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#2451 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() I definitely agree on the point that 2 fusion defenses + a grav shield aren't always enough. I once ran the test of cycling through several months (more than 100 base attacks) and checking whether my base defenses held. 3 fusion defenses + grav shield seemed to be enough.
Never tried this, but how about equipping your soldiers with decent armour, then first flushing most of the alien base with smoke grenades, add a few stun bombs? Might work well for some races, if you ask me. Of course visibility would be terrible... So maybe blaster bomb your way to the control center :P
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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#2452 | ||
![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: ,
Posts: 13
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![]() <div class='quotetop'>QUOTE(Zwischy @ Jun 5 2006, 08:06 PM) [snapback]234536[/snapback]</div>
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As my guys are all in Power Suits, even a little bit of spreading out can save lives. Part of the problem in the alien base is that, with its tricky layout, often only the guy at the front has line of sight on the alien. You can maybe bring one or two guys up for a shot but they end up being exposed and congested in a vulnerable chokepoint. As you say, maybe I'm moving too fast and I need to slow down and have more TUs available. But generally, I'm not having a problem reacting to alien fire. I think the basic problem is that the base is so dark that aliens are sniping me and I can't see them even if I'm looking straight at them. Of course, I should have brought flares with me, and some AC-IC (plus some AC-HE for clearing out the 'gardens'). In the absence of these, I guess I should try and make sure all my guys finish turns behind cover. Not a bad idea in any case. At the moment I don't have my own Blaster Launchers - working on it. The newest thing out of the labs is the Stun Launcher. I brought 2 along as a combination of capture weapon and support weapon. With only 5 rounds of ammo though it wasn't great as a support weapon. Probably would have been better off trading one small launcher and 2 rounds for an AC with AC-HE and AC-IC. If, when I came under unseen fire, I'd been able to return fire toward the enemy with area weapons - say AC-HE or Rocket Launchers, or even grenades - the combination of smoke and area-effect casualties might have stopped some of the aliens' Blaster Bomb attacks. It's funny about the initial placement. I'd forgotten that last time I did an Alien Base my men were split across the 2 hangar lifts. This time around everyone was in the same hangar lift - the one furthest from the control room. Of course, advancing from one position is going to make me more bunched up and make it harder to outflank enemy strongpoints. One thing I just have a really hard time with in this game is that you are not in a rush. Unlike many games there is no deadline to complete the level. There isn't even really a sense of needing to take the aliens off-balance, before they organise an effective defence (which is so true in games like Panzer Leader). This is counter-intuitive for me. But I really need to slow down, take it very slow and carefully. To be honest the main difference between my 23-KIA mission and my 10-KIA mission was patience. With more patience I'm sure I could get the KIAs down to just one or two. I don't have the game saved before my Lightning took off so I can't re-equip my squad, but all Heavy Plasma was definitely wrong, given the lack of other equipment it gave me. I would have been better to have brought a couple of Rocket Launchers, and brought Large Rockets instead of grenades. I could have scavenged for personal weapons - Heavy Plasmas were littering the battlefield. In fact I could have brought some men in as unarmed - reserves, or medics. Not as motion scanner operators, they need to get to up close and personal with the aliens to be unarmed. An AC-IC would have been the best option for illumination, as it gives me 14 flares for an item count of only 2. And, as mentioned, on a 28-man squad it would not have hurt to give half the guys Laser Rifles. Though they would not thank me for that if it had turned out to be a Muton base instead of a Floater base. UFO Defence is really such a great squad game. You really have to think about the combinations of weapons and tactics, "combined arms" almost, and you actually have to practice your tactics to get good at them. No wonder it's the #1 game on Abandonia! <div class='quotetop'>QUOTE(another_guest @ Jun 6 2006, 11:28 AM) [snapback]234716[/snapback]</div> Quote:
That's not to say there might not be 'invisible' smoke on the map. It's hard to tell. I guess the only way would be to stand in the hex in no armour and see if you start taking stun damage. |
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#2453 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 21
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![]() Weird...is it normal that since I've been playing, when I attack an alien base they are always bright? I never got the "alien bases in darkness" everyone's talking about. Some rare times it's total darkness yes but my squad can't move at all so it seems more like a bug (I just reload, re-enter then it's fine, bright and I can move).
Anyway, yesterday I got my first psionics. Boy do they kick behind! It's a HUGE help against muton. Before that I got a huge battle with mutons. My hyper-wave detector spotted a Very Large muton ship so I send 15-16 guys in my Avenger (I usually only send 14 on most missions). But then once the Avenger left, a Large muton ship appears...then another Large...then a Small one Commando being my "grunts", strong but expendable. At that time I had the money and living space to hire soldiers by group of 30-40. I kept only those with 50+ reaction (I can go as low as 47 if the firing accuracy is really high) and 50+ firing accuracy (I'm more loose on the accuracy because it raise faster than reaction). Then when a guy gets to about 42 strength and at least 60 firing accuracy, he gets promoted to "Death from Above". Those guys I give a flying suit and a rocket launcher. When a guy gets to 50+ strength and at least 70 throwing accuracy, he gets promoted to "Commando-thrower". Those I give a plasma rifle (heavy plasma now) like all commando but also 2 alien grenades, 2 high explosive, 1 smoke grenade, 1 proximity grenade and 4 electro-flare. And now I have psionics. The results of my first training were pretty extreme...of the 15 trained, I got five 90+, then one 67 then all below 40. I just finished building 2 labs and 2 living quarters in my second base so I transfered all my 100 scientists there, dismantled my 2 labs and built two other psi-lab in my main base (total of 4). Also now I have two free living quarter so I can buy recruits by the hundreds Sorry for the long post I got carried away hehe. PS: In this game I got really lucky by getting a navigator and a sectoid leader in my first missions. PPS: Arg! Something I just discovered..when you mind control an alien and make it throw his gun, you won't get the gun at the end of the mission |
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#2454 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() Really? I always disarm mind-controlled aliens, and I never really noticed the lack of battle spoils afterwards.
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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#2455 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
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![]() Hmm...actually it might be something else...I just battled a large ship of ethereal, didn't control anyone and didn't get any weapon :blink: . Not that I need any with the 70+ heavy plasma I already got but still.
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#2456 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Do you have enough storage space?
Also, weapons and other junk can be destroyed, remember. |
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#2457 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
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![]() Yeah sometimes they get destroyed but that's not it. And for storage it doesn't seem to be a problem...there was a time when the artifacts I brought back ALWAYS fulled my storage yet I would still get all of them. And now when I come back I still have some storage left.
Anyway, I just fought some snakesmen and again, no artifacts LISTED. That's the thing, they're not listed anymore in the battle report but I still get them. I know because I always sell all the plasma rifle and clips and the last two missions I still got some after the missions eventhough the battle reports didn't say anything about "alien artifacts recovered". Though I'll still have to verify if I still get them when I mind control/throw weapon. |
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#2458 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() <div class='quotetop'>QUOTE(xeno @ Jun 6 2006, 03:25 PM) [snapback]234795[/snapback]</div>
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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#2459 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 21
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![]() Oh really? I thought it was every weapons the enemy had...my bad then
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#2460 | ||
![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: ,
Posts: 13
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![]() <div class='quotetop'>QUOTE(seeker_starkiller @ Jun 6 2006, 11:42 AM) [snapback]234718[/snapback]</div>
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Patience, as they say, is a virtue. PS I still think half the alien casualties were from their own Blaster Bombs. And this is on Superhuman, so their reactions/accuracy is typical 60/60 - way better than all but my top 4-5 guys. |
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