Help me enjoy X-Com

hey back! Sorry I got distracted by Terraria.

new turn. A cryssalid peeks out of the gravity lift, then goes back inside. Like hell were gonna move in there... Winkgun preps a det pack.

New turn. The cryssalid finally works up its nerve and charges at Dreamer! Around the corner from Moondragon a snakeman breaks and runs! Moondragon gives chase and attacks! he lands a shot on the snakes back, but the snake spins around and returns fire! The shot misses and hits a fence! Hypatian flanks the snakeman and downs him in a flurry of shots! Meanwhile Dreamer opens fire on the cryssalid! Our new Heavy Plasmas make short work of the bugs and the cryssalid drops after a shot to the chest! Winkgun throws the detpack.

New turn. KABOOM! the detpack explodes, knocking one of the elevator doors off. Psych throws another detpack.

New turn. KABOOM! We blast a hole in the wall, exposing one of the engine pods. We advance, taking positions around the lift and engine room.

New turn. Plasma hits the ground all around Winkgun! Winkgun looks up and sees a huge hole blasted into the underside of the ufo! (those modded detpacks sure pack a punch...) A snakeman stands at the edge of the hole, gun raised! Winkgun attacks, downing the snakeman! We pack around the UFO doors, ready to burst inside.

New turn. A snakeman opens the elevator door! Nathanial kicks it in the face before blasting it in the chest twice with his heavy laser! The snakeman drops, a smoking wreck! We storm the UFO! Dreamer charges inside and spots 3 contacts in the darkness above! He opens fire! Downing one contact, then another! Nathanial beside him attacks the third with his heavy laser, landing 3 direct hits! Moondragon jumps inside next and rises to the second floor! Two snakeman corpses litter the ground, and a cryssalid stares him down from the hallway! He shoots, but misses badly! Winkgun moves in and tries to assist, but misses too! Finally Psych rises up the engine room lift and sends a shot screaming down the hallway, narrowly missing moondragon and into the cryssalids chest! The bug drops! We advance.

New turn. A snakeman enters the gravity lift on the third floor! Milkman reacts and shoots it with his laser rifle from the side! Pursuedbybear attacks as well! But he forgot about the stun launcher in his hands and the ball detonates, knocking out Prozac! Oops! Milkman checks his motion tracker, no signals. We sweep the second floor. Psych recons the hole in the bottom of the UFO and finds another snakeman! he guns it down from behind!

New turn. Unable to deal with the slaughter, the snakeman leader and navigator panic! Dreamer finds the leader cowering in the hallway and vapourizes him with a hail of heavy plasma! Nathanial enters the bridge and finds the navigator running around in a panic! He shoots the snake in the foot, and it drops!

UFO Secure! 16 aliens killed. One accidentally taken alive. No casualties. One friendly fire incident with Prozac who took 10 shots of stimulants and still hasn't woken up!

We salvaged almost an entire battleship. Minus a bit of metal from that huge hole we blasted in the side.

Tamren wrote:

Moondragon gives chase and attacks!

Man, I'm starting to grow some minerals. It's a shame that you can't actually raise your Bravery skill in-game.

Hell yeah Dreamer being a bad ass.

MoonDragon wrote:

Man, I'm starting to grow some minerals. It's a shame that you can't actually raise your Bravery skill in-game.

It happens very rarely. If you break a guy down until he craps his pants there is a chance he will grow a spine and gain 10 bravery. Doesn't happen too often though.

Tamren wrote:
MoonDragon wrote:

Man, I'm starting to grow some minerals. It's a shame that you can't actually raise your Bravery skill in-game.

It happens very rarely. If you break a guy down until he craps his pants there is a chance he will grow a spine and gain 10 bravery. Doesn't happen too often though.

Does THIS not sound like a pants crapping experience to you?

Tamren wrote:

Moondragon jumps inside next and rises to the second floor! Two snakeman corpses litter the ground, and a cryssalid stares him down from the hallway! He shoots, but misses badly!

LOL! I could just picture myself shaking in the boots so badly I couldn't point the gun straight.

Tamren wrote:

He shoots the snake in the foot, and it drops!

That bastard, carrying around a foot as a trophy.

Spoiler:

Why else would a snakeman have a foot?

Tamren wrote:

One friendly fire incident with Prozac who took 10 shots of stimulants and still hasn't woken up!

Oh, I'm awake, just enjoying the rush

Can I get in on this!

Sorry about the lack of updates. My computer usage these past few weeks has dropped to maybe 1-2 hours a night, every second day. Busy busy.

Time to continue our flurry of UFO smackdowns. The aliens obviously had something big planned but we are throwing a wrench into their plans. Only two targets remain, another battleship and a large UFO.

I have everyone set on a rotation roster now, so everyone should be seeing regular action now. Our squad for this mission:

Tamren
Ratboy
Davet
Spacedog
Redwing
Judge II
Feeank
Coldstream
Ataraxis
Casual Alchoholic
Ubrakto
Vega
Feralmonkey
Myxolide

And we are off! Our target is the second battleship. We land beside a house, its pitch black out.

Myxolide is first down the ramp, he drops to the ground and throws a flare south. Feralmonkey is up next and jumps off the other side. SKPEW! A plasma bolt streaks past his head! Instead of taking cover or yknow, something smart. Feralmonkey throws a flare! It lands a couple feet short of a snakeman, the snakeman shoots again! The plasma bolt hits Feralmonkey in the chest! Feralmonkey declares "tis but a scratch!" and deflects the plasma with his aura of manliness, taking only minor damage! He casually double shots the snakeman with a burst of laser, downing it handily! The area seems clear so we fan out slightly from the ramp.

New turn: Several cryssalids wander into the flare-lit areas and take potshots from our troops. They withdraw. Redwing hurls a flare at one of the bugs. It lands just past the cryssalid, giving him a perfect silhouette to fire at! Redwing takes the shot, and his heavy laser downs the bug with a hit to the chest! Feralmonkey decides that he doesn't like having a house block his view, so he throws a detpack at the far corner.

New turn, KABOOM! The detpack obliterates half of the house. Spacedog throws a detpack into the other side.

New turn. The house is utterly obliterated! Only splinters remain, a couple fires illuminating the area. We throw flares. Spacedog advances and spots a snakeman standing under the UFO! Spacedog throws his flare and the snake is revealed! Taking careful aim Spacedog drops the snake with a shot to the chest!

New turn. We advance to the north. Redwing and Ratboy throw grenades at a stable. Its doors ominously hanging open...

New turn. The grenades explode, Tamren advances and spots a cryssalid hiding in the smoke! Ratboy opens fire, downing the cryssalid in a single shot! We move on. Our southern detachment advances on the UFO lift.

New turn. A cryssalid is seen moving past the corner of the UFO! Vega pursues and opens fire, but misses wildly! Feralmonkey attacks, landing an aimed shot to the chest. Ratboy takes aim over his shoulder and his heavy plasma pops the cryssalid in a cloud of steam! Feeank and Judge bring up the rear. Suddenly Judge spots a snakeman! Its on a nearby rooftop! Judge takes aim... BOOM HEADSHOT! Threat eliminated. Coldstream and Ataraxis prepare det packs to breach the engine rooms.

New turn. A snakeman emerges from the lift! Vega reacts, and opens fire, landing a hit on its chest! The snakeman falls! Ataraxis throws his detpack. Meanwhile our troopers to the north finish sweeping a dense cluster of buildings,

New turn. A second snakeman emerges from the lift, wondering what happened to the first. Vega answers his question with a laser bolt to the face! Ataraxis's detpack explodes, punching a hole in the west engine room. We cluster around the lift doors, ready for boarding.

New turn. Spacedog starts off the assault with a bang! Stepping into the engine room lift, he spots a snakeman above! He guts the snake from beneath as he rises! Shrugging off the steaming corpse he spots another snakeman down the hall and shoots it as well! First through the main doors is Rat Boy, he rises to the second level and quickly scans the area. The hallways are deserted. We enter and take up positions.

New turn. New turn. A snakeman emerges from a door inches from feralmonkey! Feralmonkey blasts the alien with a trio of shots to the chest and it falls! On the third floor the lift door opens and a snakeman faces down Rat Boy! It shoots him in the chest! Ratboy makes his invulnerable save and our lone commissar is unhurt! Ratboy exchanges shots with the snakeman, both of them narrowly miss until Ratboy lands a shot to the shoulder and puts down his opponent! Ratboy emerges into the corridor and spots a snakeman to the west. He shoots first, downing the snakeman with a shot to the leg! Vega exits the west door, looks south and spots two snakemen carrying blaster launchers! Vega shoots but his shaking hands can't land a shot! He dives back into the lift room.

New turn! Unable to bear the slaughter the snakeman navigator panics and is heard shooting up the bridge! A snakeman leader also panics and drops his blaster launcher to the floor. The snakeman commander shoots!

Ratboy watches in horror as the blaster round flies across the corridor, turns towards the lift room and...

WHAM!
IMAGE(http://img228.imageshack.us/img228/6191/20725963.png)

The ENTIRE team sh*ts bricks as the blaster round flies towards the lift room. Just before it hits Vega in the back of the head, THE DOOR CLOSES! The massive explosion rocks the entire UFO, several snakemen are heard screaming as the blast shreds them!

Ratboy doesn't miss a beat! He charges around the corner, ducks inside the hole in the bridge walls and guns down the stunned navigator! Vega emerges into a scene of devastation, moves north up the corridor and spots a lone snakeman! He lands a shot to the chest, but its not enough! Redwing exits the lift to the east and flanks the snakeman! His heavy laser drills the snake in the side, then again, the snakeman falls!

UFO secure! 17 aliens bagged and tagged! Lots of minor injuries and beat up armour, nothing serious. We salvage almost a complete UFO. Minus one of the UFO power plants thanks to a poorly placed demo charge. (That's coming out of your pay Ataraxis!)

As the weary squad heads home the last UFO, the large one, possibly another terror ship lands. Will we be able to board it in time? Stay tuned for next time.

-edit-
Oh ya, nevermind. That was all part of the plan. Trick the snake into firing and then closing the door at the last second. Yep, totally on purpose.

Vega wrote:
Tamren wrote:

Vega exits the west door, looks south and spots two snakemen carrying blaster launchers! Vega shoots but his shaking hands can't land a shot!

2 blasters? Ya, see ya Ratboy, good luck with that. Let me know how it goes.

Tamren wrote:

He dives back into the lift room.

Careful. Ratboy might execute you for cowardice!

Woo Ataraxis on the front lines!

Tamren wrote:

Careful. Ratboy might execute you for cowardice! :D

I have no idea what you speak of.

I actually killed something! Multiple somethings!

Huzzah!

Just like in real life I've been taken off the front lines for a cushy desk job. I think I'm developing an unhealthy stimulant habit though >twitch<

--Edit--

Great updates... lots of heroics!

So right now I'm having a few difficulties. I can't get grenades to blow up. I can't turn without moving. And why do the enemies get to autoattack on my turn but I can't auto attack on theirs? Also any strategies for getting enemies inside places? I walked 3 guys into a death trap one by one.

grenades> set the timer to 0 (or 1 if you need time to clear out)>Throw at target>Duck/Run/Hide. Timed at 0, the moment you click "end turn" it'll explode, Timed at 1, it'll explode either after you finish your next turn or just before beginning it, that is, after the aliens have had their turn. Not sure about that one though.

Turning>IIRC right click on the direction you want to turn, it consumes 1TU to turn with each click.

As to the last two:

If you have TU's left over and a high reaction rating then you have the chance to attack enemies as they come into view.

If you know or even just suspect there are baddies entrenched in a building, use det packs or grenades to clear out the room, destroy a wall (creating a new entrance where they may not be looking), or just wait em out. If i recall correctly eventually they'll come looking (May take 20+ turns though, so my two cents on bringing the high explosives). Oh final random thought fill the room with auto fire if you have ammo to spare that may cause them to panic even if you can't see them you can shoot in a direction and you might get lucky.

Suppressing fire doesn't really affect much, unless you use explosive ammo in which case it works great. Only the death of other aliens or personal injury will affect morale.

Reactions are a little tricky. The higher your reaction stat the greater the chance that you take a shot at the enemy. When you use up time units it decreases your reaction stat by the same percent. Use half, get half. If you want to cover other soldiers its best to have the guy who took point last turn just stay where he is and overwatch.

This effect also makes the first turn of combat VERY dangerous. Every alien you come across will have maxed out reactions and a full time bar to shoot with. I once came across an alien with a plasma pistol and he killed 6 soldiers in a row when I sent them in one by one. (I was very new back then...) In most cases its best to simply wait a turn in the skyranger and let the aliens move around a bit.

Tamren wrote:

This effect also makes the first turn of combat VERY dangerous. Every alien you come across will have maxed out reactions and a full time bar to shoot with. I once came across an alien with a plasma pistol and he killed 6 soldiers in a row when I sent them in one by one. (I was very new back then...) In most cases its best to simply wait a turn in the skyranger and let the aliens move around a bit.

I tend to send a solo hovertank out on the first turn, soldiers on the next. The tank can normally take a few reaction fire shots.

Try to have your guys end their turns with 25% to 50% of their TUs so they can fire back.

There are pinkish buttons with guns on them in the UI. If you have one selected for a guy, it will make sure to stop him with enough TU left to take that type of shot.

How do you get armor? All of my guys die in one hit.

casual_alcoholic wrote:

How do you get armor? All of my guys die in one hit.

Research it. IIRC, research Alien Alloys, which leads to Personal Armor. Eventually other research gives you Power and then Flying Armor. Research is very important, gets you all the good stuff.

MilkmanDanimal wrote:
casual_alcoholic wrote:

How do you get armor? All of my guys die in one hit.

Research it. IIRC, research Alien Alloys, which leads to Personal Armor. Eventually other research gives you Power and then Flying Armor. Research is very important, gets you all the good stuff.

And even personal armour won't save you very often, especially if you don't have medikits to fix up fatal wounds with. Even that little extra sliver of a chance of surviving hits is well worth it though.

casual_alcoholic wrote:

How do you get armor? All of my guys die in one hit.

Soldiers are expendable.

Ah Alien Alloys. I've been researching sh*t left and right but nothing was producing armor. Also, can medkits only heal yourself if you've been shot? I couldn't figure out how to target someone else.

Gotta be standing over the injured person, have the kit in your hand, and then use it. It will keep the target from bleeding out. Probably a nuance I am missing, but that's the idea.

Nightmare wrote:

Gotta be standing over the injured person, have the kit in your hand, and then use it. It will keep the target from bleeding out. Probably a nuance I am missing, but that's the idea.

You stand over them if they're injured and down, if they're still standing and have fatal wounds you need to be next to them and facing them in order for it to work.

Some tips and tricks I use for X-COM:

-Finding alien bases: When there are no UFO's to intercept I always have my Interceptors patrolling areas whose graph shows high UFO activity (or if a country has signed up with the aliens). It's a rare chance, but if they're near a hidden alien base they will spot it.

-Put soldier's stats in their name. I rename all my soldiers with their important stats, so I know who's strong enough to carry the rocket launcher or is a good enough shot to try picking off the alien standing behind the civilian. For instance, John Smith with reactions 23, firing accuracy 71 and strength 32 would be renamed "J. Smith 23/71/32". Requires you to rename your soldiers often, though, as they become stronger.

-Recover UFO's as late as possible. If you down a UFO and leave it alone, the aliens will eventually repair it and fly off. I find if you give the aliens a day or so, when you actually go to recover it you will find the UFO more intact than usual, and sometimes they even have their power source rebuilt, which means more Elerium.

MisterPloppy wrote:

-Put soldier's stats in their name. I rename all my soldiers with their important stats, so I know who's strong enough to carry the rocket launcher or is a good enough shot to try picking off the alien standing behind the civilian. For instance, John Smith with reactions 23, firing accuracy 71 and strength 32 would be renamed "J. Smith 23/71/32". Requires you to rename your soldiers often, though, as they become stronger.

Personally, I prefer giving them role titles. For example all my guys with a good throwing arm are grenadiers (Gn); those with good reaction stat are support (Sup); those with strength (and hopefully endurance) are heavy weapons users (Hw); and good accuracy makes them a sniper (Sn). You can combine those things, so if you have a guy with good throwing and strength, he can be Hw/Gn. This makes it easier for me to equip them all.

When in ship equipment window of my base, I just look at the titles to see how many of which weapon I should take with me to the mission. Once in a mission loadout, it's also a breeze to equip my guys with the equipment I have allocated for them.

I guess you could go even further. Just give them adjectives/titles that determine what loadout/weapon you want them to carry.