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Old 04-04-2005, 04:18 PM   #761
another_guest
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Quote:
Originally posted by axident@Apr 4 2005, 04:07 PM
Yeah I think grenades blow each other up, so it's pointless to use more than one grenade at a time against an alien. You can also touch down and lift off a terror site, though it's pretty bad either way. Not sure if you get a penalty for ignoring crash sites, but to be safe, sometimes I intentionally down UFOs over water if I know I can't deal with the crash site anyway (e.g., I have no hi-psi troops against a crashing Ethereal battleship).
I think you're right about the grenades, at least I've often tried multiple proximity grenades, either on the same tile or adjacent ones. And I didn't see any difference compared to the damage a single grenade would have done.

I don't know either about ignoring crash sites, but I've also used the same method as you, trying to shoot ethereal ufos above water.
What I didn't know until recently (thanks to the unofficial strategy guide), is that the aliens also get a monthly score, and it's only the net difference between yours and theirs that is displayed at the end of the month. I believe they said ignoring a terror site would give the aliens 1000 points, whereas touching down and leaving would only cost you -300 to -400, and perhaps give the aliens the same score positive.
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Old 04-04-2005, 04:21 PM   #762
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If you leave a downed battleship I still think that it is -1000 points, OTOH, if you touch down and run away ASAP then you get 0 points. Which is fine by me, to be honest. I don't want to lose my best soldiers (The Banshees) to Etherials, especially early on in the game.

And remember, kids, if you are facing psi-aliens then crouch in your landing craft. It might sound cray, but you never, ever get MCed.

Oh and you exceeded what I hoped for. Well done, over 1050 posts in the time I was away.

So hello again.
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Old 04-04-2005, 04:37 PM   #763
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man, it'd be so much fun being the aliens. Load up battleships with dozens of sectopods and mutons with blaster launchers. Wholesale slaughter at terror sites, wipe out entire towns...
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Old 04-04-2005, 04:56 PM   #764
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man, it'd be so much fun being the aliens. Load up battleships with dozens of sectopods and mutons with blaster launchers. Wholesale slaughter at terror sites, wipe out entire towns...
¨

Yeah, and imagine buildings toppling over with some polished graphics .

Quote:
I'm not talking killing shots here, just hitting somebody standing right in front of you. While missing 1 or 2 snap shots should be possible, it's hard to believe 2 auto shots of 3 shots each miss the target.
If an amateur like me can hit targets of a few centimeters at some distance, then trained soldiers should at least hit a full body next to them most of the time
Agree, though I haven't ever missed an alien standing face-to-face with my soldier. My policy with distances in hex/square-based games is that one square is one meter. So, with that in mind, I still think it's possible to miss at such meager distances, even though it shouldn't really apply to veterans. Veterans learn that a policy of war is "Shoot, then scream; not opposite". I figure rookies would scream first .

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Old 04-04-2005, 05:10 PM   #765
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what is penalty for ignoring alien base? I have particulary just one muton base,other is without problem(I can win against small ships and large ships/terror sites I just use land/flee tactic)
It is pointless using AC or immolation munition against them(I killed one muton with 15 HITS from AP autocannon.I dont have even enought munition for killing 12 of them,not talking about time.... LOL )
Fire is nice,but you need to immolate HUGE area, and find way how keep muton there for few turns.And how keep them there without killing your troops.
You still need 4 HE shots to kill them and one or two(depends on luck) Large Rockets.
Best way I found is HE under they feet...
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Old 04-04-2005, 05:14 PM   #766
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I've found the best way to kill them is auto heavy plasma.
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Old 04-04-2005, 05:37 PM   #767
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Hm, maybe I should start being afraid of Mutons instead of Etherals when I start my 3rd difficulty game soon .
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Old 04-04-2005, 05:38 PM   #768
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Yes, but Lizard is talking about beating the Aliens without their own weapons. I reckon that Incendiary Rockets might work, but you would need to have an ambush set up really well for it to work.

Oh and you can play as the Aliens if you play UFO 2000 which is basically a UFO skirmish game. You 'buy' soldiers and different weapons and it is multi-player.

I don't know what the penalty for ignoring an alien base is, but I bet that it is really high. Nothing you can't make up for by shooting down supply ships, though.
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Old 04-04-2005, 05:50 PM   #769
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Quote:
Originally posted by Spookyfish@Apr 4 2005, 05:37 PM
Hm, maybe I should start being afraid of Mutons instead of Etherals when I start my 3rd difficulty game soon .
Ethereals will always be king; the makers of the game wanted it that way--it's no accident that the final mission is against Sectoid vassals on the surface and all the terror units + Ethereals down below. Mutons are only "good" in that they have lots of health. But Ethereals are the mind-controlling, well-armored masters. Oh, and Ethereals have Sectopods, which have unholy amounts of armor.
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Old 04-04-2005, 05:51 PM   #770
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Quote:
Originally posted by PrejudiceSucks@Apr 4 2005, 05:38 PM
Yes, but Lizard is talking about beating the Aliens without their own weapons. I reckon that Incendiary Rockets might work, but you would need to have an ambush set up really well for it to work.

Oh and you can play as the Aliens if you play UFO 2000 which is basically a UFO skirmish game. You 'buy' soldiers and different weapons and it is multi-player.

I don't know what the penalty for ignoring an alien base is, but I bet that it is really high. Nothing you can't make up for by shooting down supply ships, though.
I realized why it was taking me so long to max out troops: I have a bad habit of shooting down ships. Now I just let them land first, to save E-115 and have more live alien targets.
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