Sunday, September 7, 2008

**X-COM #8: Tactial Overview**

That last mission was a catastrophe. Though there are many times when playing X-COM that you have to move in, there were many errors that took place that caused most of the casualties. So, I've decided to walk through the mistakes made in the last entry and figure ways of fixing them. This will help in the base attack, which is coming up shortly.

Starting from the beginning of the entry. The fist mission was to recover a large scout craft, the plus sign ones. This mission was at night, and so visual range is less than half what it usually is. However, electro flares can be used to balance this disadvantage.

There are two possible night time Alien 'line of sights' that I've heard about. According to the X-COM Wiki, Alien view remains the same. So, their view is not restricted by light settings.(which makes since, seeing as they have no electro flares.) But, according to another source, as well as my recent experience, I have cause to belive that Alien view is the same as X-COM view. That is, very low at night. Or at least decreased. When the tank entered the lighted area around the electro flare, the alien reacted and opened fire. While it may have been coincidence, I believe it was night vision limitation. Either way, our first rule of the overview is: -Avoid electro flares, as they may give away your position. This also means I will have to be careful where I throw them.

The next thing I saw as a possible error was the reaction shot that Neal took. Reactions are the most difficult thing to improve on, because to learn skills in X-COM you have to exercise those skills. Or, take reaction shots. In this mission, I knew the alien was active. That is to say, every once in a while you get an alien that will poke his head out of the UFO, look about, and run back inside. This is very dangerous when you are approaching the UFO entrance, as you can be plagued with incoming fire, and possibly have no TUs left to react. There are two ways(maybe 3) to remedy this.
1. Toss a proximity grenade in front of the door. This is the safest tactic. As the alien opens the door, he will be blown up.
2. Wait outside, usually in an organized formation, and attempt to reaction shot the alien. This is dangerous because the alien will likely get a shot off first. While in this mission the shot didn't kill anyone, had it have done so the reactions would not have been worth the price.
3. Smoke grenades could cover so you could advance, but it would have to be combined with reaction shots for a kill.
Take a look at this data from the ufopedia:
"
Mutual surprise:
-If a unit first sees an alien at the same instant that they first move into an alien's line of sight, the alien won't fire, even if you have no TUs left. The alien you spot doesn't even have to be the alien that spots you -- you can walk through a door and see an alien ahead of you, which will prevent unseen aliens to the side from attacking you.
-There are cases where aliens can see you (and even fire upon you!), but you can't see them, even if you're facing them (such as walking toward an open door, or when nearing a corner).
-The "mutual surprise" rule seems to only apply to when you walk (or fly) into an alien's line of sight: if you spot an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will shoot at you if it is facing you. An alien will also shoot at you if you spot it when standing from a formerly-concealed position.
-The mutual surprise rule also does not apply if you move into an alien's field of vision via vertical movement, by using a lift or a Flying Suit. Even if you are facing the alien, you will get shot at as you move up or down into its line of sight.
-To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal. However, there can be a number of "blind spots" near corners, where aliens can see you but you can't see them.
"
Mutual surprise is a key factor in alien engagements, particularly in ones involving doors and corners. I believe that the same mutual surprise occurs for the aliens as well, meaning no reaction shots until the alien has moved or fired, etc. Also, nearly every alien in the game has faster reactions than every X-COM soldier, and likewise will be able to at least get a shot off, or whatever else it may decide to do.

In the case of the UFO, it was risky, but luckily it worked out. The only other option was a proxy grenade, as moving towards the door would have been lining up for low TUs and better alien accuracy. Well, in a sense:

"
The accuracy formula is NOT affected by distance - if you have a 100% chance to hit, you will hit, at any range - but 'missed' shots still have a chance to hit if their randomly distributed path takes them through the target tile. This is why burst shots are your best choice at close range - even if the calculated accuracy is bad, it's still hard to miss.
"

So, distance does have a factor. Slighly, I guess. Though it is an odd way of creating it. Apparently though, standing adjacent to the target(or assailent) drastically reduces the chance of missing. Otherwise, it's like a roll. Though this may explain why bullets will 'hit' targets, but not kill them. As in you see them bounce on the target's head, but do no damage. A question for the ages.


Likely, if I were to do it again, I would do the same thing with this setup, but electo flare and further back, with some cover in front. Note how Neal has no cover at all, which is a problem. Smoke could also be used, forcing the alien to wander out to find my soldiers. Though I don't know the likelyhood of that.

Before I start on the second mission, I'll give you some additional information that I've been looking for. Line of sight information can be found here. This is very important, as it caused horrendous damage on the last mission.



Here's the outer door of the UFO, one of the most dangerous areas of any mission. And here's one of the better formations for entering, though based on the Line of Sight information, it would be better to wait only along the sides. Write that in the handbook. Or something. So, here's the entry plan. One soldier will enter first. Usually a meatshield, as there are chances you'll be walking into an alien. But, in the event you are the lucky one, here's the hopes. No alien reaction shots. If there's only one alien, and it's in your line of sight, you get the first shot, so don't miss. Not likely, seeing the short range. But, if there is an alien not in your line of sight, supposedly you'll get pasted. But I'm not sure, there's always lack of TUs, etc. If you aren't shot, but there are multiple aliens, there is the possibility of retreat, though that might not be best. I guess you'll have to hope that X-COM likes you.
After the first person clears the room, or deems it unclearable,(in its current state. It's only unclearable if Chuck Norris is in there) the second person moves in to back them up, killing the aliens left over or taking a covering position. The 3rd person is also back up. It's probably the best way to enter a UFO, and minimizing casualties.

So, the thing that I worry about with a UFO attack is what I call peeking. Peeking aliens to be exact. If the alien walks out, someone gets shot....at. Like mentioned before, if one is constantly peeking, then we go with a reaction strategy.

Which is one reason that the last mission went so poorly.

One big problem with this mission was my excitement about the alien base attack. That and the 4 kills we had early on in this mission, combined with new armor, previous great missions, first big UFO...yeah, I underestimated the enemy. That's primary rule #2. Don't underestimate the enemy. In my confidence I advanced too quickly.
Ok, I made this to illustrate how little cover I used. Notice Britt and Ajay. Britt is in a very dangerous position, like sitting in front of the UFO door when you know the aliens are about. Why? Because I was hoping for reaction shots. Kill the alien on your turn as well as theirs. But I had forgot how bad an idea that was. And now that I've been smacked by the aliens....ahhh. So, now on how to counter the dreadful corners which have provided us with the same affect as a door....

So, Britt was basically a sacrifice. Where should she have been? After peeking around the corner, (but from a different angle, as will be explained) then retreating back behind the corner, which would drop the uncovered area in half. Cam chased after the alien, and crossed the corridor then got shot down. I guess I was figuring on the lack of TU's the alien should have had. Also, Natalie was out of TUs, and I was assuming that room was empty.

Ok, remember cover--advance, then cover at the end of the turn. Like I did later in the mission.

Here's a good strategy. First, Tyson went up the lift. --not a surprise effect, or whatever they called that-- at the top, I exit the upper door, did a 180 just to check that there were no aliens, and then moving back into the room, in case the alien could come back into firing range. Chelsea had less TUs, and moved up and just covered the door. If you are left out of cover, then just hope for reaction shots, in a well covered position. I lined up in the room like my common UFO boarding. But, as the picture shows, this is where I should have been positioned. This does provide vulnerability for the opposite person, but in this setup, the alien would have to walk into the room, and hopefully use their TUs(8 TUs for doorway crossing) and then get a gut shot from the team mate.

The most deadly section of the mission was in the left corridor. But every death was caused by a lack of view. The fact that I walked blindly around corners and into alien plasma wasn't the best for the moral.

The final rule of this report is to look around! Spencer got shot by the sneaky alien that was behind the door that I hadn't seen. So, yes, pull a 180 as you enter a room to get a view of your surroundings.

These views are the last thing our brave soldiers saw before they were vaporized. The views aren't covering where the shots came from, and only a slightly different approach would have revealed the whole area.


So, these paths, for the simple reason of expanding view around the corners while increasing distance between soldiers and their potential killers. As long as they see the aliens first, they should get to shoot first.

So, what to do about corners that you can't easily clear by simple repositioning? In the base assault I'm assuming corners that are more or less doorways, as in, two door sides uncovered, so only one approach can be covered, the other side must be blind. Either way, hopefully better grenade tactics can help.

First, proxy grenades. While they will explode no matter who walks close to them, and they have a limited explosive radius, they can be used for defense. Covering flanks will be important, especially in a base attack/defense mission. If there's one way to get somewhere, proxys can cover behind you, or the paths that you don't plan on crossing later. Notice how they could be used in the spaceship-on the narrow corridors or in the grav lifts. It will be much more important in the base assault, however.
Regular grenades would be great for corner clearing, if they could bounce. As it is, they can still hit nearby aliens, but it is difficult to toss around a corner without already exposing yourself. Still useful.
Smoke grenades have debated reliability. They do block vision, and can be good for close advances. If you walk through the smoke until you see an alien, then turn around there will be no return fire when you shoot. The grenades only last for a few turns though, so there usability drops after a short while. I'd say I need more testing. But that's what the actual game is for, so we're running the guinea pig plan. So, the plan is to buy tons of grenades: smoke, proxy, and alien killing. That clears up this review. As long as I take it slow, I'm hoping for a successful mission. No assurance of low casualties, but it should be better than....well, a repeat of the last mission.

Let's go over the rules once more: (and the ones I forgot)
1. Avoid electro flares at night.
2. Don't underestimate the enemy.
3. Look around for aliens!
4. Cover > Reactions
5. Armor doesn't make you invincible.


Original Transcript of the Supply Ship mission: (without pics)

Jesse looks pretty good in his flying suit. Once again, Jungle map. I loaded everyone up with flares, the realized it was daytime. Drat! The tank spots an alien, directly ahead. Cam opens fire, but he's a little clumsy with the laser rifles and misses. As am I. Natalie misses twice, and then hits. But I've left my soldiers clogging the exit.

I think we'll be fine, but that makes a bit of traffic next turn. A shadow reveals the UFO location. 3 stories, I have no idea what type of ship it is... I spy some Sectoid movement. If I clear the outside, then wait for a couple reaction shots.... Cam moves off the ramp, but can't see the Sectoid through the trees. Natalie can, and nearly hits but misses after 9 shots.

Jesse moves off the craft, using his flying suit to go airborne. He finishes the sectoid, and now we know why he's commander. He crouches in the air (?) There are enough trees I hope that we'll be covered, especially the tank, as it is near the door. I fan out in the direction of the UFO, but I doubt any reaction shots, if any, this turn. I hear two doors....yipes....but I don't see anything. As I maneuver the tank, I spy an outside alien. Tyson nails it with an amazing through the trees shot. I boldly move towards the UFO entrance, while Jesse keeps a view over the operation.


This time I hear about 5 door opening noises. Inside? I don't know. The tank has secured the far side of the UFO, and I decide to move it behind. Kevin and Ajay to the east, they have a hard time moving, rocket launchers aren't the best weapons to use on aliens. Jesse is now 3 stories up, quite the high flier.

I keep moving in. I plan on entering both doors. Tys and Chelsea on the bottom, Kev and ajay to the west. Another alien runs out the 2nd door, and Tys fells it after 9 shots. There are no doors behind the craft, and on the next turn I guess I'm going in. Hopefully that's better than waiting.

I go to random.org to see who goes first...and its Britt. These hallways are oddly...cramped. I head to the right, the other group will go left. Jesse lands by group two, and I realize I have 3 stories of conflict to go.


Ajay checks the corridor, and it looks clear. Spence heads through the door, to come face to face to a Sectoid. He mows him down, and it looks clear. Britt moves behind to a grav lift, and Natalie secures the central engine room.

I decide to move with quinn, letting my confidence get the better of me. He takes one in the side, and it kills him...

What the????? a sectoid was right behind the wall, I couldn't see him. He shoots Spencer in the back (how did I miss seeing him??????) The quinn killer shoots at Chelsea, but she returns fire and kills it, then kills the one behind her. Another one kills britt, then hides. Holy cow, can this get any worse? Yes. Cam looks around the corner, and is gunned down. Ajay readies a grenade, and Natalie tosses a proximity at the sectoid that shot at her. But she's in plain view....I almost can't watch.

Two aliens, both miss ajay, at first anyway. He tosses the grenade in one's pocket, then takes cover. The engine room looks clear, which means the alien is out by tyson and chelsea. I can't tell, but there is little I can do until the next turn.

The grenade kills the duo, based on alien movement time I'm guessing there's only one left. I slowly advance Tyson and Chelsea, but see no aliens. He must be in the engine room.....Natalie moves out, and sees the Sectoid. She opens fire, hit but no kill. The sectoid returns fire....and I can' tell if he hit or missed, but Natalie survives two shots unharmed. I take a snapshot, miss, but then hide....please don't die!!!!!

The grenade kills the engine room alien, but more trouble. I hear mind control, and Chelsea goes bezerk. She fires at the walls, nearly killing Tyson. Ahhh!!! I can't believe this! We're moving up, ajay and kevin are moving up the grav lift.

Jesse and his flying suit take point on the right....but he gets shot while moving around the corner, and falls dead.

We've lost our commander.....I don't know if morale will hold out. Chelsea has paniced, but the rest are doing decent..I'm standing by the grav lift. and kevin is about to move in....if we all die, I will be so sad....
Kevin and ajay clear the first room, killing 1.

Now I'm panicing. The mind control attemps are not good for karma. I hope chelsea can cover me if one comes down the lift....or at least avenge me. Kevin moves out from cover and kills another alien. I'm hoping no mind control...


I'm back under control, and I plan on KILLING!!!!! Tyson and Chelsea both move to the second story, but I haven't seen anything yet. The upper group continues advancing.


Chelsea exits to the bottom, revealing some sick growth pods or something. Tyson opens the door, sees the alien, and happily guns him down. I keep moving, the top is almost clear. An alien shoots natalie, but she takes it like a hero, and without damage. Ajay walks around the far side, shooting the assailent in the back. It doesn't kill him, and Natalie finishes it, without friendly fire. Tyson and Chelsea slowly cover downstairs, and I pray that was the last one.

An alien tries mind control, tyson goes bezerk, this time almost killing chelsea....and one pokes out and takes a shot at the upper 3. Kevin's reaction shot misses, and the alien runs. Natalie gives chase, and ends its sorry life.


That was the last one...ahhh, I can't beleive this....

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