X-Com: Apocalypse - Final Battle & Ending (Superhuman Difficulty)

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  • Опубліковано 12 вер 2024
  • The video shows the final battle and ending from "X-Com: Apocalypse", played on game's highest difficulty (Superhuman). No cheats, mods nor hacks were used.
    Bringing 30 people for this mission was overkill, but I wanted to bring all of my combat-ready agents for the finale. There were few oversights I could've done better (or faster). While one of our androids got injured/damaged, everyone survived the mission, so I'm satisfied with the result.

КОМЕНТАРІ • 23

  • @MortenErCrazy
    @MortenErCrazy 3 роки тому +17

    I'm honestly amazed at anyone who plays this game on real time mode, I'm too attached to my agents for that hahah

    • @eze4731
      @eze4731 3 роки тому +4

      i don't have the patience to play turn-based. I always play real time cause it's quick

    • @aziris7257
      @aziris7257 3 роки тому +6

      In a way, it is easier to play on real time. In turn based, brainsucker, grenades and rockets are huge dangers. If you miss shooting a brainsucker in turn based, you're doomed. 2-3 arthropods with brainsucker launchers can easily cause a team wipe. But in real time, you can see the brainsucker come and can shoot at it. Even if your shots miss, you can manually target brainsucker on a teammate's head.

    • @ChargedPulsar
      @ChargedPulsar 2 роки тому

      Whut what, you have* to play this game real time, otherwise it's shit. You can still pause in real-time for more control.
      Turn-based is unbearable. That's why I haven't played other newer x-com games.
      Besides, real-time is much more realistic in terms of combat.
      You can't just rush in with multiple soldiers and take out a frozen enemy. It's just not realistic.
      In real time, every millisecond something you do, something else also happens asynchronously.
      And that's a lot more exciting and dynamic then turn based combat system.

  • @invisiblemango3536
    @invisiblemango3536 Рік тому +2

    Best X-Com game IMO. Love it. (I understand I'm in the minority but it's just so good, I have to play it every couple years.) I just beat it myself before coming here ^_^. So many agents! I wish I had your patience for the equip screen, haha. I usually get impatient from equipping them all so I usually just send 6. 12 max.

    • @nijunikuro
      @nijunikuro  Рік тому

      It's my favorite X-Com game, too. :) I actually used 6-10 agents in most missions myself, too. I just wanted to show that you can have an all-out warfare in Apocalypse (basically, 10 humans, 10 hybrids & 10 androids) - as I had 2 full backup teams, unlike the new games (XCOM, without a dash) where you can use just 4-6 agents in each mission. I also uploaded a lone agent run of the same level on lowest difficulty shortly after this video. XD
      ua-cam.com/video/uAmNIKQK9hs/v-deo.html

  • @kaelenmosar59
    @kaelenmosar59 Рік тому +3

    Just finished 16th may 72k score. This was the third time i played this game through in my life. Once 2003 i belive, 2012, and 2023. It is GOAT X-COM. Would have made a nice Dredd Game though.

  • @equesfuscus
    @equesfuscus 3 роки тому +5

    Very interesting choices. I've never seen a game in which I was permitted to include 30 agents in a mission. The game seems to limit me to 20, maybe 22. I like the way you did the trick of mind controlling an alien and having it prime and drop all its explosives to wipe out its squad. I see you using the Marsec armor for some agents: what do you see as the advantage of full Marsec armor? Also, I see that the Psimorphs are controlling your agents. How much time did you train up your hybrids before launching your mission (what was the game date of this mission)? I'm also curious about whether you think it's a good idea to put Toxin-equipped troopers to cover the green reinforcement pads, and whether you researched anti-alien gas.

    • @nijunikuro
      @nijunikuro  3 роки тому +2

      The original "X-COM: Apocalypse" allows sending up to 36 agents per mission, tho I usually don't even have that many. Not sure if they changed it in OpenApoc, if you're using that one. :/
      Iirc, I wasn't using full Marsec armor - I only used Marsec chest piece (for flight) and Megapol armor for the rest (as it offers better protection). While your agents can sprint longer in Marsec armor compared to the Megapol one (as it's lighter), it offers less protection, so I usually just use the chest piece 'cause of its jetpack.
      You can see the date at "The Aliens Are Defeated" screen. That should be week 11, iirc. I think the hybrids got most of their stats from combat missions rather than passive psi training, as I remember doing ~100 Cult of Sirius raids in early game (and every time I needed money >.>).
      Yes, leaving an agent or 2 at spawn points/teleportation pads is usually a good idea and Toxiguns ignore energy shields. I kinda chose to use Disruptors instead of Toxiguns on a whim, as I didn't have enough guns and ammo prepared for all 30 agents (as I usually don't send that many on missions) and I didn't want to postpone the attack until I made more.
      Yes, I did have the Alien Gas researched, but I chose not to use it for the mission as most enemies are flying, so it's kinda hard to determine the proper priming time for the granades.
      I also uploaded the final battle on Novice difficulty, which I won using just 1 agent with a Toxigun (with anti-alien ammo C). XD
      ua-cam.com/video/uAmNIKQK9hs/v-deo.html

    • @equesfuscus
      @equesfuscus 3 роки тому +1

      @@nijunikuro Thanks for the explanation. You move quickly if you're assaulting the final building in Week 11! I like to build up a lot, but I guess I don't assault the Cult enough. If they don't attack me, I don't attack them, but if you're doing 100 Cult raids, I can see you're going to buff up your agents' stats fast. Maybe I should be less forgiving.
      With anti-alien gas, you can make minilauncher missiles with anti-alien gas, so the missiles track and hit every flying target and leave a cloud of anti-alien gas around it, usually affecting the target's squad. Still, I like your multi-taking in this mission. Fun to watch.

    • @nijunikuro
      @nijunikuro  3 роки тому +1

      @@equesfuscus I'm glad you liked it. :)
      To be honest, I kinda forgot about the alien gas missiles for launchers, I haven't played in a while. >.> I think I just wanted everyone to have recharging weapons back when I recorded this. To be fair, it would've probably been better to bring people with Toxiguns and 1 or 2 agents with Minilaunchers, as you've suggested.

  • @sidgar1
    @sidgar1 5 місяців тому +1

    No toxin guns? They bypass shields and do big damage, especially toxin C. I like your double teleporter strategy. I used the same idea to evade explosions or to teleport in and out of places quickly. You had an army on this assault.

    • @nijunikuro
      @nijunikuro  5 місяців тому +1

      I normally only used 10 agents at a time, but I brought in my 2 reserve squads for the finale (to show just how many units you *can* bring to a mission) and I didn't have enough Toxiguns for everyone, so I just gave everyone Devastator Cannons.
      I actually uploaded a different finale with just 1 agent with a Toxigun on the lowest difficulty around the same time as this video.
      ua-cam.com/video/uAmNIKQK9hs/v-deo.html

  • @meyers0781
    @meyers0781 3 роки тому +3

    So... the ending is that the final squad you sent and successfully repelled aliens didn't make it because of warp accident?

    • @nijunikuro
      @nijunikuro  3 роки тому +4

      No, just 1 member died 'cause he was too slow getting back to the ship. The others make it back in a singed ship and send back a message "We kicked their a$$!" (refering to the aliens). At least that's how I interpreted it. It could also be an automated message they left before they all got fried by the explosion of the Dimension Gate generators. :(
      And it wasn't a "warp accident", the final mission was to destroy the Dimension Gate generators, which would prevent the aliens from coming to our dimension. The ship got singed 'cause of the generator's explosion and the last Dimension Gate being unstable due to its generators blowing up as it was used, before closing for good.

  • @amberkobato2271
    @amberkobato2271 4 роки тому +10

    Well, i played Xcom and Xcom 2 and this... well... look kinda... different... a lot...

    • @nijunikuro
      @nijunikuro  4 роки тому +5

      Are you talking about the 1st 2 games in the original series or the 2 reboot games? XD
      The reboot games focus on squad-based combat, with 4-6 soldiers trying to beat aliens who have far more units, better weapons and generally better stats. In the old games, you were at war with the aliens and didn't have to worry about cheapskates giving you 1 personnel carrier and 4-6 people to deal with 3 different alien attacks happening at the same time on 3 different continents. -_- I mean, at least there's a reason for it in the 2nd game, but difficulty for the sake of difficulty at the expense of any common sense in the 1st one was just... weird. :/
      Don't get me wrong, I like the new games, but they (over)simplified everything for the sake of fast-paced combat. While that can be fun, it's quite different from the slow-paced all-out alien war from the original games.

    • @amberkobato2271
      @amberkobato2271 4 роки тому +2

      @@nijunikuro Oh, i mean the original from Microprose. I dont think this game is bad, only different, maybe need a bit of practice =)
      In any case, im playing Xcom 2 War of the Chosen in Legendary Dif. and... damn, i HATE that hunter :V

    • @user-ro9zf9kz1h
      @user-ro9zf9kz1h 3 роки тому +4

      @@MagicNumberArg I don't really like the art style in apoc, all alien weapon are too organic (disruptor gun looks like a antenna stick on a meatball, and don't get me started on the dimensional missile launcher). Even those you produce looks the same. Exception for entropy launcher and the brain sucker launcher.

    • @MortenErCrazy
      @MortenErCrazy 3 роки тому +5

      @@user-ro9zf9kz1h I think the underdevelopment had a lot to do with it. The game was intended to be much larger, but they were forced to scrap a lot, and crunch it out. It is riddled with vestigial features which were never used. Some of the art looks like placeholders, and I'm sure it is.
      That being said, I think it's immensely sad that the game was never fully realized. The faction system is rich and complex, but most of the factions do nothing. The lore is super cool, but mostly expressed through dry data entries, and really cool maps.
      Take the recyclotoriums for example, which ostensibly recycle "food materials" - Once you enter, you can see human bodies being recycled, and that's just one example. The organization itself (Evonet) again doesn't even impact gameplay (besides needing protection occasionally), but the environmental storytelling is wonderful. I hope the openAPOC project keeps getting better.

    • @xoener
      @xoener 2 роки тому +1

      ngl I never played apoc when it came out because I think it required a new Windows version that I didn't have, but also the graphics and game style seemed different so something about that really turned me off. So obviously I can't judge it not having played it, but yeah I kind had a similar feeling that it seemed so different from the first two. I was always curious why it changed so much in apoc.

  • @komand-os
    @komand-os Рік тому

    Финальная битва слишком легкая