XCOM: E.U.

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Re: XCOM: E.U.

Post by Error » Sat Jul 05, 2014 2:01 pm

*, Shekard.

Also, I like the big chair in EXALT HQ. I like to believe it was brought back, and the XCOM Commander uses it, very smugly.
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Re: XCOM: E.U.

Post by Professor Fenway » Sat Jul 05, 2014 2:20 pm

On the power generator;

CAUTION

If this device begins malfunctioning or leaking contact your supervisor immediately. Safety not guaranteed. I have only done this once before. Risk of electrocution.\

BONUS: on the pipes, it says

To avoid severe injury or death, please stay away.

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Re: XCOM: E.U.

Post by Professor Fenway » Sat Jul 05, 2014 3:40 pm

Fuck Exalt in Long War

first mission, covert extraction, only lets me have 4 guys (low fuel my ass). First turn, 10 guys show up as patrols to kick my ass. Manage to get the operative to the first relay and activate it. They hit Operative with two grenades while 4 guys pop down on the boxcar opposite of her, while two guys (a sniper and heavy, specifically) reactivate their weapons. I wipe them both out while my operative dashes next to relay 2. 6 more move in from afar, operative kills the last relay and then dashes towards evac while my 4 lonely guys fall back. 6 more guys arrive and I run like hell to get out.

I mean, holy shit is that excessive and extremely difficult. I don't think i'm going for any more covert operations anytime soon.

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Re: XCOM: E.U.

Post by Error » Sat Jul 05, 2014 4:49 pm

Bring more MEC. And flamethrower.

Hell, just demonstrate proper use of explosives, might help a bit. But yeah, that's a hell of a lot of baddies.
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Re: XCOM: E.U.

Post by Professor Fenway » Sat Jul 05, 2014 5:19 pm

Super ADVICE MODE:

Battle scanners force seekers to decloak. And they're readily available from the start. USE. THEM.

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Re: XCOM: E.U.

Post by Error » Sat Jul 05, 2014 5:32 pm

I think I posted that on the previous page. Seconded!

Exceptionally handy with Snapshot snipers; after discovering Seekers, throw the scanner into the middle of your squad after about a turn. Preferably after putting the rest of the team on Overwatch. Pew pew pew.

Also, while un-upgraded flamers don't kill EXALT, they drop them to 1 or 2 HP and cause panic, making them generally useless for a turn. Bonus points: flamers cause even Chryssalids to panic.
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Re: XCOM: E.U.

Post by Professor Fenway » Sat Jul 12, 2014 10:50 pm

I literally cannot fight Exalt at all in Long War. Too many guys get activated, too low percentage shots, etc etc. Especially the data protection one. I have 7 soldiers, they showed up with 20. Nope'd the fuck out of there.

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Re: XCOM: E.U.

Post by Ivan2006 » Sun Jul 13, 2014 6:39 am

Long War.
Terror Mission.
Graveyard-map.
Spoiler:
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This mission was doomed form the beginning.
I was stuck at the starting location 95% of the entire mission due to floaters and zombies.
I saved, like, 5 out of 25 civilians in the end.
Of course, with Long War, this meant that panic was exploding.
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Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: XCOM: E.U.

Post by Error » Sun Jul 13, 2014 8:43 am

Not sure if LW buffs EXALT, but I find 2 MECs with flamethrowers carve through EXALT like a glowing-hot knife through exceptionally soft butter.

Alternatively, explosive spam, explosive spam bloody everywhere.
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Re: XCOM: E.U.

Post by Professor Fenway » Sun Jul 13, 2014 11:17 am

Long war DEFINITELY buffs Exalt. I don't have MECs (And won't for a while), they literally have an army, they are harder to hit than the aliens, they are basically Xcom but with more guys.

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Re: XCOM: E.U.

Post by Shadowcatbot » Sun Jul 13, 2014 1:46 pm

Summon the strigiforme to remove the competing alien invaders. And make a good roast while their at it.
In yo ceiling, stealin yo wires



Do not open. Ever. At all. Enter at your own risk to life and limb.
Trigger warning
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Error bait
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Re: XCOM: E.U.

Post by Error » Wed Oct 01, 2014 3:12 pm

New Save Stories with FC

Well, I didn't summon Strigiforme, but I have found out that the Sentinel ability for Overwatch is immensely useful. Especially on the squadsight and snapshot snipers (requires Training Roulette + a bit o' luck), but having 3 Sentinels - two of which are snipers - and a ton of 'splosives makes EXALT "happy fun target practice time".

I have lost precisely one soldier to EXALT; immediately thereafter, my MEC led the charge is wiping the floor with the remaining guys. And my sniper managed 3 critical hits on consecutive shots.

Shame it wasn't 3-crits-3-kills on the aliens, but hey, take what you can get.

(Not Long War; for some reason, LW has a 4-hour download time. I'll grab it for the future at some point.)
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Re: XCOM: E.U.

Post by Iv121 » Fri Oct 03, 2014 12:28 am

Well TBH fen I don't think you were supposed to "win" against those countless exalt that early, what I did was blitzkrieging the comm towers and rushing my whole freaking unit back on the plane, kill ratios were poor but objective was done, not a scratch on my soldiers and everyone is happy ! Also when on terror missions equip ppl with shotguns and I also use a SHIV found it rather nice complementary unit, mate just wait until you get to one custom mission there ... I think I killed around 30-40 Chrysalides there.

I don't really have time to paly this recently, if I recall Im currently around 4 months in in the campaign, no mecs or anything but already got the crystal thingies that I need to study, prior to it I want to increase my firepower though, after those battles with exalt I came to a conclusion I need additional firepower, Im already making laser weapons and in the process of diving into genetics, it should set me on par with exalt and most aliens.

Also another suggestion for exalt - stun some Mutons and get plasma nades, as well as shredder rockets. I got around 4 ppl in one throw plus shredded 5 with a rocket, later on it was wiping the floor with them, they send in reinforcements later but they come 2-3 per 2 (?) turns and by that time Im so dug in around the point I need to guard they are wiped out the second they come close. Bottom line second exalt OP crushing success, figures they are not in japan O.o (I blame Russia !).
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Re: XCOM: E.U.

Post by Error » Fri Oct 03, 2014 8:15 am

That's actually a good point; I find SHIVs of "meh" use elsewhere, but having them in terror missions would be lovely.

Also: An assault with scatter laser + close combat specialist, might take some hit, but will WRECK Chryssalids.
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Re: XCOM: E.U.

Post by Prototype » Wed Oct 15, 2014 9:33 am

Spoiler:
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Mistake Not... wrote: This isn't rocket science, *!
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Spoiler:
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