Let's Sperg Let's Play XCOM UFO Defense (Completed) - Heavy casualties expected.

Well, that was a productive batch of missions. How many Sectopods got shot to pieces there? Six? Seven? Either way, I'm impressed that mission ended with so few casualties.
 
I'm chomping at the bit now to be put back in, especially since we got a psi lab up.
 
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Well, that was a productive batch of missions. How many Sectopods got shot to pieces there? Six? Seven? Either way, I'm impressed that mission ended with so few casualties.
Four, actually, which I believe is the maximum number of them that can appear on Terror Missions outside of Superhuman. We faced almost all of them one at a time too which made massed fire a lot easier.
 
Welp, that's kinda how I saw things turning out. The only thing that surprises me is that it took that long to happen.
 
Aaaaaaaand that's three guys I fucked over.

That one scene from "Hunt Down The Freeman" where IHateEverything's character calls the MC "cursed" comes to mind.
 
I need to be in the squad, man. I'm perfect for idiot attempts to sodomize cyberdisks.
 
14. Slow Ride To The Finish Line

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The game is going to be less than interesting for awhile while I wait for our UFO technology research to get me a bigger ship so I can take on alien bases.

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We're seeing a lot of Sectoid activity all of a sudden. I suppose the game defaults back to Sectoids once it runs through all of the races to give the player a chance to catch up.

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@Overcast is killed assaulting the downed UFO.

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wtfNeedSignUp manages to take out the last alien.

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The player actually recieves no penalty for skipping crashed UFO missions, not even crashed ships like Terror Ships that could potentially release nasty things like Chryssalids into the countryside. So I could actually just not bother with these missions and avoid this kind of slow attrition, but I want plenty of alien alloys without having to manufacture them and I think its only fair that we put at least some of XCOM's troops in the line of fire in the mean time.

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A Scout is shot down over Arctic waters.

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Researching the Navigator and Engineer is honestly a waste of time. I suppose I was thinking maybe the Engineer would give me the UFO Power Source for free once I researched it.

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Something we can't ignore in the mean time is Terror Missions. We can take on Ethereals at this point, but not all Terror Missions will be the same. Our luck could run out some time.

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Not today though, its just Sectoids. I'm convinced the game actually does roll back over to the starting races once the Ethereals appear for the first time.

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@Pinainas is killed when a Sectoid pops out of a store and surprises the team.

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As is @Radical Cadre.

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Despite our inital losses we gain ground fast.

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We face the dreaded Cyberdisk on a Terror Mission for the first time.

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Its not really up to much at this stage of the game. One Heavy Plasma shot is all it takes.

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The last of the aliens take cover in a small park. Our team picks them off one by one.

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Turns out you actually get a really positive score when you save most of the civillians instead of letting them get killed off. Who woulda thought?

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I'm done fucking around trying to get a second Commander. I transfer Dear Leader back to Kiwi Farms where he belongs along with all eighteen of the as-of-yet unnamed recruits. Radical Cadre's death last mission has made me decide to take all of our officers, anyone over the rank of Sergeant, off of routine missions. This is so our rookies can gain some experience without us having to lose a handful of our best troops every time. For Terror Missions we'll still bring just about everyone important along though; we need our best shots if we go up against Ethereals or Chryssalids again.

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It's possible but unlikely that this is the last batch of recruits I'll need before the game ends.

@MikeFoxtrotTango is the only new name. @Corn Flakes, @Genichiro, @Forever Sunrise, @White Devil, @JongleJingle, @Super Sad Smile, @Penne Dreadful, @Mary the Goldsmith, @Fougaro, @Prehistoric Jazz, @GrammaNazi, @Tactical Wizard, @Spunt, @axfaxf, @Allakazam223, @AmpleApricots

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In the future I'm going to switch to a model of recruiting new soldiers every time I get three or so names to try and give latecomers a chance to join the team before the game is over.

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Alien infiltration is starting to take a bite out of the council. The aliens have wisely targeted nations that are out of our general sphere of influence so we can't intercept their craft. Even if the aliens take down every country we aren't currently protecting, we'll still have enough founding nations on hand to keep us from going under. Things could start to get dicey though.

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The amount of bases currently on the map will rapidly begin affecting our score. I'll give it until next month before I decide to do something though. On higher difficulties we would already be haemorrhaging relations with most of our benefactors due to the number of enemy bases present.

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I continue with these crashed UFO missions to keep my score positive in the mean time.

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@NerdShamer is killed assaulting the crashed UFO. Randall Fragg manages to blow up two of them with a grenade throw at one point.

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In addition to killing aliens we're mostly just killing time at this point.

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Get your snowshoes on boys.

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En route, research completes on the Sectoid Engineer we captured. Turns out the UFOs we captured earlier were not Harvesters, but infact a smaller type of ship based on the same idea called an Abductor. Research is focused on the UFO Power Source while work on the Psi-Amp and blaster Bomb continues.

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UFO recoveries starting to get boring for you? Yeah, me too.

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On a nearly empty map @Forgetful Gynn is killed breaching a UFO.

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HumanHive takes care of the two aliens inside.

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This plan isn't really working out like I hoped. There's so few aliens on these maps that the rookies rarely see any action.

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Finally. Research focus is split again between Power Suits and UFO Construction. You can actually win the game without researching Power Suits, even though the final mission takes place on the surface of Mars. In the interest of a little bit of realism I'm going to make sure our final assault team has a full complement of Power Suits when they set course for Mars.

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Psionic Laboratory is complete. The first nine soldiers and Dear Leader enter psionic training right away.

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The construction of the Psi Lab also gives me the Psionic Resistance rating of every soldier present in the base when its completed, something that does not occur in the regular DOS version. I have it enabled because it makes the game much easier and makes rational sense.

Some problems become apparent right away. Dark Edea and Dear Leader have horrible psionic resistance! Friend Computer and axfaxf are somehow even worse. Everyone else at least manages double digit Psionic Resistance. Training is set to increase Psionic Resistance as well as Psionic Skill, something only OXCE allows you to do. Unless OpenXcom vanilla added that recently and I'm unaware. But that addon has a very low cap, I think finishing off at like +30 on even the lowest difficulty. Psionic Skill is trained up a little in the Psi Lab but is mainly trained up on the battlefield while using the Psi Amp we have yet to finish researching.

Next Time: Probably more waiting around for research to complete.
 

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Cousin Frosted Flakes seems to be a hell of a glass cannon. Let's see how quickly he gets one-shot.
 
Finally back in action! I won't disappoint this time boss, you can (hopefully) count on that!

Edit: Oh shit, I just noticed my psionics skill too...

Does this make me the resident team Tetsuo?
 
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Who the fuck are all these II fuckers. Once dead, you're dead.

I remember the game being kinda wonky sometimes with ethereals not showing up at all.
It's a feature. The game actually simulates a lot of alien activity and their development depends on whether their missions are succesful or not.

The ethereals probably showed up, but not in spots that you were scanning. Your scanners don't pick up everything, anyways.

It's a huge difference from the scripted alien invasion of the new xcom.
 
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I've also toyed with the idea of maybe doing the original Laser Squad but I'm not sure yet how well that emulates.
you should do laser squad nemesis instead. that game is much funnier to play.


basicly 4 factions, greys, marines, robots and swarm

it makes for nice replays too, saving you a ton of work.
 
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