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![]() ![]() ![]() ![]() Join Date: Jan 2006
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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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