Difference between revisions of "User talk:Spike"

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: Ah, thanks. I did check the Bugs and Exploits section but didn't see the Redux Exploit (I didn't check "For Free". I'll move my comments to there. [[User:Spike|Spike]] 09:34, 21 September 2008 (PDT)
 
: Ah, thanks. I did check the Bugs and Exploits section but didn't see the Redux Exploit (I didn't check "For Free". I'll move my comments to there. [[User:Spike|Spike]] 09:34, 21 September 2008 (PDT)
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== Apocalypse Blog QA ==
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Uncle NKF to the rescue!
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Don't ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always.
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 +
The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you'll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them.
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----
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Alien's won't attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that's not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant!
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 +
----
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you're like me and like close range combat (you'll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there's often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don't even feel the penalty.
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The game's super weapons are easy enough to be effective without dual-wielding as they're ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively.
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Apocalypse uses the volume of ''successful hits'' to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k's on full auto. 
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don't get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I'd recommend <strike>stealing</strike> borrowing a power sword too.
 +
 +
The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I'd actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don't want to do too much property damage with the HE rounds (companies don't mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you're on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that's what you play then it may not suit you very well.
 +
 +
----
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 +
Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight).
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Psi may not be immediately useful, but they come into their own once they've built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them.
 +
 +
The only time I've ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper's control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would've eventually died of critical wounds (or the impact), and the psi trooper would've been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it.
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Stun attacks will have the same effect as you'd get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo).
 +
 +
Psi attacks require line of sight. Breaking line of sight breaks the link.
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you'll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender's information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then 'drop' the grenade). Once done, break the MC link and let time run and watch the fireworks.
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)

Revision as of 05:47, 16 October 2008

Hey Spike, just wanted to give you a heads-up. It's customary to sign what you write on Talk pages, but not on the article pages themselves. The talk pages are for back-and-forth discussion between users, but the articles are considered to have communal authorship, so no sigs. We can see who added what on the History pages, if necessary.--Ethereal Cereal 20:43, 12 October 2006 (PDT)


Just a minor complaint; your tendency to make repeated minor edits to a page in short periods instead of making one large edit has been spamming my inbox with "Page changed" emails. Nothing critical, just a minor annoyance when I get 10 emails about the same page being changed in 30 minutes. Feel free to delete this after reading it. Arrow Quivershaft 18:19, 9 March 2008 (PDT)

Just had a read at your economic analysis of X-COM. Now I know to whom to turn to for financial consultation when I decide to start my own secret paramilitary organization :) Probably not much interesting to the general audience of the UFOPedia but nice piece of work. Oh, and it's Elerium, not Elirium. - Hobbes 20:44, 10 March 2008 (PDT)


If you need any help editing any of the numbers of the game,(not the mechanics, the numbers that the mechanics use) I've played around with a fair number of them. As said, just drop me a line and I can help. Arrow Quivershaft 16:27, 24 March 2008 (PDT)



Trust me, I tried Rocket Launchers. I gave the starting rockets and the launcher to a soldier. Result: I ran out of ammo after four missions without ever firing! Pity, but it's September '99 and I haven't seen any blasters so far (aside from the one when the Mutons attacked my base and which I turned into a small launcher :D it's a bit frustrating when one shot kills half of your team and collapse the only module which connects the rest to the lift). Anyway, after some debate I finally understood what you meant with "no interceptions". Well, the reason is, the hangar on that base is incomplete, so it would be a while until I can send out Interceptor-3 from there. Since then the hangar is complete and no retaliators yet. amitakartok 22:54 EET, 30 August 2008



For reference, Spike, Known Bugs is for quirks of the game that always(or nearly always) are undeniably negative or hamper your fun. Exploits is the page for things where game mechanics can be abused creatively reinterpreted to your own advantage. Your Assault and Cloning bug is already listed there, actually, as UFO Redux. Arrow Quivershaft 09:29, 21 September 2008 (PDT)

Ah, thanks. I did check the Bugs and Exploits section but didn't see the Redux Exploit (I didn't check "For Free". I'll move my comments to there. Spike 09:34, 21 September 2008 (PDT)

Apocalypse Blog QA

Uncle NKF to the rescue!

Don't ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always.

The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you'll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them.


Alien's won't attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that's not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant!


Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you're like me and like close range combat (you'll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there's often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don't even feel the penalty.

The game's super weapons are easy enough to be effective without dual-wielding as they're ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively.


Apocalypse uses the volume of successful hits to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k's on full auto.

Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don't get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I'd recommend stealing borrowing a power sword too.

The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I'd actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don't want to do too much property damage with the HE rounds (companies don't mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you're on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that's what you play then it may not suit you very well.


Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight).

Psi may not be immediately useful, but they come into their own once they've built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them.

The only time I've ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper's control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would've eventually died of critical wounds (or the impact), and the psi trooper would've been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it.

Stun attacks will have the same effect as you'd get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo).

Psi attacks require line of sight. Breaking line of sight breaks the link.

Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you'll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender's information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then 'drop' the grenade). Once done, break the MC link and let time run and watch the fireworks.

-NKF 00:47, 16 October 2008 (CDT)