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#1 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: ,
Posts: 58
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![]() Hahahahaha! I encountered my first batch of chryssalids ever today... man, did I get an asswhooping
It started out like with me facing about a dozen of snakes which I disposed pretty easily. Then when I saw the first chryssalids I shot them down fairly easy UNTIL one of them snook up on my 5 men squad. Only one of the poor guys survived :P It ended up with only 2 guys surviving the mission (out of 14!) and I'm still wondering if I should reload and play it again or lick my wounds and suffer the losses. Any tips on fighting chryssalids in general? |
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#2 | ||
![]() ![]() ![]() ![]() ![]() Join Date: May 2005
Location: ,
Posts: 24
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![]() As for me, I always just send out 3 of the troops and a HWP
I let the rest of the team stay in the ship or around the ship The 3 trooper will just go out (in flying suit if possible) and look for aliens and use the Heavy Plasma rifle to shoot them down, and if they use up all their time unit befor the alien dies, I will just let the troops behind them start firing at the alien without actually see them If the scouts die then I will send out 3 other guy so I never get major loss from chryssalids |
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#3 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: York, England
Posts: 741
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![]() NONONONONO
What you need is the mother of all ambushes, with a Proximity Grenade minefield and people crouched in windows/around corners so that any of those Crysallid bastards who isn't blown up is then fried to death by Laser Rifles. Have a couple of people on rooves with Heavy Plamsas if possible, but not too many. I say reload it if you know where the aliens came from. |
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#4 | ||
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![]() Chrysalids arent to difficult if your careful. Try and keep something inbetween you and a chyrsalid, barricade yourself in buildlings, snipe from rooftops.
Try not to stay close to corners because a chrysalid might run round the corner and kill you easily. Sometimes you can get very lucky when fighting against chysalids, once one of em decided to weave through 3 of my troops outside the skyranger and tried to hide behind the plane wheels instead of attacking any of them. Also if you see a trooper/civ near a chrysalid who doesnt have enough TU's to get out of the way or kill the chrys then you should cut your losses by either stunning the trooper/civ or killing them, better then making a zombie/chrysalid.
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![]() « † DxRxIx † » |
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#5 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() It's common practice to lose a few soldiers in most battles, at least until you're capable of mind controlling aliens.
Against chrysalids, I prefer to use heavy plasmas and I keep 2 or 3 soldiers with blaster launchers to take out any chrysallids I spot, after all other soldiers have failed shooting them. Proximity grenades are a good idea but they may not be enough to kill those creatures. I've often had chrysalids leaving a ufo alive even though they walked over a proximity grenade. Also, if it's a terror ship you're up against, try to get soldiers with excellent reaction and heavy plasmas to guard the ufo doors as quickly as possible while the others look out for the usually one or two chrysalids who are already outside. Then add some proximity grenades for extra damage.
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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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#6 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: ,
Posts: 58
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![]() Well, chryssalids are not that hard to beat I found out. Keep squads of ~4 ready with auto-shot, stay far away from corners and let them come to you. Works most of the time.
How many bases is sufficient? I have one now (located in Stockholm) and I've just started building one at Antarctica to be my research laboratory. The first one will later be a attackbase (lots of interceptors with one skyranger and a crew and some workshops so they'll manage) and probably the rest too. |
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#7 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() 5 seems a nice number. That way you can cover practically the entire world (make sure to cover the USA, Western Europe and Japan as quickly as possible, since those are your biggest sponsors).
Some people say they find it hard to manage 6 bases at the same time, so 5 might be best. After half a year or so, when you've got plenty of engineers, money is no objection to building more bases.
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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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#8 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: York, England
Posts: 741
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![]() Yep. I recommend starting with a base near Prague, it covers the whole of Europe, a little of China and northern Africa with a HWD or LRA.
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#9 | ||
![]() ![]() ![]() ![]() ![]() Join Date: May 2005
Location: ,
Posts: 24
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![]() I recommand just 3 bases...
My first base in US, Second in China and the third in Europe and only the US and China base got troops and carrier. The base in Europe just got 1 hanger and a hyper-decoder and a storage room. In this way you can save lots of money on maintance fee and cover most of the world, at least the rich part of the world... I suggest you just finish the game in less than 6 month so you don't have to fight tons of Ethereals later. |
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#10 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: ,
Posts: 58
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![]() Quote:
I want it ALL! (I now have three bases BTW, one in Sweden for Europe, one at Chicago for the US, and one at Antarctica for researching) |
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