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Old 22-03-2008, 06:07 PM   #11
Eagle of Fire
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Join Date: Sep 2004
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Alwayt try the .bat files first if there is any.

While in dosbox, you can restrict the search by typing dir *.bat or dir *.exe.


Humm... I never noticed the reply by Japofran. It's almost a month old...

Quote:
So laser rifles aren't only better than heavy laser overall, they're far more powerful (3x60=180 versus 85) at the end of the day.
That's the very basis of the laser VS plasma argument. Those who swear by auto shots always count that the soldier can hit 3 times the same alien, which is next to impossible unless you're hitting from blank range... At which time it is just as possible to hit the alien 2 or three times with the fast shot with a plasma riffle for more damage. Point is, if you like to rely on luck then auto shot alway look more appealing to the player. Other people like me who hate to rely on luck and train all his soldiers to become snipers who throw grenades in case of emergency close combat find that plasma weapons are far more reliable than laser weapon, at the end of the day. Which, by that, I mean by the course of the whole game...

The true reason why I always prefered plasma over laser is that there is a small percentage of casualties I simply can't manage to overcome when my team primarily use laser instead of plasma. Sometimes it's because a squaddie don't have the accuracy and miss all his auto shots which would otherwise kill an alien who will kill one of my experienced men the next turn, sometimes it's simply because the auto-shots favorise a close quarter gameplay and you get unlucky... And I can't stand that when I know there is a better way to prevent all this since the AI in UFO don't take grenades in consideration 99% of the time.

As for motion scanners... I never bothered to play with them. I developped a more effective way of doing missions than to rely on wasting TU on scanners. In night missions, it mean using a lot of flares. In day mission, it mean being carefull and move all my squads as teams who cover each other all the time. On open terrain, the aliens can't do much against that... In close quarters, I use grenades.

About medkits, I know that the chance of someone surviving a plasma blast is minimal until you get some armour, but the chance is not nul. I can't stand to lose experienced squaddies so early in the game, and I always prefered to have the medikit technology available (and thus already manufactured and in stock) before the personnal armors were available so I actually can save those first few soldiers who get injured with a PA on. I find losing soldiers to wounds much more aggravating than losing them to alien fire.

I also always use all the beginning weapons except for the pistol which is not powerfull enough. A starter riffle is able to down a Grey in one shot if you're lucky, two if you're not. A pistol need way more shots than that, and that's with the weakest alien ennemy while riffles are still decent against anything better than a flying corpse. Autocannons and the like are good too, but like you said they use a lot of TU and they are very heavy. I usually only equip two or three with those in my entire landing party, which usually consist of 12 squaddies.

I understand why you'd want to research better weapons ASAP if you use only the pistol... How can you even overcome the first terror mission without terrible casualties if you don't have the firepower of at least one or two autocannon? If you run into a flying disk, you're pretty done for, and reapers are tough enough by themselves...
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