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Good times and bad times


Pete

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Child's play tongue.png

 

I guess I deserved that one wink.png

 

Slightly related, yesterday I had a CI Terror mission with 9 Chryssalids and a Cyberdisc at the Police Station building. I usually set up the Kill Zone right at the entrance of that building before moving inside to finish the remaining aliens. The first Chryssalid pack shows up (I'm with lasers and carapace armor). Two of them are killed, the third is injured but it's inside the building and out of range so no harm, hit end turn.

This is where it gets interesting. The 3rd Chryssalid moves back inside, emits a sound and a hidden pack of Chryssalids is activated (but without the animation) - 2 of them run straight to my soldiers but the remaining one also moves, gives a sound and a third pack of tChryssalids becomes active and rushes towards me.

 

I read about aliens activating packs on the 2K forums but I had never noticed it until now. On the mission afterwards I also saw the same behavior with Mutons. Has anyone notice this too?

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Impossible not so impossible now are you. Lucky terror site at France helped me reduce the panic for whole Continent, except UK who surrendered in the first month. It was police station map so pretty tough map. Lost only 3 civilians and almost lost squaddie. Lucky he got critically wounded.

 

XComGame%25202012-12-01%252010-46-41-88.jpg

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Impossible not so impossible now are you. Lucky terror site at France helped me reduce the panic for whole Continent, except UK who surrendered in the first month. It was police station map so pretty tough map.

 

Police station map? Walk in the park :P

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Well I wish to see you're face when 3 Chrysalids are breathing down your neck wink.png

 

I was chased once by 9 Chryssies and 3 Cyberdisks all over that map. I still have nightmares... I think I lost 6 Colonels on that mission.

 

"Hey Mack, you got that bug in your sights?"

"Yeah man, time to restock our pantry!"

tongue.png

 

"Just remember not to hit the legs - they're the best part"

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I was chased once by 9 Chryssies and 3 Cyberdisks all over that map.

 

Just had a 2nd terror with 9 Chryssalids and 2 Cyberdisc on Impossible - I think you spiced up a little your nightmare :P

 

Lost 6 civies, gained a lot of gray hair of the frustration. But managed to get only 2 wounded (and didn't have 6 colonels :P). My squad was:

 

1 Colonel Assault

2 Lt Assault

3 Sq Assault

4 Cpt Sniper

5 Cpt Support

6 Cpt Heavy

 

All with laser weapons.

 

The map was big (the caffeteria with bookstore right next to it and some warehouse deeper) but 6 Chrysalids just waiting at the corner

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Just had a 2nd terror with 9 Chryssalids and 2 Cyberdisc on Impossible - I think you spiced up a little your nightmare tongue.png

 

 

Try releasing a Chryssalid on a room full of civvies and see what happens wink.png

 

I love the smell of MACHO in the morning...

 

UGH! UGH! RALRRLLRRR! UGH! UGH! ME TARZAN YOU SECTOID

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You kidding? With close combat specialist and a shotgun of some description, Chryssalids don't stand a chance vs. an assault. Of course, I actually find the zombies tougher... at least my supports do.

 

- NKF

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If the "close combat" skill (fire without OW if an enemy gets within 4 squares) was reliable (cos in my game it doesn't always work) and if assaults weren't generally useless until they reach major, then yes I might use them more often. I just find heavies more versatile, and 1 rocket will kill any "lesser" alien outright that get caught in the blast zone.
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Lighting reflexes + rapid fire is all the assault need to shine. Close combat works only if the enemy closes in not when he start inside the area so you must use it right. And with 70% critical on most alien flanked rapid fire is not that important except when fighting very tough aliens. Which means that assault can wreck havoc just being a squaddie.
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No I definitely have enemies run at me from outside the 4 square radius and not have the close combat skill fire. I can also guarantee that if the first rapid fire shot misses, the second one will too.

I've had many cases where the 2nd shot connected while the 1st one missed with rapid fire. I like to use it a lot with the plasma pistol when the target is too far away for the main weapon or the target's weak enough that the pistol is enough to kill it with either shot, saving ammo for the next round.

 

I've also once used an alloy cannon vs a beserker, hitting it with both shots of the rapid fire made it move close enough to trigger CC to finish it off.

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I see that plenty of you just underestimate the power of assault and focus more on heavy.

 

My regular team always has 2 Assaults, both with Lightining Reflexes, Rapid Fire and Resilience. The pair used to be my main Sectopod hunters until I realized that a single Heavy could do that job better than 2 Assaults.

 

I've only started focusing on Heavies recently and for the medium-late game stage and I replace the usual 2nd Support with a 2nd Heavy, both with HEAT Ammo, Suppression and Mayhem. Although I'm starting to consider a 3rd Heavy with Holo-Targeting, Shredder, Grenadier and Rocketeer - these 3 should give quite a punch when played together.

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