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Lobsterman Commander/Synomium Device?


Midgar

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Doesn't matter what kind of terrorist then? nice., and thanks That simplifies things a bit, was holding off on interrogating the live deep one for the obvious reasons.

Not exactly vaguely remembering as such in the case of it BEING there, Managed to screw my last game that way, thats part of why I started another. Mainly kept it to mess about with that medic cannon triton bug thing, although haven't gotten round to it yet because the men are stuck right in the midst of a particularedly annoying fight,

slugging it out in an enemy base full of lobstermen. Always a nuisance. Tasoth aren't so bad, but lobsters have that nasty habit of staying alive when one really needs one dead, and add the close combat capability factor and you got yourself a right pain in the ass. Almost lost a coelacanth/GC in the mission I'm currently at, not a lot of gain on offer bar training, other than a few scraps and weapons, as I've just downed a scout craft with a bunch of lobstermen inside. Damn thing came out of nowhere, scored several near point-blank range hits with a sonic rifle, wearing the tank down to about 4o HP. Panicked, dropped its weapon after being slugged in the guts with all three TU-worth of its shells, then managed to claw the hell out of the coelacanth when my stupid computer trackpad made me end the turn without acting, lost a turn that way, and the tank BARELY survived, 1HP left, the lucky little.....

 

Hit the lobbie again with a further two GC/AP bolts from the cannon (would be nice if they could pack WP or HE rounds, a big oversight IMO. that. saving the rest to get the hell out of the way, I had to send one of commanders in running long-distance with a stun rod and drop the bugger that way because it was the only way to keep the tank in one piece, unless by sheer luck the armor held undamaged, and against a really pissed off lobsterman with full TU thats doubtless itching for some payback, 1HP....don't fancy those odds much at all. Next turn its getting roasted with a WP shell from the squad gas cannon sniper for the trouble its caused. Just woke up and as such am cranky enough that those bugs better watch the hell out, because I can't go back to sleep until my morphine/oxy kick in and my joints hurt like hell.

 

I HATE those missions, no cover in those tiny craft, so either a sniper team or two and using the coelacanth to open the door and drive out of the way, or breeching the door with explosives followed by,..more explosives. Or better, phosphorus rounds from the gas cannon, or HJC to flush the occupants out of their hidey hole and tazering anything that makes a run for it trying to avoid getting cooked in its shell is a must for lobstermen. In an emergency, dye grenades to blanket the interior with smoke and rushing inside with the entire team one or two at a time, to stun anything that moves, until you get hold of the stun grenadey thingy is about all one can do, if you want to stand a chance of recovering owt but twisted scraps and smoking ruins.

 

Its a good job that one doesn't have to get ion armor before the mag. ion armor because somehow my last game never allowed me to research the intermediate armor, so ended up going right from plastic to mag ion armor.

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Its a good job that one doesn't have to get ion armor before the mag. ion armor because somehow my last game never allowed me to research the intermediate armor, so ended up going right from plastic to mag ion armor.

 

Your version must not be patched to 1.2. The tech tree for 1.1 is quite different to 1.2. Everybody's advice so far has been based on the latter. Whoops.

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Looking at it, I don't think its patched at all. Because whilst I've captured a lobsterman navigator, ion beam accelerators are available for research despite not yet having done the research.
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Looking at it, I don't think its patched at all. Because whilst I've captured a lobsterman navigator, ion beam accelerators are available for research despite not yet having done the research.

 

Lobsterman Navigator is required for Magnetic Navigation in pre-1.2. In 1.2 they're not required for anything, although they're one of several possibilities to unlock The Ultimate Threat. They're never required for Ion Beam Accelerators.

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