Youngy108 Posted April 28, 2003 Share Posted April 28, 2003 Can any one help me to get my security stations to fire? Link to comment Share on other sites More sharing options...
NKF Posted April 28, 2003 Share Posted April 28, 2003 From personal experience, I don't think I've ever seen them work in turn based combat. But in real-time combat, they start shooting automatically the moment an enemy comes into view. - NKF Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted May 1, 2003 Share Posted May 1, 2003 Although only 4 can work. (Or some number like that) Link to comment Share on other sites More sharing options...
NKF Posted May 1, 2003 Share Posted May 1, 2003 I believe it's 3. But I've seen the guns in more than three modules operating before. I think only the nearest 12 turrets can operate at any given time, as I've seen turrets that were not shooting come to life after some turrets in other modules got destroyed. - NKF Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted May 2, 2003 Share Posted May 2, 2003 Well it may they may be like proximity stations. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted June 21, 2003 Share Posted June 21, 2003 from waht ive heard, its got something to do with the power supply or something...of course, this is the reason, and they did that (i think) so that u can't just make a string of security stations around the entrances and blast all the aliens/hostile units. is this true with advanced sec stations as well? Link to comment Share on other sites More sharing options...
Alan Posted June 21, 2003 Share Posted June 21, 2003 *nods* yes, 3 stations are the limit, be they standard, or advanced.supposedly its cause of power supply or summut like that.... which of course is a load of rubbish, what with disruptors being self powering, but anyway... the reall reason is because each gun takes up an agent slot. Notice how you can only have a total of 24 agents and scientists in a base defence mission? the other 12 slots are reserved for the defence stations. Link to comment Share on other sites More sharing options...
NKF Posted June 21, 2003 Share Posted June 21, 2003 I still wonder if the deactivated guns come to life after the ones nearest the enemies get destroyed. It appeared that way in the last few base defence missions I've had. At least, from experience, none of the extra modules (beyond the initial 3) have ever failed me. But I'm still not sure. I don't know why, but I find it's terribly difficult to encourage a base attack in Apocalypse. Especially against the base you want attacked. An experiment beckons... edit: Blast! My plasma security stations are too powerful. Even I had my own agents with dual power swords each helping the raiders by chopping the active guns down... the first three gun stations were just too much for the alien shields and the mission was over before I knew it. Oh well, a few more attempts should help. Maybe I should use XED to augment the attackers' stats a bit... One other thought: Perhaps if you don't have very many units at a base, more of the guns will be active? I mean, they do use a single agent slot, and I realise most of my previous base attacks were against a bare skeleton crew of two soldiers, but with a heck of a lot of plasma stations. - NKF Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 21, 2003 Share Posted June 21, 2003 Yeah, I think NKF is right. I remember 4 stations working for me and I only had 3 units. Link to comment Share on other sites More sharing options...
Alan Posted June 21, 2003 Share Posted June 21, 2003 *Retrieves the tome of knowledge (aka official strategy guide)* hmm... "up to 12 spaces are reserved for security guns ( the guns on base security stations). Each gun on each security station takes up one of the twelve spaces. If not all available spaces are used by security guns, the remaining slots are filled with agents and scientists" this would seem to indicate that if there are more than twelve guns then the extras just won't be spawned as units, merely scenery..... but i think experementation is in order. Link to comment Share on other sites More sharing options...
Jh316 Posted June 22, 2003 Share Posted June 22, 2003 No, it's happened to me plenty of times. One gun was destroyed, and another gun close to the enemy that wasn't active earlier started firing. Link to comment Share on other sites More sharing options...
Alan Posted June 22, 2003 Share Posted June 22, 2003 hmm... interesting... Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 22, 2003 Share Posted June 22, 2003 I actually saw a patch out there which enables all security stations to work, but the game goes incredibly slow when you got 24 soldiers and 13 stations. (Just one more than normal!) P.S. I'm sure that if you have less than 24 soldiers the extra spaces are taken by the stations, although you have to wait a couple of seconds before the extra ones (The that make the number of stations over 12) fire. Link to comment Share on other sites More sharing options...
Ego Terrorist Posted August 19, 2003 Share Posted August 19, 2003 I don't suppose you know where we can download this patch? Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted September 14, 2003 Share Posted September 14, 2003 when i first started playing x-com and i didn't know what i was doing, i had a raid by diablo. i choose tb and somehow the secstations fired like reaction fire. it wasn't too effective though... Link to comment Share on other sites More sharing options...
Niml Posted September 17, 2003 Share Posted September 17, 2003 hmm yeah turn based im beginning to find out kinda sucks.... but ive been using a combination. tb in the beginning to conserve ammo.... sometimes. and real time for invading alien ships and base defense Link to comment Share on other sites More sharing options...
knight_of_the_ravens Posted September 17, 2003 Share Posted September 17, 2003 yeah...i learned a valuable tip....only place security stations around your lift...cover all openings around your lift with them....most of the time,raiders come in only through there...there is no need to go turn based then...just set it to real time and watch them do a massacre....if u have a vehicle repair bay though....u might wanna cover it with some well armed men....but security stations?only use around all sides of the lift... AAAAAAAARRRRGGG!!!!! PRIVATE PILE!!!!WHAT IS YOUR MAJOR MALFUNTION MAGGOT?!?!?! GIVE ME THAT THERMAL SHOCK TAZER!!!! Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted September 19, 2003 Share Posted September 19, 2003 i find taht sometimes all the aliens crowd around in the garage, so i put my agents into position on the balconies (crawling of course so they can't see), kneelup when they want to fire, and drop back down when someone fires. quite effective, esp. with entropy and sometimes dim missles in RT . Link to comment Share on other sites More sharing options...
Nightshade Posted October 30, 2003 Share Posted October 30, 2003 Personally I've never noticed some guns not firing, advansed or not. The hostiles come in thru your lift first then the last few come in thru your bays. So put them next 2 each other, then surround them with security stations. That is what an alien sees as they come in Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted November 2, 2003 Share Posted November 2, 2003 man, the stations fire sooo slowly! btw, is there anyway to make the game spawn agents before scientists? cuz many times i get most of the sci's and only a few soldiors... Link to comment Share on other sites More sharing options...
Nightshade Posted November 2, 2003 Share Posted November 2, 2003 R u doing it in Turn based or real time. In real time they fire as soon as they see the aliens then the aliens stop and try 2 destroy the stations. In Turn based they fire once a turn. U cant stop Sci getting spawned b4 soldiers, its just one of the more homosexual points of the game. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted November 6, 2003 Share Posted November 6, 2003 i think it spawns in order of apperance ( you know, how some agents are before others...?). and no, i use RT. it just takes ages before they fire and ages inbetween. i just wish there was a toxi-station, so i could get the sheilds. Link to comment Share on other sites More sharing options...
Nightshade Posted November 8, 2003 Share Posted November 8, 2003 That is a great idea, the only problem with that is how would u get the ammo? I would hate 2 have 2 build ammo 4 my security stations. Link to comment Share on other sites More sharing options...
NKF Posted November 8, 2003 Share Posted November 8, 2003 I don't know. It would work easily on aliens, but alien raids are very rare as it is (depending on how well you do). Human attacks are more common, and they suffer very little from anti-alien toxin. Yes, they do die if you pump enough Toxin-C into them, but it would still be a little impractical. Now, a stun gas chamber would be more more useful for shield collection. Say each nozzle has infinite ammo, but it needs to charge up the ammo meter before it can making an attack. Stun gas is released (or a stun bomb is fired) every time an enemy comes within proximity of the station. To balance things up, the recharge rate shouldn't be too fast. You'd still need to have some soldiers come by and collect the shields. A non-lethal security station. Sounds like something Megapol might use. Heck, what about a psionic amplification security station? Move some of your hybrids to the station and have them use consoles (on the lower floor) to man the turrets. The stations then act just like mind benders, but with the benefit of a massive psi-energy recharge rate and automatic psionic attacks on any enemy in proximity (oh, let's say a random psi attack, just to spice things up). Still, any of these stations would be a bit overkill. The stun-gas station would just put everyone to sleep. The other one... well, I don't really know how the psi station would fare. - NKF edit: Blast doors. Lockable blast doors. Now there's a security feature that would've done quite nicely. They would only delay the inevitable, but that extra time can be put to a lot of good use (such as getting the non-combat units to safety (and stunning them! (the AI prefers to target concious targets first, it seems))) Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted November 9, 2003 Share Posted November 9, 2003 well, i only use toxiguns. no normal weapons. yes, i know it is kinda hard, and almost takes me right back with the lawpistol. heck, it probebly is worse than a law pistol. but i got heaps of toxins, and it gets through sheilds, so i'm happy. Link to comment Share on other sites More sharing options...
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