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XCOM - Terror From the Deep SG

Ug the Barbarian Wrote:Ug, Fire&Ice and ASM continue to explore eastwards with flares.

Flares work under water

but they are fire arn't they. huh
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fire&ice' Wrote:Flares work under water

but they are fire arn't they. huh

http://news.bbc.co.uk/2/hi/asia-pacific/807872.stm

XCOM Commercializing Tech shhh
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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fire&ice' Wrote:Flares work under water

but they are fire arn't they. huh

The game does actually list them as chemical flares so ASMs quote is a good one lol
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Sheesh, I take an afternoon off, and I'm two missions behind already?!?!

And then I'm dead from a simple grenade throw. Sheesh. Current status below. We've got a couple of v2 in here already, but we'll be fine. Also missing the fourth KIA from Mission 3.

Active:
Krill
Pling
Amelia
Refsteel
Ug
Fire & Ice
Dicorion
haphazard v2
David Corperial v2
Selrahc v2
Tatan
Serdoa
Mardoc
Novice
Plako
TheShiningOne

Mission 3
Sareln - Killed by shot of sudden appearnce of gillman
v8mark - Killed by gillman in response to Fire and Ice disgracing it with a grenade shot
ASM - killed by gillman who suddenly appeared
Zakalwe - Fried by deep one leading the charge between some buildings

Mission 2
Dazed - shot in chest by Aquatoid
Sunrise - shot in the back by Aquatoid when scrambling for cover
Cyneheard - killed by grenade by Aquatoid
Brackard - killed by grenade by Aquatoid
David Corperial - killed by grenade by Aquatoid
Selrahc - killed by grenade by Aquatoid

Mission 1:
Bob Chillingworth - Shot by Aquatoid ending in crumpled heap
Haphazard - shot between the eyes by Aquatoid
Man Behind the Mask - Reaction fire from hiding Aquatoid
Rego - shot in head by Aquatoid
Dave - shot in heart by Aquatoid inside ship

Recruits:
Uberfish
Meiz
Kyan
Brian Shnahan
Kronoz
Jkaen
Sandover
Ichabod
Darkmantle
Pocketbeetle
Lewwyn
NobleHelium
T-Hawk
Iainuki
edit: Seifer MD
On average, everybody thinks they are above average.
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dazedroyalty Wrote:Regarding the score, don't feel bad! It's unlucky that there were SO many civilians to be killed and give us a negative score. Sometimes there's as few as five but you had 14! That's a lot of negative points to lose.

uberfish Wrote:4 deaths on a night terror mission is *good*, it's pretty much impossible to stop the aliens killing civilians so every grenade that blows up civilians instead of our people is good too. Basically, assume they're all going to die and treat it as a bonus if any survive.

Thanks for the positive words. This mission just seemed really difficult, partly from the weapons and troops being much weaker than what we ended the first game with -- I guess I had gotten spoiled. rolleye And partly from the civilians dying so fast -- 7 in the first round, 3 more in the second. Ouch. frown That was -300 points with the mission barely started. frown

It has been a long time since I played TFTD, much longer than since the previous time I played EU. I had forgotten how much more difficult things are.

And I completely agree on the grenades -- despite the points lost, much better for the aliens to use them on civilians than on our soldiers.

Brackard Wrote:Sheesh, I take an afternoon off, and I'm two missions behind already?!?!

The timing was good for me to grab the save and play, usually you will have a bit more notice. lol

Brackard Wrote:And then I'm dead from a simple grenade throw. Sheesh. Current status below. We've got a couple of v2 in here already, but we'll be fine. Also missing the fourth KIA from Mission 3.

Yes, the next player needs to mark David Corperial and Selrahc as v2, I had missed the notes on their deaths when I named the new recruits.

The fourth KIA from Mission 3 was Zakalwe. I completely missed this when transcribing my notes, probably due to my horrible handwriting. lol He got fried by a deep one after round 7, as he was leading the way south between the buildings there. (Sorry not to even mention this, Zakalwe! duh)

Those buildings were a major pain for most of the mission, as aliens kept popping up inside them and on the roofs. Even after they were blown up and set on fire by the grenade barrage in round 2, more aliens kept moving into them. At least the fires provided plenty of light.
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Nice to see a quick start into sequel I actually played smile
Bad luck on low USO´s appearence and night terror mission. I am still surprised my avatar survived two missions in a row. Excellent play in that regard lol

I was usually starting with max gas cannons and a thermal tazers at least in bags for every soldier. It saved me a lot of soldiers throughout the whole game, because of smaller ammo capacity all around, it can be used as weapon with "unlimited ammo". Also I found them good against Bio-Drones (no explosion after "stun") and even against lobstermen in most cases. But I played on a little bit lower difficulties than you.

Still I wish you good luck and I am looking forward to new ideas and tips for play on Superhuman!
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Dicorion Wrote:I was usually starting with max gas cannons and a thermal tazers at least in bags for every soldier.

Unfortunately the cannons and ammo are very heavy for anyone who didn't start with high STR. I even had to drop the ammo reloads for a few of our troopers because they were weighing them down on the first mission. It worked ok to have half the squad with harpoons and carrying grenades around.

We can now issue a few sonic pistols though, which will help our front liners significantly.
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Ah, I have never a problem with GC, but I suppose you are completely right.
Now I remember I used Coelacant/Gas for scounting and unavoidable damage absorption so I went with smaller number of soldiers and so I was able to really choose witch soldier I take to mission. Still as I said it was on lower difficulty level....
On another matter. When you can use sonic pulsers, heavy pulser + tazer soldiers are very usefull and with pistols they are even more deadly. Interesting times to come smile
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Uberfish is completely correct -- the gas cannon is heavy enough that some of the soldiers were losing TU because of encumbrance. frown I tried to avoid this by minimizing additional gear for the weakest troopers, giving the medkits and thermal tazers to the stronger ones. But a couple had problems even with the gas cannon, one extra clip, and a chemical flare.

I also dislike the lack of auto burst capability with the gas cannon. For situations where you are not at risk of hitting fellow XCOMmies, the benefits of three shots are significant. Also, the gas cannon's aimed shot is expensive in TUs without giving the kind of accuracy boost that would really make it worthwhile.

But the gas cannon is still far superior to those harpoon guns, which are just pathetic. frown

Sonic weapons will be a huge boost for us, and will save lives as our improved offense eliminates aliens before they can kill our soldiers. I know we have a lot of things we need to research, but I would be tempted to work on the sonic rifle to put even more weapons in our arsenal. It will also make it much more likely that any killed alien's weapon can be grabbed and used, when needed.
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Sonic weapons don't burst do they? I thought they didn't which is why I stick with the gas cannon.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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