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Post by Joseph Joestar on Aug 12, 2014 10:42:06 GMT -5
I played a bit this morning. I did my first base mission - do your agents find bases randomly, or is it based on something else?
Secondly, I only blew up one power source thing - is it better to destroy as many as possible? I noticed that I got points for destroying the one, but didn't notice any parts or whatever having been gleaned from not destroying the rest. Anyway, laser weapons are pretty groovy.
Oh, last question for our experts - any suggestions on how to deal with grenades? I've noticed some areas where there's no real way to get the jump on a "grenade sniper," and the best I can do is keeping the team dispersed and hope that they aren't killed or fatally wounded.
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Post by Tarsier on Aug 12, 2014 12:07:02 GMT -5
You can actively look for bases by sending an Interceptor to suspected areas, check the graphs for high UFO counts.
The orbidy things? I think you get nothing from them.
You might be able to just pick them up and hold on to them if the fuse is long, but then Bad Things happen if the guy gets shot. If not, just keep spread out.
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Post by cerahbes on Aug 12, 2014 12:55:36 GMT -5
Joestar - Bases are detected by agents sometimes at the end of the month. The best way is to monitor alien activity - high activity, large supply ships, etc let you know there is a base in the area. To uncover a base you need to have a craft patrol an area for a few hours. Note that when you do find one - it doesn't tell you, you are supposed to notice the pink square.
When you clear an enemy base you get the 1 500pt bonus for the "destruction" of a base. It has nothing to do with you physically blowing up items in their base. This is good as it adds to your monthly total score.
I have never seen an alien use more than a 0 timer on a grenade. Aside from saving often, you have to realize that aliens have a better vision range than you do. To counteract this - try throwing electro flares ahead of you and setup your troops with enough TUs to take snapshots and, of course, never beside each other if you can help it. Proximity grenades to guard corners or blind spots maybe?
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Post by Joseph Joestar on Aug 12, 2014 13:12:29 GMT -5
Joestar - Bases are detected by agents sometimes at the end of the month. The best way is to monitor alien activity - high activity, large supply ships, etc let you know there is a base in the area. To uncover a base you need to have a craft patrol an area for a few hours. Note that when you do find one - it doesn't tell you, you are supposed to notice the pink square. When you clear an enemy base you get the 1 500pt bonus for the "destruction" of a base. It has nothing to do with you physically blowing up items in their base. This is good as it adds to your monthly total score. I have never seen an alien use more than a 0 timer on a grenade. Aside from saving often, you have to realize that aliens have a better vision range than you do. To counteract this - try throwing electro flares ahead of you and setup your troops with enough TUs to take snapshots and, of course, never beside each other if you can help it. Proximity grenades to guard corners or blind spots maybe? Thanks for the tips! I haven't messed with electro flares much, I think I might begin doing that now. One thing I need to verify - when you knock out an alien with a stun rod, I've noticed they'll get back up after some time passes. However, it seems like if you park one of your squadmates on top of the unconscious alien they stay down; is this true?
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Post by Tarsier on Aug 12, 2014 15:21:38 GMT -5
It's more reliable to shove them in a backpack, but I'm not sure if that's a solution too.
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Post by Feynman on Aug 12, 2014 16:48:38 GMT -5
A tip that hasn't been brought up yet:
- When you down a mid-size or higher UFO, look for the navigator and take that son of a bitch alive. Researching a live navigator will unlock Hyperwave Decoder research, a new form of radar that is a massive, massive improvement over what you can build by default. It has even more detection radius than a large radar, and it has a 100% chance to detect any UFOs within range every half hour. As if that wasn't awesome enough, it also gives you information on exactly what type of UFO it found, what alien race is piloting it, and what its mission is.
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Post by Tarsier on Aug 12, 2014 17:15:49 GMT -5
Yea, you can identify what kind of alien you found by either picking up it's unconscious body or using a Mind Probe, which you can only really get from Small UFOs I think. Maybe by Mind Controlling it and looking at it's stat sheet, but I can't remember if you can do that.
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Post by Snarboo on Aug 12, 2014 17:19:35 GMT -5
Gonna be streaming again tonight, but this time I'll be covering another game Julian Gollop worked on! It will likely start at about 8 or 8:30 PM EST.
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Post by zerker on Aug 12, 2014 17:27:21 GMT -5
Laser Squad? One of the Rebelstar Games?
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Post by Snarboo on Aug 12, 2014 17:51:53 GMT -5
Yep, it's one of the Rebelstar games! Specifically Rebelstar: Tactical Command on the GBA, since I don't have the patience to setup a ZX emulator.
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Post by X-pert74 on Aug 12, 2014 18:44:47 GMT -5
One thing I need to verify - when you knock out an alien with a stun rod, I've noticed they'll get back up after some time passes. However, it seems like if you park one of your squadmates on top of the unconscious alien they stay down; is this true? They don't stay down, whether you stand on top of them or you put them in your backpack or whatever else; in my experience, they'll get back up a square or two away from your soldier, and start walking away (usually, as they have no weapon anymore). Usually I keep one or two soldiers facing where the alien is (making sure to empty their reserve time units so they don't reaction-fire it by accident), and then when the alien gets up, I have the soldier with the Stun Rod stun it again. Depending on how far away you are from the ship, it may be worth it to transport a stunned alien back onto the Skyranger, and then when the alien awakens, they're boxed in, so you can easily stun them again
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Post by Snarboo on Aug 12, 2014 19:35:44 GMT -5
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Post by Snarboo on Aug 13, 2014 18:56:34 GMT -5
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Post by X-pert74 on Aug 13, 2014 20:52:10 GMT -5
Technical difficulties D:
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Post by Snarboo on Aug 13, 2014 22:20:19 GMT -5
Yeah pretty much...power went out. I lost the livestream recording, but thankfully nothing happened for most of the stream. I'll pick up tomorrow!
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