Thanks for the advice, sharp. I already experimented with the altitude control but the Skyranger stubbornly ignored me. I could swear that on the one or the other occasion the thing actually followed the roads intentionally :blink:
Anyway, I'm a poor chap so my fleet consists of rather primitive fighters:
1 APC Wolfhound (0 Kills apart from the occasional passing Sirius Taxi)
1 Stormdog (I really should sell the thing)
5 Hovercars (They are cheap and useful, also so far they have managed not to get killed (with 1 exception))
2 Valkyries (Number 2 was bought before the Hawks became available, I couldn't wait any longer for additional firepower)
3 Hawks, all armed with retribution, 1 with janitor and the small alien weapon and two with a lineage plasma cannon.
Still I had a hard time downing the ufo I'm just boarding; I suspect its type 6 or 7 and probably the first one with the green psiglobs lurking around. (Description: It's got at least two doors which are one storey high, the walls are radioactive green and there are 12 agents sitting / proning / standing in front of them waiting for something non-human to emerge :evil: )
Efthimios: The sole reason while you never had to reload is because the soldiers do it themselves
Anyway I only use one weapon (devestator at the moment, I'm just working at the biological warfare) since my soldiers fit in one of two categories:
A) Born marksman: Ridiculously accurate even when using automatic, also extremely strong and fast and thus packed with tons of explosives if the necessity for a ground zero should arise (I just drop loads of explosives from the top level since it costs nothing tu wise)
B) A complete behind: Can still miss the target when standing right next to it - preferably when it is vital to kill it - can only carry small amounts of extra equipment and would be unable to move if he / she / it wasn't wearing a complete marsec armour. Is also unable to throw explosives of any kind, grenades tend to get stuck in the agents nostrils blowing him and his squad to very tiny bits or, should the armour hold, they stay in one bleeding bruised dying bit which spends some time patching itself up and then leaving the combat area pretty damn quickly. Or, alternatively, they go sniff a stun grenade and spend the rest of the mission fast asleep while the other squad does all the fighting (I usually operate in 2 big squads to stop the B-class trooper from getting killed)