NickAragua Posted May 17, 2004 Share Posted May 17, 2004 Yeah, there's this one room in the second stage of the artefact sites - it's got a central elevator which leads up to the "double-ring" device. And, on the second level are little alcoves, each of them potentially holding a tentaculat. So, of course, what happend the first time I saw one of these rooms, I didn't think twice about sending in a pair of guys through one entrance - "Hey, look, a tentaculat", the dudes shoot it down. I click end turn, and then the next turn, I see a pair of those guys come out of little alcoves and zombie my guys. Over the years, I haven't had any particular luck with those rooms in any case, and I usually wind up losing one or two guys going in there. So, I was curious what people do to beat the "Tentaculat Trap"... Link to comment Share on other sites More sharing options...
Jman4117 Posted May 17, 2004 Share Posted May 17, 2004 I clear out around the room, then storm the room with most of my guys. If you have enough men around you can overwelm the tentaculats. Link to comment Share on other sites More sharing options...
NKF Posted May 17, 2004 Share Posted May 17, 2004 Go slow and come into the black chamber from all directions so that the aquanauts on the opposite side will be able to deal with the tentaculats that are immediately above and behind whichever team that bursts through the other end. If possible, after killing a few aliens, clear out of there. If you leave some soldier kneeling with 100% of their TUs back in the corridors leading to the black chamber, they can be used as your contingency plan in case the tentaculats decide to chase after you. Dye grenades help sometimes, but they can be a double edged sword and cause you no end of stress because you never know what's going to be behind that ink cloud. Once you get disrupter pulse launchers, go wild. Just blast them to kingdom come before you even set foot in the chamber. - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted May 19, 2004 Share Posted May 19, 2004 I suppose you could just peg a grenade in tehre then bail? All my memories of TFTD currently revolve around MC... I view Tentaculats as good scouts. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted May 19, 2004 Share Posted May 19, 2004 you know, i reckon that tentaculats are much better than chrysalids, bedises the fact they are unnderwater only. oh well. i still reckon chrysalids look better. oh, i know that place. i can never do that part properly either Link to comment Share on other sites More sharing options...
TheHipCat Posted May 20, 2004 Share Posted May 20, 2004 If I'm feeling lazy, I don't even bother trying to gain access to the room to destroy the device. When I have a clear shot into the large room below the device, I... kinda cheat. With a PWT, enter coordinates that will aim the PWT projectile underneath the approximate area of the synomium deivce, then angle the PWT upwards into to floor. Let it fly and wha-la, head back to the access points. Of course, then you don't get to reap the benefits of captured tech, but it makes for a quick mission. Link to comment Share on other sites More sharing options...
Bomb Bloke Posted May 21, 2004 Share Posted May 21, 2004 I perform much the same operation on the alien bases. Once you find the device thigny, guarded by loby men, you just have to sink a missile into that little hole in the top. Bang. Heck, you can even just drop a grenade down that hole. Terrible security. Link to comment Share on other sites More sharing options...
Crazy Photon Posted May 21, 2004 Share Posted May 21, 2004 To beat the trap I cordon off all the entrances to that room (taking care of not being seen), then I post the highest reaction guys standing by while I use the tank as bait. Usually worked for me altough sometimes I may lose the tank sometimes... Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted May 22, 2004 Share Posted May 22, 2004 i actually find that the little fence/wall thingie prevents me from throwing a 'nade. i got some guy hurt badly from that experience... Link to comment Share on other sites More sharing options...
ShadowBlade Posted May 22, 2004 Share Posted May 22, 2004 Usually worked for me altough sometimes I may lose the tank sometimes...Why did you lose tanks? They're not affected by the Tentaculat's sting (?). I would blast every room with grenades or DPLs. That should do it. Link to comment Share on other sites More sharing options...
NKF Posted May 23, 2004 Share Posted May 23, 2004 If the impregnation attack fails, it still counts as a melee attack, in which case you'll suffer physical damage (or to be more precise, if the attack is able to breach the unit's armour level). If their attack beats the unit's armour class, everything other than X-Com controlled humanoids (full control, not mind control) and civilian controlled humanoids will die instantly without leaving a zombie. - NKF Link to comment Share on other sites More sharing options...
ShadowBlade Posted May 23, 2004 Share Posted May 23, 2004 Yeah, you're probably right. Maybe I didn't notice because the lousy Tentaculat was trying to sting a Sonic Displacer, and those are heavily armoured. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted May 24, 2004 Share Posted May 24, 2004 one thing i don't get is how the impregnatiopn attacks from both chrysalid and tentaculat can go through armour...and sometimes they do multiple atttacks... Link to comment Share on other sites More sharing options...
NickAragua Posted May 24, 2004 Author Share Posted May 24, 2004 Well, chryssies have some pretty sharp-looking claws. The tentaculats, though, I don't know. You'd think powered armor would provide a little more protection against a little beak and some tentacles... Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted May 31, 2004 Share Posted May 31, 2004 how about a supercharged body? i.e. Super Saiyan? lol Link to comment Share on other sites More sharing options...
NKF Posted May 31, 2004 Share Posted May 31, 2004 If you apply a lot of force onto a small area, I wouldn't be surprised that a little beak, no matter how weak the body it's attached to looks (giant squid for example - though I wouldn't call them weak), could bite through a layer of aqua plastics. The lobstermen can do that in addition to just bashing you and harming you in your own armour (knights in armour, for example, were also harmed by their own armour when they were bashed about with blunt instruments). The tentaculats don't need to bite through too much of a large area. They just need to bite through enough in order to impregnate their target. Or heck, let's face it, all your aquanauts, no matter what armour they are in, wear fishbowls for helmets. On land, they don't even wear their helmets. - NKF Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted June 1, 2004 Share Posted June 1, 2004 hrm...the lobbies can hit through the aqua armour? i dunno, i just started playing again, so i decided to play beginner, and the lobbies can't get through the aqua armour... Link to comment Share on other sites More sharing options...
Maugan Ra Posted June 8, 2004 Share Posted June 8, 2004 Even at the easiest difficulty the can make a mess of anything if the get close... Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted June 12, 2004 Share Posted June 12, 2004 hrm...i dunno...the random damage modifier really comes into play. my aquanauts manage to live through and die at the hands of all aliens. they can sometimes get hit by biodrones, lobbies and even heavy sonics in their aquaplastic armour without a a scratch, and sometimes, all the biodrone needs to do it hit/shoot onece, and the guy dies. same with lobbies, sometimes, they hit continually duering the turn, and nothing happens, sometimes the guy gets hurt. Link to comment Share on other sites More sharing options...
kai Posted July 14, 2004 Share Posted July 14, 2004 If you really want to rid yourself of those pesky aliens then I suggest that you read my new book: "Fun with Grenades" Everything you ever wanted to know about tactical and dishonourable use of proximity and extra high powered grenades as well as "why using remote controlled missles/torpedoes to demolish the place systematically helps" Link to comment Share on other sites More sharing options...
TabulaRasa Posted July 20, 2004 Share Posted July 20, 2004 When i was doing the artifact sites, i looked in the alcoves and found no aliens at all. The room was totally empty. All of the tentaclauts were outside the elevator in the alcoves that surround it in the corners. Impossible to not lose guys, or have them turned into zombies... Link to comment Share on other sites More sharing options...
Jman4117 Posted July 20, 2004 Share Posted July 20, 2004 Good time to stand back a good distance and use reaction shots on them as they approach you. Link to comment Share on other sites More sharing options...
Alien-Bait Posted July 22, 2004 Share Posted July 22, 2004 One phrase: nade spam just throw them anywhere and everywhere you think they might be hiding I havent gotten there yet, but thats how I deal with hidden enemies Link to comment Share on other sites More sharing options...
Jman4117 Posted July 23, 2004 Share Posted July 23, 2004 These guys float. Link to comment Share on other sites More sharing options...
Alien-Bait Posted July 23, 2004 Share Posted July 23, 2004 I know, but they gotta land sometime but if it were me, I would nadespam, with a few proxies mixed in, until I get the guided torpedo Link to comment Share on other sites More sharing options...
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