01-01-2013, 07:02 PM
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5000 posts and I'm gone
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Join Date: Jun 2007
Location: Toronto, ON
Pronouns: he/him
Posts: 4,873
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Welcome back! Today we've got two ships off the bat to deal with. The first is a medium ship that landed in Columbia. The second is a TERROR attack on Nairobi. One will pay off dividends; the other will be bullshit.
The medium ship turns out to be a Sectoid one, and lucky for us we've not only researched Small Launchers, but because it's a medium ship, this craft has a Sectoid capable of using Psionics! Taking the Sectoid Leader alive is therefore of primary importance (even more-so than the Terror Mission).
This is pretty lucky, as Sectoid "appearance" ratios drop off dramatically once April hits. The game is hard-coded to have particular "percentages" of aliens on particular months of the year. Sectoids are your main opposition in January through March, accounting for about 50% of all missions (with Floaters, and to a lesser extent Snakemen, for the rest).
Once April hits, the amount of Sectoid ships you'll encounter will drop dramatically, to about half of what it was before. A new alien race (that we haven't seen yet) appears, and most importantly, Snakemen terror missions open up (they're impossible to see before then), and their chance of appearing (as opposed to Sectoid or Floater terror missions) is VERY high.
Our next big concern - an entire race of psionic beings - will potentially start appearing in June. Getting psionic capability before that happens is recommended, although difficult unless you really push it (perhaps using stun rods would work, but I've never used them so...).
The ship, being intact, is of course worth a lot. I lose PHILLIAM but given how much Heavy Plasma (and aliens) we're encountering this isn't that big a deal.
Kill counts for this mission:
ajr82: 3 kills
Falselogic: 1 kill
LancerECNM: 2 kills
Soren Highwind: 4 kills
Meditative_Zebra: 4 kills
Now for the bullshit: this game appears to have a strange way of punishing success: by defeating that alien ship, the amount of time the Terror Mission is "available" to solve drops dramatically. We're talking on the order of a few hours in game, which may be critical for refueling/rearming your ship. At the end of the last mission, our Skyranger at HEY AFRICA! was returning from a mission when the Terror attack hit. Had I not attacked that medium Sectoid ship right away, I would have the time to wait for the Skyranger at HEY AFRICA! to refuel.
But with that Sectoid ship captured, the aliens in Nairobi apparently spontaneously decide to cut their partying by the hour I need to get the ship refueled, even though they'd happily stay if I did nothing. In fact, had I simply ignored the Medium Ship for about a half an hour, I could have gotten to both. But I didn't want to replay through that Sectoid mission a second time all for the sake of dealing with this game's bullshit.
So, I took advantage of an unusual feature that the Xcomutil program does: it makes your Interceptors capable of carrying troops. Not many troops, but sending six of them is better than -1000 points I figure. I will hopefully never need to "use this" feature again, as it doesn't exist in the original game.
But then again, bullshit shouldn't either.
Incidentally, this is what Xcomutil makes the "Interceptor" look like: basically just a smaller Skyranger.
And it's Snakemen! This lovely fellow that Zef is shooting here is a Chryssalid, a.k.a. the alien that everyone talks about when they talk about this game. Chryssalids have high movement - over 100 TUs worth - and they have a very unique attack. We'll see that later tho.
Chryssalids also have pretty decent armor and health, but two good hits of Plasma will take most out. Despite the horror stories, Chryssalids aren't that bad to fight. Unless you're careless, the chances of them sneaking up on you isn't that high, as their movement will provoke plenty of reaction shots, and enemy AI being what it is, they'll often simply wander around in place. I always lose more units to the Snakemen than their terror units. Flying suits are of course, the "best" solution to Chryssalids because they lack a ranged attack. Saving TUs for reaction fire is the second solution. With care, you shouldn't have too many problems with them.
A flare lights up a second Chryssalid. This one is too close for comfort.
jpfriction gets him tho.
Loki takes care of a Snakeman lurking nearby.
This map has the benefit of one large street that cuts the map in half. These roads are well-lit, which not only reduces the need for flares, but makes it easy to snipe things from a distance. Like Zef here does.
We're going to get Kylie to take advantage of this.
McClain tries getting another Chryssalid that appears, but only manages to shoot a civilian. This is normally pretty bad, but in Snakeman terror missions it's generally better to kill the civilians than to let the Chryssalids get at them.
On the enemy's turn, that Chryssalid McClain saw and a Snakeman move into a good sniping position for Kylie.
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