History VideoGame / UFOAfterblank

30th Jul '16 9:47:39 PM kikiandlala
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* VideoGameCrueltyPotential: In ''Aftershock'', your Laputans start off with fairly weak laser weapons. In fact the 3 Earth factions - human, cyborg and psionic have better guns than you do. So one way to get the Earthling tech is to join a mission where one of these factions are fighting invaders and after winning, have your troops stab your friendlies until they fall unconscious or die and loot their equipment (works for everything except armour). If you want armour from other factions, then make allies with that faction and hire their people and then fire them after looting their stuff (this will hurt your relations with that faction while stabbing their people to death doesn't).
29th Jul '16 2:21:21 PM Morgenthaler
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* GenreSavvy: One of the main reasons the Reticulans are able to do so much damage against [[ProudWarriorRaceGuy humanity]] is that they're ''[[DangerouslyGenreSavvy extremely]]'' aware of their own limitations. As such, the first step of their invasion plan involves bombarding military installations into dust from orbit, and the second step consists of a mass bombardment of the entire planet with biological weapons and then waiting a year. Only then do they send in ground troops.
29th Jul '16 9:45:33 AM Ripburger
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Thus begins the story of ''UFO: Aftermath'', the first game in the ''UFO: After Blank'' series by Altar Interactive (''officially'', it's known as the "''UFO''" series, but you know the Internet). Considered the SpiritualSuccessor to the ''{{X-COM}}'' series, the ''UFO: After Blank'' games combine a geoscape-like view of the planet for strategic planning, and tactical squad-based action for missions. Research and development are extremely important for advancement. In many respects, the game is similar to ''{{X-COM}}'', but the addition of real-time tactical missions, as well as a unique strategic game focused more on territory than resources and a complex story, sets the game apart from ''{{X-COM}}''. Unfortunately, the series does not break from the X-COM tradition of crippling bugs and glitches. This got worse with the sequels, which were often rendered ''{{unwinnable}}''.

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Thus begins the story of ''UFO: Aftermath'', the first game in the ''UFO: After Blank'' series by Altar Interactive (''officially'', it's known as the "''UFO''" series, but you know the Internet). Considered the SpiritualSuccessor to the ''{{X-COM}}'' ''[[{{VideoGame/XCom}} X-Com]]'' series, the ''UFO: After Blank'' games combine a geoscape-like view of the planet for strategic planning, and tactical squad-based action for missions. Research and development are extremely important for advancement. In many respects, the game is similar to ''{{X-COM}}'', but the addition of real-time tactical missions, as well as a unique strategic game focused more on territory than resources and a complex story, sets the game apart from ''{{X-COM}}''. Unfortunately, the series does not break from the X-COM tradition of crippling bugs and glitches. This got worse with the sequels, which were often rendered ''{{unwinnable}}''.
26th Jul '16 5:41:50 AM kikiandlala
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* KineticWeaponsAreJustBetter: Laser using Reticulans will melt under the superior firepower of your humans with assault rifles and light machine guns.
26th Jul '16 5:38:52 AM kikiandlala
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** In ''Afterlight'', Wargot plasma weapons are the earliest plasma weapons you can use. They should be pretty useful for their high base damage, common availability and coming in at time when enemies show up that are resistant to normal bullets. However Wargot plasma weapons are very heavy and extremely inaccurate (even for the Wargot themselves) unless your soldier is a master with a rifle. Once you have armor-piercing bullets and human-based plasma weapons, Wargot weapons should only be picked up in an emergency.
26th Jul '16 5:33:12 AM kikiandlala
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* ACommanderIsYou: Essentially the humans are the brute force faction, especially in the first game. The weapons they have tend to have the highest base damage or greatest rate of fire, because humans build their equipment (including their alien-based tech) on a bigger scale. The brute force of the humans' oversized tech is one of the big advantages over the other factions.

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* ACommanderIsYou: Essentially the humans are the brute force faction, especially in the first game. The weapons they have tend to have the highest base damage or greatest rate of fire, fire and their armour is highly protective, but this comes at the cost of being very heavy. That's because humans build their equipment (including their alien-based tech) on a bigger scale.scale to overcome the primitiveness of their tech. The brute force of the humans' oversized tech is one of the big advantages over the other factions.
26th Jul '16 5:30:06 AM kikiandlala
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* ACommanderIsYou: Essentially the humans are the brute force faction, especially in the first game. The weapons they have tend to have the highest base damage or greatest rate of fire, because humans build their equipment (including their alien-based tech) on a bigger scale. The brute force of the humans' oversized tech is one of the big advantages over the other factions.
26th Jul '16 5:18:11 AM kikiandlala
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* Grenades and rocket launcher type weapons, unlike the original X-Com, the UFO series is real-time which makes the use of these weapons difficult to coordinate and use effectively. Grenades have a variable detonation time and neither grenades or rockets are hit-scan weapons, so your enemy has a good chance of leaving or getting killed by a shooter before the explosive arrives. Despite that, these weapons are still very useful once you get the hang of them - they have great hitting power and area effect plus grenades are your only weapon able to arc over walls.

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* ** Grenades and rocket launcher type weapons, unlike the original X-Com, the UFO series is real-time which makes the use of these weapons difficult to coordinate and use effectively. Grenades have a variable detonation time and neither grenades or rockets are hit-scan weapons, so your enemy has a good chance of leaving or getting killed by a shooter before the explosive arrives. Despite that, these weapons are still very useful once you get the hang of them - they have great hitting power and area effect plus grenades are your only weapon able to arc over walls.
26th Jul '16 5:16:10 AM kikiandlala
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** Mines and traps for the Technician class in ''Aftershock'' and throwing weapons for Rangers, all those mentioned items do heavy damage. But bad enough that they're one-shot use items in a game with limited inventory, they have other limitations. Mines and traps would be great in a turn-based game, but in a RT game (even with pause) it's EXTREMELY time-wasting to have a character lay down a mine or trap, especially since these weapons rely on placement for a charging enemy but so many battles take place at sniper rifle range. Throwing weapons have high base damage, but their type of damage is the one most commonly resisted and the range for all throwing weapons are extremely short. You're better off carrying another clip of ammo or a grenade instead.


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* Grenades and rocket launcher type weapons, unlike the original X-Com, the UFO series is real-time which makes the use of these weapons difficult to coordinate and use effectively. Grenades have a variable detonation time and neither grenades or rockets are hit-scan weapons, so your enemy has a good chance of leaving or getting killed by a shooter before the explosive arrives. Despite that, these weapons are still very useful once you get the hang of them - they have great hitting power and area effect plus grenades are your only weapon able to arc over walls.
18th Jul '16 10:53:45 PM kikiandlala
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** The flamethrower in ''Aftermath'' does 2400 damage in a game where 70 is pretty decent. However it takes some time to come out in a real-time game, has awful range and it lays down a lingering blaze that can easily cause friendly fire, including to the person who was using the flamer. Another contender in the same game, is the Warp Detonator. Nothing can match the 6000 damage it can dish out, but it's a slow weapon to activate and the range is so low, that you're likely going to be in melee range before you're close enough to use it.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.UFOAfterblank