Kill a Hallucinoid, Research it ASAP

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Village Idiot
Posts: 28
Joined: Thu May 03, 2007 12:27 am

Kill a Hallucinoid, Research it ASAP

Post by Village Idiot »

Get that Mind Shield

PSI Attacks sucks ass
evilferretvictim
Posts: 59
Joined: Sun Apr 15, 2007 7:39 am

RE: Kill a Hallucinoid, Research it ASAP

Post by evilferretvictim »

Halluciniods are pathetic by themselves.... My first alien base was a Halliciniod base, along with a few of those annoying pod things (forget what they're called). It was a cake walk...Probably the easiest mission I've ever done so far. I think they're AI needs a bit of tweaking, or perhaps they're purposely dumb. I would imagine they could do some serious damage combined with other aliens though. I'm holding off on the mind shield until they start to become a problem.
Village Idiot
Posts: 28
Joined: Thu May 03, 2007 12:27 am

RE: Kill a Hallucinoid, Research it ASAP

Post by Village Idiot »

Ya they drop like a brick
 
Its just highly annoying when they panick your soldiers, especially when one of them is in view of another alien you failed to gun down on your previous turn.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by PhoenixD »

What happens when soldiers panic?
Tophat1815
Posts: 1824
Joined: Mon Jan 16, 2006 4:11 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by Tophat1815 »

ORIGINAL: evilferretvictim

Halluciniods are pathetic by themselves.... My first alien base was a Halliciniod base, along with a few of those annoying pod things (forget what they're called). It was a cake walk...Probably the easiest mission I've ever done so far. I think they're AI needs a bit of tweaking, or perhaps they're purposely dumb. I would imagine they could do some serious damage combined with other aliens though. I'm holding off on the mind shield until they start to become a problem.


Halluciniods are the BIG LUMBERING GIANTS with a CLAW correct? I just had a 4 man team and AFV over-run by 7+ of those beasties! You aren't one of those fellows that said this game is too easy are you?

No offense but after a good 7 hours of playing I doubt your conclusions.
valiant
Posts: 5
Joined: Thu May 10, 2007 7:09 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by valiant »

I thought I'd go ahead and get mind shields cause I was ahead and about to fire most of my salaried workers. So now I have enough mind shields for 12 but can't figure out how to use them. Looks like they go on your head but there is no slot for them. How do you equip or use them  [&:]
Village Idiot
Posts: 28
Joined: Thu May 03, 2007 12:27 am

RE: Kill a Hallucinoid, Research it ASAP

Post by Village Idiot »

ORIGINAL: valiant

I thought I'd go ahead and get mind shields cause I was ahead and about to fire most of my salaried workers. So now I have enough mind shields for 12 but can't figure out how to use them. Looks like they go on your head but there is no slot for them. How do you equip or use them  [&:]

Just put it somewhere in your inventory (ie: belt pouch).

Hallucinoids aren't the problem, as they can only attack in melee. The problem is later on when you meet the Ethereals/Phantoms, whom can also perform PSI attacks, but can do it from anywhere much more powerful as long as an alien is in your sights.
GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: Kill a Hallucinoid, Research it ASAP

Post by GalacticOrigins »

Someday soon you will wish you had a battle with just Hallucinoids. All they do is charge your line. Later, metal machines are going to be a pain.[:'(]
princep01
Posts: 945
Joined: Sun Aug 06, 2006 10:02 pm
Location: Texas

RE: Kill a Hallucinoid, Research it ASAP

Post by princep01 »

ORIGINAL: GalacticOrigins

Someday soon you will wish you had a battle with just Hallucinoids. All they do is charge your line. Later, metal machines are going to be a pain.[:'(]

Oh boy....now there is an encouraging thought! I better get those plasma thingies that fire the green stuff to work soon or Esperanza is toast.
bman654
Posts: 96
Joined: Wed May 23, 2007 7:04 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by bman654 »

I've tweaked their AI so in the latest version of my mod so they are much more formiddable. If you play at the higher AI levels and you do not have a significant numerical superiority when you come across a group of them I expect you will get ass-munched...unlike in the unmodded game where they are indeed a push-over. I am only in month-2 in my game and after running a few missions against them I decided their AI needed some serious fixing.

You can find the mod here:
http://www.ufo-extraterrestrials.com/fo ... php?t=1691
GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: Kill a Hallucinoid, Research it ASAP

Post by GalacticOrigins »

re Hallies
 
they are supposed to be easy. harder enemies are around the corner
 
wait until the machines with long-range mega hitting weapons show up
 
unless you have the right weapons, they are a pain
With the mod, fighting the machines in a large, open map is suicide. Even with the right rockets. Note, these enemies take 12-20 hits to drop with any of the 3 main rifle-types you have available. Only the right weapon will take them out. This weapon is great but short range. Now, with the mod, they group up ... I lost the whole team on a terror mission (I actually by-passed that save, since I also had the bman mod's not set the way I want them, had perm death on, I not like that in current game). The aliens also retreat after shooting, so it is even harder to close.
 
The battle I had was unwinnable. I had 6 kills leaving 14 or so aliens. And that was my best squad. I seldom lose fights, but the mod makes the game much more lethal. Grenades, alien teamwork, and alien retreating after shooting are big changes. (The aliens used to stay at range or even close after they shot, at least allowing you to nail them).
 
I am not certain at this point. Yeah, I like the mod. But wow!
PDiFolco
Posts: 1195
Joined: Mon Oct 11, 2004 8:14 am

RE: Kill a Hallucinoid, Research it ASAP

Post by PDiFolco »

Maybe the number of alien in each type of craft should be reduced somewhat to compensante for their combat AI improvements. Not hard to do in a mod I suppose: BMan could you add this (as a new BMan setup option )?
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GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: Kill a Hallucinoid, Research it ASAP

Post by GalacticOrigins »

ORIGINAL: PDiFolco

Maybe the number of alien in each type of craft should be reduced somewhat to compensante for their combat AI improvements. Not hard to do in a mod I suppose: BMan could you add this (as a new BMan setup option )?

I would like to see the following:

When you are almost done with a mission and have it won, the game adds 1-3 more aliens for you to hunt down. Very annoying. However, many times the new alien is a commander that you might need to capture.

I just lost another Terror mission to the machines. Had it won, then more were added to the battle - behind me, of course. I had 1 soldier left, my Commander, and she had critical 3 (no way to heal self). I lost it. Could not find the alien. Had the right weapon equipped, too.

Maybe a mod could let the commander aliens be added, but in a battle with no commander type aliens present (like brown Hall monsters and machines), the extra aliens are not added?
Wiz33
Posts: 148
Joined: Wed May 16, 2007 8:00 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by Wiz33 »

  With a proper;y secured perimeter. I have never have aline pop up on me. They are sneaky though and will sometime move around your LOS and come at you from behind.
GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: Kill a Hallucinoid, Research it ASAP

Post by GalacticOrigins »

ORIGINAL: Wiz33

  With a proper;y secured perimeter. I have never have aline pop up on me. They are sneaky though and will sometime move around your LOS and come at you from behind.


Yeah, I know ... but with only one soldier left kinda hard to do .. [:(][:D]
PDiFolco
Posts: 1195
Joined: Mon Oct 11, 2004 8:14 am

RE: Kill a Hallucinoid, Research it ASAP

Post by PDiFolco »

The game pops up aliens in your back when you've a mission won ?? Pretty lame, I don't want that !! [:@]
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bman654
Posts: 96
Joined: Wed May 23, 2007 7:04 pm

RE: Kill a Hallucinoid, Research it ASAP

Post by bman654 »

AFAIK *all* aliens are placed at mission start.  No aliens are ever spawned during the battle.  When you "have it won" ie only 1-2 aliens left, they will come out of their hiding places and bee-line torwards your troops.  Most likely you missed one hiding and once you wiped all the others he came charging out from your behind.
PDiFolco
Posts: 1195
Joined: Mon Oct 11, 2004 8:14 am

RE: Kill a Hallucinoid, Research it ASAP

Post by PDiFolco »

Ah that's ok, it looks like I've misunderstood GalacticOrigins post [;)]
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