11. Slow and Steady
Let's get this shit over with.
At no point does it occur to me in setting up this mission that I may be trying to experiment with too many new things at once. One of my marines is carrying a Blaster Bomb and therefore useless for general combat, two of my marines are carrying the new and barely tested MC Disruptor and also too important to send to do gruntwork anyway, and a whopping eight of my marines have been replaced with a pair of flimsy drones.
The torpedoes on the Coelacanth are predictably almost useless against armored targets such as Tasoths.
Pocket Dragoon can only use his MC Disruptor twice per turn instead of Dear Leader's three, but he seems to have better luck with the device as he scores his first alien mind control only a few turns in. Not too bad for a weapon he's using for the first time.
Its becoming rather abundantly clear to me at this point that the Coelacanths are practically useless. It takes two torpedoes at best to take down a Tasoth, and not every shot is accurate either. Unless I get some boots on the seafloor fast they'll both be out of ammo and therefore useless before I can even get to the next stage!
Things quickly devolve, as they tend to do in this game, into a grenade juggling match. A Tasoth that panicked and dropped his weapon grows a new set of balls by the next turn and rams a grenade right down the first Coelacanth's throat.
That's one drone down already. Dear Leader and Pocket Dragoon tell Considered HARMful and Furture Phyiscal Violence to get out there and earn their ranks, which they reluctantly do. The Coelacanth may look impressive but in reality its a fragile piece of junk so the pair are basically operating on their own with no backup. Also despite the number of panicking Tasoths neither Dear Leader or Pocket Dragoon can get another mind control off.
Considered HARMful is a solid trooper through and through and Future Physical Violence is a natural so they make a pretty good team, especially once I order the Coelacanth to pull back so I can conserve its ammo.
ChucklesTheMummer is forced to back up the pair when they end up spread too thin. These stage one maps are relatively small but there's only so much ground two people can handle.
Then, just as it appears victory is at hand,
@Future Physical Violence is shot and killed by a lone Tasoth.
The same Tasoth also manages to hunt down
@ChucklesTheJester and kill him as well. Considered HARMful outflanks the enemy on his own with no backup and avenges his fellow officers.
It was the last enemy too! God damnit.
We don't even have enough troops to block up the second lift. Its basically Willy and HARMful on their own since Dear Leader, Pocket Dragoon and the stupid Coelacanth are at the other lift. Dragoon manages to get a lucky mind control on a random Tasoth, but there's not a whole lot I can do with it other than scout around.
No less than three Tentaculats come out of the woodwork and swarm around our scout, who is rather messily torn apart.
Well shit, you don't think I'm going to pass up an opportunity like that do you?
The casualties I hear amongst the death cries are at least one Tasoth (their cries tend to blend into each other so its hard to tell if you've killed more than one at once), one Aquatoid and all three Tentaculats.
I decide to try a trick from ye olden days of XCOM. All explosives deal splash damage, and because of the way floors work in this game even a tough floor may not absorb an explosion all the way. The control room has the Synomium Device placed in an area that overhangs the citadel-like hallway surrounding it, which means you can fire a DPL around the staircase and up into the floor directly beneath where the Synomium Device is located. This takes some patience as you have to seek using the target box and look for the little animation in the silhouette, which is a massive pain in the ass.
Of course I can't just simply fire the DPL up through the lift, because Terror From the Deep has
two kinds of lifts. Square ones that function like the grav lifts in the previous games, and circular portal-like ones that block sight, projectiles and DPL bombs. Because fuck you, player.
Torpedo away. Its a hit on almost the precise spot, but the Synomium Device isn't taken out. I hear a bunch of Aquatoid death cries and two more Tentaculats go though, so it definitely did some damage. I weight the option of wasting one of the few torpedoes I have left on trying again, but I decide I'm probably better off if I wait and use them to take out any aliens between the Coelacanth and the control room.
Its quite literally all up to considered HARMful now. He's the only marine left on the ground, the Coelacanth is nearly dry on ammo, and Willy has at best two more torpedoes. My plan is to clear a path to the control room and have HARMful make a flat suicide run to it. Fuck it, anything is worth getting this mission over with. There are always more recruits.
I fire blind at a hallway HARMful glimpsed a Tentaculat going into. It kills it and an Aquatoid that was apparently hiding with it. I can't bomb the staircase directly as the stairs can actually be destroyed, making the fucking mission unwinnable unless you have flying suits. This fucking game.
Even worse is the news that all of the equipment has vanished for some reason, so Willy has exactly one more torpedo left before he's out and HARMful is on his own on the ground with no support except for the flimsy robot.
HARMful invokes the spirit of Peasant and makes a mad dash for the control room, encounting only a lone Aquatoid on his way. The Coelacanth has like two shots left and one hit on its armor already. I have it hang back to keep an escape route for HARMful clear if he's somehow lucky enough not to get tentacle raped.
The grenade throw goes off without a hitch, and HARMful is already out of the elevator and down the stairs before it even goes off. You can see in the second screenshot that the DPL hit did damage the floors heavily, so its possible a second torpedo might have been all we needed. At least this way we can be sure though.
Great, let's get the Hell out of here.
Considered HARMful and event the Coelacanth make it back to the retreat zone without even spotting an alien. Considering how utterly we massacred them I suppose that's not as surprising as I thought it would be. Irritatingly if you leave a drone behind the game apparently does count it as if you left a marine behind and penalizes harshly for it, which makes utterly no sense. These things are completely useless.
With two of our Lieutenants dead Hiram and NerdShamer are promoted up to replace them.
We find another Alien Colony, though oddly enough not where all of those supply ships have been landing. Instead its more out near Hawaii. Research completes on the flying suit, but right now we don't have the spare funds to begin manufacturing them even though we have an abundance of resources.
At the moment we should concentrate on these smaller mission so Dear Leader and Dragoon can train up their psionic skills.
Which means this update is about to get more than a little samey.
Dragoon seems to be a natural at using psionics. Though he still lacks the Time Unit pool to do three attacks in one turn.
The team proves irritatingly unable to land even a single hit on this lone enemy.
Fuck it.
Aaand of course the damn thing is still alive.
Another one hiding in the sand drifts somewhere manages to snipe
@NerdShamer .
We do manage to retaliate though, finally our troops can actually hit something.
During the firefight
@Pissmaster is picked off. Most of our boots on the seafloor right now have high ranks but an acute lack of experience.
@R00T is killed attempting to advance on the USO.
Some of the new recruits move up to deal with the last Lobsterman.
The loss of three troops no matter how inexperienced shows that psionics are not a silver bullet at the moment. Not only do we only have two marines capable of using them right now, they are untrained and its harder to score a mind control on the enemy in this game.
Research completes on the PWT craft weapon, which is useless for our purposes but will lead to the powerful PWT defenses that we'll have to build in order to keep the bases from getting constantly raided.
It looks like the Lobstermen are still intent on infiltrating Japan. We down two of their escorts in short succession.
Hopefully I'll be less careless this time.
Things start off normal.
This time I have the rookies keep their distance and just chip away at the enemy. Advancing too fast was almost undoubtedly the problem last time.
This strategy makes for a rather unexciting battle though, particularly against Lobstermen.
@Jordi El Nino Polla is ambushed by a Lobsterman suicide bomber and blown up. Which is a shame, as he was quite a capable marksman for a rookie.
Eventually we hunt the bomber down.
But not before he gets another grenade off, killing
@Allakazam223.
The aliens are making us pay for every mission, but if humans are good at anything its winning by attrition.
On to the next meatgrinder.
I'm not thrilled to see a coral reef on a small map but at least it offers us some cover.
So far the only kill we've managed is one enemy and that's because it was mind controlled to get it to stand still. Marines are ordered to kill mind controlled enemies as quickly as they can because our team is not yet strong enough to regain control of an enemy two turns in a row.
A Lobsterman armed with a melee weapon rushes
@Considered HARMful and saws him in half despite his reaction fire being on target. Some surprisingly good shooting from rookie A Clockwork Soybean avenges his death.
It seems that with our experienced officers dead its the rookies' time to shine. Soybean gets another kill on a mind controlled Lobsterman while AssManWaitingInTheSkies takes the crashed USO.
The mission ends abruptly when I mind control the last Lobsterman. Our psionic duo is getting better with all of this practice, at least.
Despite shooting down the scouts the Alien Infiltration mission to Japan hasn't been delayed any. You'll notice that despite being a Battleship this vessel isn't Very Large. That's because this ship is more the equivalent of the Terror Ship from the previous game, while this game's Battleship has been renamed to the Dreadnought.
The Battleship's profile somewhat resembles that of the LPL Flying Submarine, a proposed Russian project in WW2 that never went anywhere. With pretty good reason, as it looks quite ridiculous.
Much like last game, the Barracuda is perfectly capable of intercepting and destroying a Battleship when armed with dual Sonic Oscilators.
We also get lucky as the ScubaJace happens to be hovering right over the area where a very fast Fleet Supply Cruiser was planning on landing. We intercept and down that as well. Hopefully that should delay the infiltration of Japan by at least another month.
Next Time: Two bigass USO recoveries. Probably new recruits too, I can smell the casualties already.