How do you do this so spectacularly cleanly every time fanda
My theory is Fanda is in an Edge of Tomorrow/live die repeat situation, and in actuality you've all died 400,000 times each, in progressively gruesome ways, until things go smoothly enough to move on.
So are you saying Fanda is save scumming? That is a pistols at dawn type accusation...
No he's saying we never get to make out with Emily Blunt no matter how many times we reset. Unfair.
+7
FandaHang a shining starupon the highest boughRegistered Userregular
edited December 2015
With the LZ cleared by the application of overwhelming explosive force, X-Com's two-pronged assault on the Bangkok terror zone now commences.
Our scouts meet their Sectoid counterparts to the south ...
... and to the north, across the gas station.
For this mission, Mvrck and theSquid are conducting a trial run of a new equipment loadout: rifle in the right hand, rocket launcher in the left. They alone have the combination of marksmanship and muscle necessary to wield both weapons effectively.
Each of them accompanies one prong of our assault to provide rocket support against Cyberdiscs and sniper fire for Sectoids.
theSquid backs up Confirmation Bias in the north ...
... while Mvrck has Farangu covered to the south.
Sir Fabulous finds another one lurking in the shadows just beyond, going for the widest possible flank around our lines.
Farangu's cannon fire misses the mark, so Corporal Proxy cleans it up instead.
In response, the Sectoids refuse to be goaded. They remain hidden on their turn, but a chorus of screams continues to ring out from the eastern half of the map. As befits their malevolent intelligence, the Sectoids have chosen to play the mission rather than play their opponent.
This plasma blast just misses the civilian panicking behind the pump.
But much like horseshoes and hand grenades, close counts in a gas station.
We have to move faster. Every passing turn brings more death to Bangkok and a greater chance that the Sectoid Leader's psychic powers will be brought to bear against us.
Stormwatcher sprints forward, hugging the wall of the ruined shop, and peers through a window into the field beyond.
A Cyberdisc floats in a supremely well-calculated position, one story above the alley between the gas station and the park. Our southern fireteam will have to reposition to engage it. Our northern fireteam has only a sliver of visibility through the gap between the roofs.
Confirmation Bias attempts a rocket, but it clips the corner of the shed below the disc and detonates harmlessly.
This is looking like an impossible shot. The gap is too narrow, the angle too severe. Threading this needle would be like snap shotting a rocket through the window of a barn.
Ahem.
Fanda on
+26
FandaHang a shining starupon the highest boughRegistered Userregular
How do you do this so spectacularly cleanly every time fanda
X-Com was my first PC game, and it blew my tiny mind. I've been playing it ever since. I figure you can't help but get a pretty good feel for a game when you practice at it for twenty years.
Also, I read through the wiki awhile back and finally schooled myself up on the more abstruse game mechanics. Just understanding reaction fire alone has probably cut our casualty rate in half.
Reading that wiki, man. So many "aha!" moments as I learned the details of things that I'd partially intuited over the years.
How do you do this so spectacularly cleanly every time fanda
X-Com was my first PC game, and it blew my tiny mind. I've been playing it ever since. I figure you can't help but get a pretty good feel for a game when you practice at it for twenty years.
Also, I read through the wiki awhile back and finally schooled myself up on the more abstruse game mechanics. Just understanding reaction fire alone has probably cut our casualty rate in half.
Reading that wiki, man. So many "aha!" moments as I learned the details of things that I'd partially intuited over the years.
I can remember getting the X-com demo with some computer gaming magazine way back in the day. I played the demo mission to death.
How do you do this so spectacularly cleanly every time fanda
X-Com was my first PC game, and it blew my tiny mind. I've been playing it ever since. I figure you can't help but get a pretty good feel for a game when you practice at it for twenty years.
Also, I read through the wiki awhile back and finally schooled myself up on the more abstruse game mechanics. Just understanding reaction fire alone has probably cut our casualty rate in half.
Reading that wiki, man. So many "aha!" moments as I learned the details of things that I'd partially intuited over the years.
For a game that came out in the mid 90s, there is an absolutely staggering amount of depth and complexity behind the scenes.
I dunno, a game that came out in the mid-90's having lots of weird, important, complicated stuff that they never explain to you seems par for the course.
+6
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
I dunno, a game that came out in the mid-90's having lots of weird, important, complicated stuff that they never explain to you seems par for the course.
We had a different experience of the 1990's.
It isn't just complicated, its incredibly, incredibly deep. I'd say it was ahead of its time, but I don't actually think there are many games that are as deep as original Xcom. Certainly not nuXcom.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Yeah like, everything has a purpose. Every mechanic serves a function, and all of those functions make sense in a real and believable way (bugs not withstanding). And it is like that for two seperate games almost, between the Geoscape strategic level, and the tactical level. There were a lot of complicated games. But not many that the mechanics made so much sense and were well thought out and put together.
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited December 2015
The battlescape is beyond the pale for its time. Show me another tactical strategy game prior to 1994 (or even up till now, you wont find many) with randomized, fully destructible terrain with multiple height levels and terrain accurate line of sight / line of fire. Not just one individual element. All at once.
I remember reading about it a year or so ago, the full scope of what you can do in original x-com, and being blown the fuck away, 20 years after its release.
There is no downplaying the design achievement of this game.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Also, a lot of it's under the hood and relatively intuitive. You don't need to know exactly how a given piece of cover is coded, forex, in order to play. Observation, trial and error, and good tactics are sufficient.
Also, a lot of it's under the hood and relatively intuitive. You don't need to know exactly how a given piece of cover is coded, forex, in order to play. Observation, trial and error, and good tactics are Liberal application of explosives is sufficient.
Is it deemed a hot LZ if we're responsible for the destruction around it?
+2
FandaHang a shining starupon the highest boughRegistered Userregular
edited December 2015
The plasma blasts in the distance come less frequently now. The screams are dying out. I'd like to think X-Com's heroics are putting a stop to this massacre, but the truth is probably far more grim.
An unchecked massacre will eventually stop all on its own.
Sir Fabulous's autocannon cuts a Sectoid scout to pieces in the street. When he presses forward, he finds their forces marshalling around the damaged Cyberdisc. The disc has barely moved, deciding instead to cover its foot soldiers as they seek out the source of our rockets.
Their cold, black eyes are all turned to the north.
Death comes from the south. Mvrck's rocket cracks open the Cyberdisc, and its shattered hull collapses to earth.
With the threat of the disc removed, SutibunRi brings all her firepower to bear on the lead Sectoid.
And in the south, Durinia takes a knee beside Mvrck to score a knockout on the other one.
A hush falls over the battlefield, broken only by the crackling of the petrol fires. There are no more screams or cries for help. The only sound of life to the east is the slapping of little gray feet on concrete.
Confirmation Bias trundles ahead, taking refuge in the ruins of the gas station's storefront. It gains a view of the park's northern border, but there's no sign of our enemy.
Across the street, Sir Fabulous makes a ghastly find. An entire family, executed in their home.
We came far too late.
Another Sectoid attempts to sneak up on Farangu and Sir Fabulous as they gaze in mute horror at the carnage, but the northern fireteam has them covered. SutibunRi softens it up, and theSquid finishes it off.
It's a reminder that even though we've failed the citizens of Bangkok, we still have a job to do.
The one Durinia knocked out is back on its feet, and another Sectoid is escaping into the park.
Antinumeric puts this one down for good with a hair-raising burst that narrowly misses a tree in the park on one side and Stormwatcher's head on the other.
Durinia's fire is much more controlled, and he picks up the kill he was denied earlier.
As she moves up alongside the rocket tank, Colonel an_alt catches a glimpse of more butchered civilians near a warehouse by the park.
It doesn't take Confirmation Bias long to identify the perpetrator.
Bullets are too good for you.
And with that, Operation Bangkok Terror! draws to a close. It's the first time we've managed to stand our ground for more than two turns against the Sectoid terror machine. Today, our victory is total.
There is no collateral damage when it comes to purging xenos and barns. Poor? The only thing that's poor is the level of service at that Bangkok petrol station
Terror missions in X-com really can be disturbing. Just turn after turn of the sound of plasma fire in the distance accompanied by the screams of civilians dying. Honestly tends to leave me a bit shaken.
How do you do this so spectacularly cleanly every time fanda
My theory is Fanda is in an Edge of Tomorrow/live die repeat situation, and in actuality you've all died 400,000 times each, in progressively gruesome ways, until things go smoothly enough to move on.
So are you saying Fanda is save scumming? That is a pistols at dawn type accusation...
Damn that was just so flawless. Even at my best when I used things like LOS cheating (putting the marker around stuff in the dark to reveal the shapes etc) I usually still lose 1-2 people in the harder mode terror missions. I really really want to some day beat Terror from the deep, but I always get just a few months in, and never seem to have the firepower or ability to beat terror missions or their bases with out huge losses. I figure I'll have to wait until I'm in the retirement home with nothing else to do for years to finally beat that game.
+1
Sir FabulousMalevolent Squid GodRegistered Userregular
How do you do this so spectacularly cleanly every time fanda
My theory is Fanda is in an Edge of Tomorrow/live die repeat situation, and in actuality you've all died 400,000 times each, in progressively gruesome ways, until things go smoothly enough to move on.
So are you saying Fanda is save scumming? That is a pistols at dawn type accusation...
FandaHang a shining starupon the highest boughRegistered Userregular
Alien activity continued to escalate in the days after Bangkok.
Our Interceptors' ability to keep pace with the invasion fleet was sorely tested over all three of X-Com's home continents.
But our pilots and air crews, working to the point of exhaustion, allowed not a single Scout ship to slip past us.
Only the Muton Supply Ships servicing their base in Africa escaped our zone of control unmolested.
The Congo has now indisputably become the worst place on Earth. Not even the spring terror blitz on South America's capital cities can compare to what's happening right now in Africa.
They've claimed their foothold on our planet, and we have scant hope of removing it. It will take time, but this orange line curving upward marks the beginning of the end for humanity.
Unless, perhaps, we can end this war first.
The Sectoid Engineer held out much longer than I expected, and remained nearly inscrutable to the end. Fortunately, it gave us just enough information to help focus our interrogation of the Floater Leader.
The Sectoid was a clone, with knowledge limited to what its overlords had implanted in its meticulously-engineered mind. The Floater Leader is gifted with a greater capacity for independent thought, and a deeper understanding of the alien war machine's inner workings.
With its anti-gravity system disabled by our engineering team, the crippled Floater can only struggle feebly as it's strapped to Vahlen's vivisection table. I'm hoping its sapience makes it even more susceptible to the terrors that await it.
We'll find out soon enough.
Meanwhile, the air war continues. In a dogfight that sees his Interceptor suffer serious damage, MechMantis scores his twelfth air combat victory, putting him in a tie with EvmaAlsar for overall kills.
Two days later, Mudzgut reaches a milestone of his own: downing his tenth UFO earns our Asian ace a promotion to Major.
Our new financial security means we no longer have to worry about affording munitions for our Interceptors; the only thing holding them back now is the time spent repairing and rearming.
Being solidly in the black also lets us pad our barracks out a bit more. Of all the staff at Haus von Trapp, no one is happier to meet the new recruits than wilting.
He's no longer the weakest soldier in X-Com.
Noodle-armed or beefcake, we're going to need all hands on deck as the final push gets underway.
The Floater Leader capitulates with astonishing speed.
It gives us the pathway to victory we've been searching for. Only the specific destination still eludes us.
We've come a long way, but without access to an upper-echelon alien, we remain as we've been for the past six months: earthbound, at the mercy of the forces beyond our control.
- - -
I have no idea how long it will take for a break in the campaign to open up. Alien Commanders only appear in three situations:
A landed Battleship
An alien base
An alien invasion of an X-Com base
We've only seen two of those events so far in almost seven months, so we could be waiting a very long time indeed. If there are no objections, I think what I'll do at this point is play ahead off-camera until an opportuntiy to advance the story arises (or something else momentous happens, like a Snakeman terror mission).
In any case, it looks like this will be the last update before the forums get boned for the holidays. Merry Christmas, you guys, and thanks so much for sticking with me all this time. We're going to wrap this thing up early in the new year, one way or another.
+31
FandaHang a shining starupon the highest boughRegistered Userregular
I really really want to some day beat Terror from the deep, but I always get just a few months in, and never seem to have the firepower or ability to beat terror missions or their bases with out huge losses. I figure I'll have to wait until I'm in the retirement home with nothing else to do for years to finally beat that game.
I think I've only beaten it once. I started another campaign a few years back and made it as far as raiding the first Synomium device site, where I was immediately squad-wiped by Tasoth psi powers.
The only consolation for all of X-Com's weapons being completely terrible in that game is that it takes slightly longer for your own soldiers to kill each other with them.
+3
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
The only consolation for all of X-Com's weapons being completely terrible in that game is that it takes slightly longer for your own soldiers to kill each other with them.
This makes me laugh more than it should.
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
I really really want to some day beat Terror from the deep, but I always get just a few months in, and never seem to have the firepower or ability to beat terror missions or their bases with out huge losses. I figure I'll have to wait until I'm in the retirement home with nothing else to do for years to finally beat that game.
I think I've only beaten it once. I started another campaign a few years back and made it as far as raiding the first Synomium device site, where I was immediately squad-wiped by Tasoth psi powers.
The only consolation for all of X-Com's weapons being completely terrible in that game is that it takes slightly longer for your own soldiers to kill each other with them.
Shit weapons, great armor. TFTD has the friendliest friendly fire.
Looking at that map, it appears to be a picture perfect Elvenshae Airways landing (TM)(R).
So, uh, don't blame me.
I just want you to know that whenever I have a Skyranger land right next to a UFO in my own X-Com games, one of the first things I usually utter is some variant of "God damnit, Elvenshae."
+18
FandaHang a shining starupon the highest boughRegistered Userregular
On August 20th, the engineering team finished its work.
A tarpaulin was thrown over the completed Avenger, and the lights in Hangar #4 at Haus von Trapp were turned out. The project we had striven so urgently to complete was left to gather dust in the darkness.
Over the next three months, the Avenger's hangar would be the only quiet corner of Haus von Trapp. The rest of the base devoted all its energies to an air war swinging inexorably in the aliens' favor.
Early September saw timspork's ghost promoted to Major after downing our first Medium UFO. That was a sign of things to come. The easy meal of Scout ships we'd been enjoying was rapidly replaced with much larger fare as summer turned to autumn.
We still had our little victories. After seven months of active service, YerMum finally became heavy weapons qualified. Durinia joined her following our first successful breach of a Large Scout in a very long time.
But by October the profusion of Battleships in the air made sending strike teams out on non-essential missions seem like a terrible risk. We couldn't afford to have our Skyranger out in the field when one of those behemoths landed on our doorstep.
And some of them did land, though they never remained on the ground long enough for our troop transports to close in. It wasn't until mid-October, when a pair of Battleships set down near Bombay, that we were able to catch up to one. It was crewed by Mutons. We evacuated immediately.
All signs pointed to winter arriving without us getting a crack at capturing an alien Commander.
And then:
After being trailed for two hours by Neo-ChongQing's Skyranger, UFO-137 comes to rest in a field north of Bangkok.
Three stories high, twice the length of the Skyranger, and teeming with horrid life, our prize awaits.
Posts
No he's saying we never get to make out with Emily Blunt no matter how many times we reset. Unfair.
Our scouts meet their Sectoid counterparts to the south ...
... and to the north, across the gas station.
For this mission, Mvrck and theSquid are conducting a trial run of a new equipment loadout: rifle in the right hand, rocket launcher in the left. They alone have the combination of marksmanship and muscle necessary to wield both weapons effectively.
Each of them accompanies one prong of our assault to provide rocket support against Cyberdiscs and sniper fire for Sectoids.
theSquid backs up Confirmation Bias in the north ...
... while Mvrck has Farangu covered to the south.
Sir Fabulous finds another one lurking in the shadows just beyond, going for the widest possible flank around our lines.
Farangu's cannon fire misses the mark, so Corporal Proxy cleans it up instead.
In response, the Sectoids refuse to be goaded. They remain hidden on their turn, but a chorus of screams continues to ring out from the eastern half of the map. As befits their malevolent intelligence, the Sectoids have chosen to play the mission rather than play their opponent.
This plasma blast just misses the civilian panicking behind the pump.
But much like horseshoes and hand grenades, close counts in a gas station.
We have to move faster. Every passing turn brings more death to Bangkok and a greater chance that the Sectoid Leader's psychic powers will be brought to bear against us.
Stormwatcher sprints forward, hugging the wall of the ruined shop, and peers through a window into the field beyond.
A Cyberdisc floats in a supremely well-calculated position, one story above the alley between the gas station and the park. Our southern fireteam will have to reposition to engage it. Our northern fireteam has only a sliver of visibility through the gap between the roofs.
Confirmation Bias attempts a rocket, but it clips the corner of the shed below the disc and detonates harmlessly.
This is looking like an impossible shot. The gap is too narrow, the angle too severe. Threading this needle would be like snap shotting a rocket through the window of a barn.
X-Com was my first PC game, and it blew my tiny mind. I've been playing it ever since. I figure you can't help but get a pretty good feel for a game when you practice at it for twenty years.
Also, I read through the wiki awhile back and finally schooled myself up on the more abstruse game mechanics. Just understanding reaction fire alone has probably cut our casualty rate in half.
Reading that wiki, man. So many "aha!" moments as I learned the details of things that I'd partially intuited over the years.
I can remember getting the X-com demo with some computer gaming magazine way back in the day. I played the demo mission to death.
For a game that came out in the mid 90s, there is an absolutely staggering amount of depth and complexity behind the scenes.
We had a different experience of the 1990's.
It isn't just complicated, its incredibly, incredibly deep. I'd say it was ahead of its time, but I don't actually think there are many games that are as deep as original Xcom. Certainly not nuXcom.
I remember reading about it a year or so ago, the full scope of what you can do in original x-com, and being blown the fuck away, 20 years after its release.
There is no downplaying the design achievement of this game.
Steam, Warframe: Megajoule
Agreed.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
An unchecked massacre will eventually stop all on its own.
Sir Fabulous's autocannon cuts a Sectoid scout to pieces in the street. When he presses forward, he finds their forces marshalling around the damaged Cyberdisc. The disc has barely moved, deciding instead to cover its foot soldiers as they seek out the source of our rockets.
Their cold, black eyes are all turned to the north.
Death comes from the south. Mvrck's rocket cracks open the Cyberdisc, and its shattered hull collapses to earth.
With the threat of the disc removed, SutibunRi brings all her firepower to bear on the lead Sectoid.
And in the south, Durinia takes a knee beside Mvrck to score a knockout on the other one.
A hush falls over the battlefield, broken only by the crackling of the petrol fires. There are no more screams or cries for help. The only sound of life to the east is the slapping of little gray feet on concrete.
Confirmation Bias trundles ahead, taking refuge in the ruins of the gas station's storefront. It gains a view of the park's northern border, but there's no sign of our enemy.
Across the street, Sir Fabulous makes a ghastly find. An entire family, executed in their home.
We came far too late.
Another Sectoid attempts to sneak up on Farangu and Sir Fabulous as they gaze in mute horror at the carnage, but the northern fireteam has them covered. SutibunRi softens it up, and theSquid finishes it off.
It's a reminder that even though we've failed the citizens of Bangkok, we still have a job to do.
The one Durinia knocked out is back on its feet, and another Sectoid is escaping into the park.
Antinumeric puts this one down for good with a hair-raising burst that narrowly misses a tree in the park on one side and Stormwatcher's head on the other.
Durinia's fire is much more controlled, and he picks up the kill he was denied earlier.
As she moves up alongside the rocket tank, Colonel an_alt catches a glimpse of more butchered civilians near a warehouse by the park.
It doesn't take Confirmation Bias long to identify the perpetrator.
Bullets are too good for you.
And with that, Operation Bangkok Terror! draws to a close. It's the first time we've managed to stand our ground for more than two turns against the Sectoid terror machine. Today, our victory is total.
We're lords of the ashes.
EDF! EDF!
Wait, not fighting giant bugs. Right.
Uh.
Praise the Emprah!
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
No, the universe is save scumming for Fanda.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I will not rest until the xeno scum are all dead!
Switch Friend Code: SW-1406-1275-7906
Cleaned that up for you, Sir. You know we can't have unsecured communications floating around.
Many-worlds interpretation of Q-mech?
Our Interceptors' ability to keep pace with the invasion fleet was sorely tested over all three of X-Com's home continents.
But our pilots and air crews, working to the point of exhaustion, allowed not a single Scout ship to slip past us.
Only the Muton Supply Ships servicing their base in Africa escaped our zone of control unmolested.
The Congo has now indisputably become the worst place on Earth. Not even the spring terror blitz on South America's capital cities can compare to what's happening right now in Africa.
They've claimed their foothold on our planet, and we have scant hope of removing it. It will take time, but this orange line curving upward marks the beginning of the end for humanity.
Unless, perhaps, we can end this war first.
The Sectoid Engineer held out much longer than I expected, and remained nearly inscrutable to the end. Fortunately, it gave us just enough information to help focus our interrogation of the Floater Leader.
The Sectoid was a clone, with knowledge limited to what its overlords had implanted in its meticulously-engineered mind. The Floater Leader is gifted with a greater capacity for independent thought, and a deeper understanding of the alien war machine's inner workings.
With its anti-gravity system disabled by our engineering team, the crippled Floater can only struggle feebly as it's strapped to Vahlen's vivisection table. I'm hoping its sapience makes it even more susceptible to the terrors that await it.
We'll find out soon enough.
Meanwhile, the air war continues. In a dogfight that sees his Interceptor suffer serious damage, MechMantis scores his twelfth air combat victory, putting him in a tie with EvmaAlsar for overall kills.
Two days later, Mudzgut reaches a milestone of his own: downing his tenth UFO earns our Asian ace a promotion to Major.
Our new financial security means we no longer have to worry about affording munitions for our Interceptors; the only thing holding them back now is the time spent repairing and rearming.
Being solidly in the black also lets us pad our barracks out a bit more. Of all the staff at Haus von Trapp, no one is happier to meet the new recruits than wilting.
He's no longer the weakest soldier in X-Com.
Noodle-armed or beefcake, we're going to need all hands on deck as the final push gets underway.
The Floater Leader capitulates with astonishing speed.
It gives us the pathway to victory we've been searching for. Only the specific destination still eludes us.
We've come a long way, but without access to an upper-echelon alien, we remain as we've been for the past six months: earthbound, at the mercy of the forces beyond our control.
- - -
I have no idea how long it will take for a break in the campaign to open up. Alien Commanders only appear in three situations:
- A landed Battleship
- An alien base
- An alien invasion of an X-Com base
We've only seen two of those events so far in almost seven months, so we could be waiting a very long time indeed. If there are no objections, I think what I'll do at this point is play ahead off-camera until an opportuntiy to advance the story arises (or something else momentous happens, like a Snakeman terror mission).In any case, it looks like this will be the last update before the forums get boned for the holidays. Merry Christmas, you guys, and thanks so much for sticking with me all this time. We're going to wrap this thing up early in the new year, one way or another.
I think I've only beaten it once. I started another campaign a few years back and made it as far as raiding the first Synomium device site, where I was immediately squad-wiped by Tasoth psi powers.
The only consolation for all of X-Com's weapons being completely terrible in that game is that it takes slightly longer for your own soldiers to kill each other with them.
This makes me laugh more than it should.
Behold my noodly appendages! Looks like OK throwing accuracy though; I can't lift much more than a grenade but hopefully I can chuck them good.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Shit weapons, great armor. TFTD has the friendliest friendly fire.
Why I fear the ocean.
Edit: Waking up I had poor phrasing on this. It sucks it's Mutons because they don't have Commanders.
So excite!
So, uh, don't blame me.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Yeah a couple pieces of you landed in both.
Switch Friend Code: SW-1406-1275-7906
I just want you to know that whenever I have a Skyranger land right next to a UFO in my own X-Com games, one of the first things I usually utter is some variant of "God damnit, Elvenshae."
A tarpaulin was thrown over the completed Avenger, and the lights in Hangar #4 at Haus von Trapp were turned out. The project we had striven so urgently to complete was left to gather dust in the darkness.
Over the next three months, the Avenger's hangar would be the only quiet corner of Haus von Trapp. The rest of the base devoted all its energies to an air war swinging inexorably in the aliens' favor.
Early September saw timspork's ghost promoted to Major after downing our first Medium UFO. That was a sign of things to come. The easy meal of Scout ships we'd been enjoying was rapidly replaced with much larger fare as summer turned to autumn.
We still had our little victories. After seven months of active service, YerMum finally became heavy weapons qualified. Durinia joined her following our first successful breach of a Large Scout in a very long time.
But by October the profusion of Battleships in the air made sending strike teams out on non-essential missions seem like a terrible risk. We couldn't afford to have our Skyranger out in the field when one of those behemoths landed on our doorstep.
And some of them did land, though they never remained on the ground long enough for our troop transports to close in. It wasn't until mid-October, when a pair of Battleships set down near Bombay, that we were able to catch up to one. It was crewed by Mutons. We evacuated immediately.
All signs pointed to winter arriving without us getting a crack at capturing an alien Commander.
And then:
After being trailed for two hours by Neo-ChongQing's Skyranger, UFO-137 comes to rest in a field north of Bangkok.
Three stories high, twice the length of the Skyranger, and teeming with horrid life, our prize awaits.
There'll be no escape this time.