist we've come to rescue. Dr Marazuki has been tracking UFO movements and has been working out where the aliens were from.
The main enemies here are Thin Men, so it should be a welcome source of popcorn targets to grind our Squaddie up.
I will never stop being amazed by Alex's range.
Despite his amazing work during the mission, VR hasn't earned a promotion this mission. Soon, though.
Terror Mission!
Taking the A-Team.
REVENGE KILL!
It's the cafe/bookshop map. Already run into resistance.
Oh... fuck
This is the Sectopod. A tank with legs, this is possibly the biggest fuckstick that the aliens have to offer us in terms of physical strength. Capable of firing multiple times in one turn, being in Overwatch constantly and with armour that reduces damage by about half, them exploding and dealing five damage to anyone in the surrounding area, this is one of two alien units that I truly fear in this game, the other being the very final type of alien.
MEC Particle Cannons do basically no damage to something with stupid amount of health.
Luckily, we have Alex with his Disabling Shot to save us a turn's shit. This should allow us to get Dabir into position with his EMP.
Unfortunately, our Assaults are going to have to pick up the pace. We need MMX over here as soon as possible, because Garo can only deal six damage per shot.
And it all goes to waste when a fucking Drone repairs it up.
We'll be able to remove all of the support for the Sectopod pretty swiftly. A Heavy Floater showed up but it won't be able to accomplish much.
Good riddance to annoying rubbish.
We've whittled the Sectopod down to health levels that are actually looking really hopeful for killing it in one turn. Getting Pure to suppress it just in case, but we'll have MMX Run 'n' Gunning this thing and Alex is on standby with both shots available.
MMX standing out of cover was our best option against something this horrible because I want this thing dead and I'm sure it can be done.
YES! FUCKING TAKE IT, YOU SHITLORD!
That set the tone of the rest for the mission. We have a Sectopod to autopsy; let's get to it.
Overall a very uninteresting autopsy. All we know is that these fuckers endanger the entire squad if they're present. We lucked out with how many were supporting it.
We have a UFO landing and Snipe's back on form. Let's get down to business.
Holy fires, Batman!
The target UFO is a large scout. Still disc-shaped, but reasonably large, this shouldn't be a problem.
Snipe's taking after Alex's skills here. I can't believe I used to be too fussed about Squadsight.
"E-lite on your feet, aren't you."
Snipe got a promotion! He is now a sergeant!
Mechtoid arrives to sour the mood.
Alex can hit the Mechtoid and Sectoid through holes in the goddamn ship. Fucking Squadsight, man.
And Garo gets a confirmed kill on the Mechtoid.
The mission was a success... as was Snipe's nickname. I like it.
Giving Snipe Damn Good Ground to exploit heights. We'll look into taking VR next time.
We've improved the Arc Thrower, too, so we should be good at capturing anything that requires capturing. There are two such aliens I want in custody, both psychic and both yet to appear.
A perfect rap sheet for the month.
The Firestorm barely took any damage at all from three direct hits. You gotta love the new ship.
As advertised, VR is with us today. He should gain ample experience with this.
Fine weather today, isn't it?
It's a night time forest map, like most of the UFO crash sites. Some difficult territory and enemies as you'd expect.
An early Mechtoid pair and a pair of seekers turns up to try and rock the boat.
VR earns a promotion by killing a Muton Elite.
The rest of the mission played out as you'd expect.
I'm giving VR the ability Bullet Swarm, meaning he's essentially a less mobile but more dependable MEC trooper. His aim's outstanding, but didn't increase that much from his last rank. We'll call it a day there; we've accomplished a lot.
This is going to be one of two posts before the Alien base mission. As a result, I'm going to be super condensing the missions. This will probably take us to 2016 in-game. Hopefully we'll have everyone at Sergeant by this point.
Unlike the last couple of posts, I'll be posting even fewer screenshots per mission. The majority of the reports will be written up rather than photographed.
This mission took place on a battleship, nice and big with lots of points overlooking sections.
This is the Sectopod. A tank with legs, this is possibly the biggest fuckstick that the aliens have to offer us in terms of physical strength. Capable of firing multiple times in one turn, being in Overwatch constantly and with armour that reduces damage by about half, them exploding and dealing five damage to anyone in the surrounding area, this is one of two alien units that I truly fear in this game, the other being the very final type of alien.
Last edited by ShadowSpectre on Thu May 29, 2014 5:30 pm, edited 1 time in total.
- ShadowSpectre
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Re: XCOM: UFF Defence
Superspeed 2.0; I'm sure you're as bored as I am of constant mission reports where not very much happens. These will be heavily abrdiged missions resulting in a very short post.
dat's a fart amirite
iamrite
medic
(mission otherwise a success)
HOLY SHIT, VR'S NICKNAME
HOLY SHIT
Giving him the Shredder Rocket, an ability we haven't seen yet. It's basically a very good debuff for the Heavy, but I've yet to see how well it works with the rest of the squad.
This will be our chance to see how it works. Taking Zarro with us; he's our final Squaddie we want to promote to sergeant.
Yes, we are.
Okay, so the Shredder's range is about that of the normal rocket. It also makes the soldier who fired it make a comment about how much this is about to hurt.
It does appear to improve the damage by an amount; the first shot against this Muton Elite dropped it to one health. Don't feel like it's worth running for most of the time, though.
SK is no longer the soldier with the worst aim on the team! It's a shame that that is an achievement for a Colonel.
Zarro earned a promotion in-mission.
SK's Mayhem ability allows this to happen. It's not much, but it's a start to let Zarro take the kill because his aim is disgraceful.
It says a lot that we can afford to take risks like that and come away unscathed.
Zarro gets Holo-Targeting. It's such a useful ability for a Heavy to have.
I've put all of the snipers in for genetic modifications, now. I have a plan for them all that I hope to be able to put into effect at a later date.
Another perfect month.
We welcome Ebo back into the fold.
Awkward.
So, what was it that I wanted with the snipers? I wanted to give them all Mimetic Skin. Why? Well... What can you do against a killer you can't see? I want to make a squad of ghosts who can slay entire enemy squads before they can do anything at all. That's what I hope to be able to do, but I'll need a team of as many snipers as possible. Perhaps a couple of Supports to back them up.
Seems that promotions are pretty liberal today. Check out Zarro's nickname, there; Strobe. Seems like the lights are on, but people are home and they're raving 'til the sun goes down.
Ebo gets Disabling Shot while Zarro gets Suppression.
So, Zarro's promotion means that everybody's at Sergeant rank. Know what that means? I've completed my personal objective to promote everyone to Sergeant. We can go ahead with the story now.
But before that, some housekeeping.
I'm going to augment FF now so he can actually use the flamethrower MEC he has waiting for him. Hopefully it'll be of some interest.
I've also been building Firestorms in the background of the missions; I'm going to be putting three on each continent, two combat and one with an EMP cannon, another type of aircraft weapon that increases the likelihood of more loot from downed UFOs.
I'm also giving the snipers Archangel armour for whenever they're ready. This is mostly likely just a pipe dream since it'll take a long, long time to actually get anywhere with promoting these soldiers to Colonel.
At any rate, I'm sure we'll have opportunities aplenty.
Let's remember that our next deployment...
... will be here. See you next time.
iamrite
medic
(mission otherwise a success)
HOLY SHIT
So, Zarro's promotion means that everybody's at Sergeant rank. Know what that means? I've completed my personal objective to promote everyone to Sergeant. We can go ahead with the story now.
But before that, some housekeeping.
At any rate, I'm sure we'll have opportunities aplenty.
Let's remember that our next deployment...
- ShadowSpectre
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Re: XCOM: UFF Defence
- ShadowSpectre
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Re: XCOM: UFF Defence
The true value of the hyperwave beacon won't become clear until we research it and then build a special facility for it. But for now, we can cut the Sectoid Commander apart.
How do you miss with a shotgun?
- ShadowSpectre
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Re: XCOM: UFF Defence
See, Outsiders stop appearing from this point. Remember they were basically communications aliens. Now we're upping the ante, there's no need for a middle man.
Mind Control and other psychic abilities are calculated through the Will stat. This is why I was so impressed with SK and Pure; their massive Wills would do very well if they turned up positive for psychic ability. Your will minus theirs is, in essence, the percentage chance. There's more to it than that, but that's the gist of it. Unfortunately, the alien psychic troops are very, very good at this game, too.
- ShadowSpectre
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Re: XCOM: UFF Defence
Let's get started. Deep breaths.
Bollocks.
This is the Ethereal. The top ranking alien in the hierarchy, its psychic powers are beyond compare. Able to use mind control on pretty much anything and able to use unique psychic attacks that can blast entire areas like rockets, Ethereals are some of the most dangerous aliens in the game.
We need to kill that Ethereal as fast as we can, before it starts to wreak havoc; anything and everything changes with that fucker on the loo-
Fuck. I'm out.
Fuck. I'm out. Peace.
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