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Well this is just damn painful!

 

https://img198.imageshack.us/my.php?image=s...020103587kz.jpg

 

This was my first mission against the Cult,and my objective was to locate some high ranking person and then escort him back to the capsule.No easy feat as you can see.I DID however down about 6 of their members early in the deployment,they downed 2 of my men in a furious exchange,and so I decided the best option for my survivors was to hit the rooftops,in a vain attempt to try and pick them off.As you can see it is nighttime,and I have no means of seeing them effectively in the dark,and so as my man started his climb,2 of em rounded the corner in no time,the bitch ripped into me with gorgeous efficiency while the big dumb twat behind her fired his RPG right into my man's spine and knocked him flying off the ladder!.I dont think he will be watching the next sunrise.

 

This was a really tough mission,my first true test with the Cultists.They demand my respect now,they sure are a force to be reckoned with. :(

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the bitch ripped into me with gorgeous efficiency while the big dumb twat behind her fired his RPG right into my man's spine and knocked him flying off the ladder!.I dont think he will be watching the next sunrise.

 

with things like this, you wish those bodies could be mutilated. that would make the physics engine worthwile. and all the kills more enjoyable :(

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Cunning.

 

Mutilated bodies and charred corpses would have been simply awesome.

 

As you rightly said,the physics engine is bloody spot on on this game.For instance say a grenade hits your man,his body really buckles under the weight of the blast,it actually LOOKS painful!

 

Or a well placed sniper shot,the way the high impact shot rips through the head,and the brain simply didnt have enough time to tell the body to hit the deck,and the lifeless sack just slumps to the floor.

 

Animation is excellent!

 

I am just waiting for this first patch now,and hopefully there will be some performance fixes in it.

 

Cheers pal.

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with things like this, you wish those bodies could be mutilated. that would make the physics engine worthwile. and all the kills more enjoyable :(

Amen to that! It would bring back some very nice Fallout memories... :(

 

@P_Riley_UK: That's an excellent shot! :( And yes, the Cult are a nasty bunch! As ricardo440 says, close quarter seems to be the best way. Have 3 or 4 soldiers lined up with assault rifles, and then use a quick soldier to lure the Cultists into the kill zone.

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@P_Riley_UK: That's an excellent shot! :( And yes, the Cult are a nasty bunch! As ricardo440 says, close quarter seems to be the best way. Have 3 or 4 soldiers lined up with assault rifles, and then use a quick soldier to lure the Cultists into the kill zone.

 

I don't know how useful this is in actual gameplay, but I found the tactics excellent in the demo:

 

have two soldiers as point scouts and one FAST cyborg with powerful close range weapon right behind. as the point men scot the enemy and capture his attention by shots from distance, have the cyborg RUN around and get close to the Reticulan. two snap shots and his dead. :(

 

or even if up against rocket launcher or some other heavy weapon, have the runner run up to the enemy in the zig-zag line and pound him form two yards away. :(

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Cunning.

 

One thing I have learned about this game so far is that it is very intelligent and it seems most tactics you may have in mind WILL work.Naturally,the more adept you are at pulling professional tactics off the more enjoyable your game will be,instead of say,relying on a quick rush and hope to storm the enemy in a long line,this is NOT Stalingrad after all :(

 

Anyhow,my preferred tactics really depend on the immediate situation,and they will change accordingly,but I generally TRY and stick to the same squad set up at least.

 

For example,Squad A for me is my general purpose marine unit which consists of (this may change as technology becomes available for me)

 

1 squad leader who is acting as scout also

1 heavy gunner

2 long range gunners

1 combat medic,who is proficient also in holding the front line in support if needed.

 

On initial deployment,if I come under a quick assault I will quickly get my heavy gunner onto his stomach and try and hold the front line with multiple burst shots interchanging between the front line of the enemy.My 2 long range rifles behind him will be providing accurate single shot support,changing to burst if the enemy breaks through.The squad leader will be either on the front line inspiring the men,or at the rear depending how tough the opposition is,its imperative that he survives at all cost!

The combat medic is versatile and will also have a rear guard job when the unit moves.When assaulting a position I will look for any immediate cover,and quickly split my team up into 2 fireteams,team 1 is the assault element,team 2 is the covering element.1 will rush to cover while 2 covers them with long range fire,1 then becomes the covering element while 2 runs into position.The leader will be at the rear here,waiting til the area is secure then he will rejoin the men.

 

If I am scanning for the enemy,the squad leader will be on "point",the heavy gunner will be just behind him,my 2 riflemen will be on the flanks,spreading their line of sight onto the vulnerable flanks.The medic will again provide "rearguard" support.

 

I plan to include a very deadly sniper when the craft is upgraded to hold more men,and possibly a Grenadier too.

 

Squad B is kitted out the same as Squad A,and acts as a support unit if squad A was damaged and I need to go into the field again with a new team.

 

Squad C I am nominating as my "heavy infantry" division,using Cyborgs as the bulk of the unit together with probably a human leader.Their role may become " heavy mechanized division" as time goes on,as I understand drones can be used in this game too! :(

This unit will specialize in extremely heavy ordnance and will feature many anti-armour elements.This unit will be used for neutralizing rebel Cyborg provinces and attacking the very dangerous Cultists!

 

Squad D is my commando unit,and I am modelling them on the British SAS.They will usually carry light sub-machine guns and all manner of deadly equipment.They will generally be lightly armed and specialize in recon,stealth and ambush.They will be used on those important rescue missions,and also at night,where they will have a tactical advantage using their night vision equipment.There will probably also be a Demolitions element to this unit,and he will be used to breach an opening into the building where the suspected enemy will be,so they can storm in and gain surprise.This team will probably be only a 4 man team,to increase speed and reduce the chances of getting tied down with larger numbers.They will all be fitted with a good knife too for those throat swipes.Oh,and smoke grenades! :(

Flashbangs would be great too!.Do we have them in this game?

 

Squad E?,tough one,maybe a sort of PSI unit,that will specialize in missions where capturing something is needed.They will probably use deception and deadly mind attacks to achieve their goals.

 

Hope you enjoyed this Cunning,I sure as hell did! :)

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My current game's squad plan is:

 

Alpha Squad - Multi-role squad, probably light to medium assaults and S&D missions.

 

Bravo Squad - Search and Rescue/Capture mixed squad.

 

Charlie Squad - Not sure on this, probably commandos but they're all human standard.

 

Delta Squad - Cyborg heavy infantry squad. Heavy assault and S&D

 

Echo Squad - Psionics only. Light infantry, stealth and psi.

 

As for grenades, we do have Fragmentation, Incendary, Flash Bang, Smoke and Acid available once you research grenade blueprints in the basic weapons lab and have an ordinance factory active. As for screenies, I don't have any, though I had a fairly good fight against the Reticulans for some, particularly when they tried to swarm me and kept getting cut down by Alpha's H&K XM8 assault rifle volleys.

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Good for you Slaughter :( .

 

Keep em in the field and keep them kills coming in,they will be seasoned vets in no time.

 

One thing ive learned about the Cultists is they do tend to bunch themelves up quite a bit,so snipers would have a field day,if they are well concealed/positioned of course.Explosives would be very much recommended too.

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In this next screenshot I encounter a reticulan who obviously is wearing some sort of protective shield (sun/sky armor? AM) This is not the first time I encounter such "armored" aliens, but I never find any prove after the battle that there is in fact some sort of armor involved. I also don't have the impression that the armored ones are thougher too kill than the others.

But then again, who can face the barel of a 7.62mm PK machinegun operated by a fully trained gunman and live to tell about it. I assure you, not even a Wargot soldier!

 

 

https://img213.imageshack.us/img213/4870/ss...051356104hj.jpg

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Slaughter,I just thought I would examine the damage potential of this 'supersonic gun' as we both agree it looks bloody nasty! and yes,the gun has some serious demolitions potential,perfect for those moments when you need to vacate a room/building with all haste,or if one of those pesky Flatsters is guarding the only exit!.

 

https://img314.imageshack.us/my.php?image=s...sonicgun0bd.jpg

 

Note: The brickwork began to disintegrate BEFORE the energy bolt left the gun!,indicating that this thing can displace matter at an incredible rate!,hence the term "supersonic gun"?.

 

I decided not to kill the Cyborg slaughter,as you said it IS cheating after all,I would rather wait til I have the relevant knowledge myself to then manufacture about 1 000 000 of these things!  :(

Hey i didnt know you can destroy the walls... What weapons is that working with?

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Hey i didnt know you can destroy the walls... What weapons is that working with?

Grenades certainly.

My pistols even will blow chuncks out of the walls... though I wouldn't use one to try and fashion a doorway.

 

Try this test for a laugh - if you get a greenhouse on a mission, let rip with autofire through it :(

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It works with drone sonic guns (y'know i only use drones these times, i have about 5 hover-scout drones, 3 wheeled, two walking, and a trackecd, but more coming:) Try 6 drones + one man ->the man gains 2-3 levels on one mission) but its not that destructive what i thought it is :( For example you cant explode all the walls so the mutants on the second floor fall down in the mine-field like you could in silent storm:( or use a minigun to shoot them trough the walls.. that would be fun ^.^

 

https://img308.imageshack.us/img308/677/fal3ar.th.jpg

https://img308.imageshack.us/img308/5594/hihi3tr.th.jpg

https://img308.imageshack.us/img308/904/sdfsd8dc.th.jpg

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