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Messages - jasonred79

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61
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: September 11, 2010, 11:57:59 am »
I know, I'm just sayin'.

So, if I'm right, now that I got a rank, I'll keep getting promoted no matter what I do?

Yes. As long as you survive, you're almost certain to become supreme commander of X-com or something. Big IF there though. :)
Unless you get injured and left in base for months or something. :(

BTW, the base is completely indefensible! Move the hangars up north for Pete's sake!

62
Play With Your Buddies / Re: Let's Play XCOM: UFO Defense!
« on: September 09, 2010, 11:24:08 am »
Heavy Lasers are sort of beaten by the Laser Tank...

If you're playing on the hardest difficulty setting, only the Heavy Laser and the Heavy Plasma and the Blaster Bomb have a decent chance at killing a Sectopod in a decent number of hits.

63
Play With Your Buddies / Re: Mega-Primus defense (X-COM Apocalypse LP)
« on: September 02, 2010, 12:40:44 pm »
I was mainly talking about the benefits of flying chestplates from marsec, actually.

Anyhow, Early game, do NOT irritate your weapon suppliers. They will stop selling you stuff! NEVER irritate Transtellar or the taxi companies. You won't be able to have people or items transported anymore! Do not irritate the government. They will stop paying you. Do not mess with mutant alliance or the android thing or you can't hire those guys. All in all, quite a number of people you want to like you. Quite a number you couldn't care less about.

Forget about the PUNY 100-200 worth of damage that your people do with explosive weapons within the battlescape. They WILL do FAR more collateral damage during the firefights with the UFOs.



64
Play With Your Buddies / Re: Mega-Primus defense (X-COM Apocalypse LP)
« on: September 01, 2010, 02:13:28 am »
Maybe you haven't seen the severe advantage that flying and firing explosive autocannon rounds gives you, especially early in the game. It turns all those (numerous) near misses into hits.

Also, I wanna join after you get access to rocket launchers and mini launchers. Gimma one of those! Guided tracking heavy damage weapons? Ohhhhhh yeeeaaaahhhhh....

I always do Cult of Sirius in turn based. Because I'm a sadist and I enjoy walking right up to a COS and firing 10 rounds into him at point blank. (on full auto, 10 rounds = 10 AP lol)

65
Play With Your Buddies / Re: Let's Play Mechwarrior 1: Searchin'
« on: August 04, 2010, 06:43:19 pm »
So, how did finals go? Is this thread officially dead?

66
Play With Your Buddies / Re: Part 6: Shorty Short-Short
« on: July 27, 2010, 01:18:11 pm »

I'm pretty sure sportscars are preferable because they go fast. I have yet to verify this. Also they look cool.
Unfortunately it had an alarm, so I cheesed it. Let's try again.
This time I found a bug with no alarm and hotwired it, we have a car!

Really all it does is open up a few new locations, but I feel better knowing that we have a car now.
Really, all I've been doing is grinding McProstitute to as high as I can get, I may actually suit her up and have her start killing security guards, unless there's a better, less dangerous way to grind weapon skill.
I know it's a short update, but I did get a lot done, so expect me to do a bigger one next time.

yes, sportscars go fast fast. Very good for escaping car chases, though the game takes driving skill and car speed into account.
Well, those locations are sort of critical. And give good rewards. Also, cars allow your team to make smooth getaways even when members are wounded. (otherwise wounded members tend to get left behind when running, and beaten to death or arrested). Also, cars will usually absorb bullets fired at anyone. Works for both sides. I think it's 70% chance to block any incoming shot? Car chases also render melee weapons useless. "PERSUASION" attacks remain just as powerful.
 
To reduce danger, get your members some armor. Like bulletproof vests or such.
Or shoot up enemies who don't have guns. Like the conservative workers with chains in the factories.
Or just shoot up the unarmed civilians in public areas.
If you run away early enough, the police/angry mob will not have time to mobilise and block the entrance.

67
Play With Your Buddies / Re: Lets play X-Com UFO
« on: July 25, 2010, 11:50:33 am »
Nope, surface of cydonia apparently is pressurised, since your soldiers can march around all they like without any space suits or whatever.

Sort of how like in TFTD your aquanauts can walk/run faster than a normal human wearing casual clothes. DESPITE that your guys are wearing very heavy diving suits made of metal designed for the Mariana Ravine!

Also, the fact that your freaking flying subs in TFTD can travel at supersonic speeds... UNDERWATER. That's plain old terran tech BTW.

In oother words, realism is not a major concern...

at the time of the game's creation, the setting took place over 45 years into the future. I'm guessing they figured technology (especially after an arms race with a technologically superior foe) would have advanced a bit.

Oreally? Then why are your blasted aquanauts starting off in freaking DIVING SUITS made out of TISSUE PAPER? (no armor) Well, at least the diving suits seem to have auto sealant, since punturing them doesn't cause you aquanauts to drown or implode from sea pressure.
Also, Dart Guns? High Tech? ... Blargh. Though admittedly those darts magically seem to have similiar ranges underwater to bullets in the air. How unusual!
 
Also, if the USOs and Xcom were zooming around at those sort of speeds deep underwater, I don't think that the aliens would need to launch raids anymore... they'd be creating giant tsunamis which would drown everyone.
 
Basically, TFTD treated water the same as air, in terms of physics. As I said, no realism.

68
Play With Your Buddies / Re: Anya's x-com LP - UPDATED! July 24th
« on: July 25, 2010, 11:42:05 am »
Yea Chryssalids were terrifying in xcom.  I recall rather fighting mutons than those things.  But a few guys with flying suits turn them into jokes.

Sorta like the brainsuckers in Apocalypse.  Fast moving, small targets almost garenteed to take out a soldier and turn them against you if they got to one.

Brainsuckers fortunately had that little bug or exploit though that made them significantly less dangerous. They couldn't brainsuck a crawling soldier.  And they would still try.  They would just bug out and knock themselves out on the soldier's tile for the duration of the mission instead of brainsucking.  It was hilarious when an entire swarm of the things went after one crawling soldier.  That bug probably singlehandedly knocked the game's difficulty down a few notches, and made live brainsuckers child's play to get.

OR, you could fly up to the ceiling.
OR you could stand in a doorway.
OR you could use androids.
 
Plenty of ways to beat brainsuckers, actually.

69
Play With Your Buddies / Re: Lets play X-Com UFO
« on: July 21, 2010, 10:34:28 am »
Nope, surface of cydonia apparently is pressurised, since your soldiers can march around all they like without any space suits or whatever.

Sort of how like in TFTD your aquanauts can walk/run faster than a normal human wearing casual clothes. DESPITE that your guys are wearing very heavy diving suits made of metal designed for the Mariana Ravine!

Also, the fact that your freaking flying subs in TFTD can travel at supersonic speeds... UNDERWATER. That's plain old terran tech BTW.

In oother words, realism is not a major concern...

70
Play With Your Buddies / Re: Lets play X-Com UFO
« on: July 19, 2010, 07:31:40 am »
Lasers are terran weapons too...

... hmm. Actually, on terran weapons only, you just let the larger UFOs land, I guess.

If you want to quibble over semantics, the PSI-AMP is actually Terran (the aliens don't have anything similiar, theirs is biological not technological) and it's not really a weapon...

Make sure you overcome the "all difficulty modes turn to easy mode after a reload" bug.

Also, Flying Suits are not weapons either.

71
Play With Your Buddies / Re: Lets play X-Com UFO
« on: July 18, 2010, 05:13:17 am »
Terran weapons... that means you can't win the game since you can't go to Cydonia? Or do hybrid weapons count as Terran?

72
Curses / Re: Question about police response
« on: July 08, 2010, 02:18:31 pm »
Well, the LOCATION determines the type of enemy. Whether you get 1 squad of police/ 1 squad of mercenaries/ 1 squad of agents/ 6 squads of hicks/ 6 squads of gang units.

73
Play With Your Buddies / Re: Let's Play Mechwarrior 4: Mercenaries
« on: June 15, 2010, 09:07:18 pm »
Are you playing the mektek version? Can I get a Longbow with 6 ATM12Ms and a BAP? :)

74
Curses / Re: Clubs only
« on: June 14, 2010, 03:46:35 pm »
You should do an all syringes run, lol.

75
Play With Your Buddies / Re: Let's Play Mechwarrior 1: Searchin'
« on: June 13, 2010, 04:22:37 am »
Nope, no planet changing hands.
I'm not sure if you can get everyone to love you, since missions usually clash. For instance, a Davion planetary defence might annoy Kurita, since Kurita is doing the assault! Though I guess you could restrain yourself to squashing rebellions or something else that probably doesn't affect other factions.
You can't become the BEST mercs, since you are forever limited to hiring 3 pilots at max. So you'll never have more than a lance of 4. It's fairly easy to get everyone to excellent/excellent... just go on missions with them without getting them killed. Or you can just hire people who are naturally Excellent/excellent once you have the best reputation, which is also easy to get. In terms of mechs, there's not much to do once you've gotten 4 battlemasters, 4 warhammers, 4 locusts....

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