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Yup, what spitfirejohn said about the wave decoder. It's very useful to know if the ship you are going against is more or less normal, full of crazy mind-controlling super-race aliens (forgot the name), or those armor badasses that take something like five shots with the laser rifle to kill.
Besides this, it tells you (if I remember correctly) what mission the whip is on. It's very important, at least for me. If I see "infiltration", that's a priority target. So is "terror mission", but somthing like supply ships I can let pass if I have more important things to do. This sure beats downing one supply ship and then losing an important country afterwards. As far as psy warfare goes. Even while you don't have it, it's fairly easy to avoid too serious consequences from simple sectoids (who only get one MC guy per ship - the leader). What I do is equip everyone with power armor (useful in any case). For weapons I go with laser rifles. They are usually enough to kill most low-level aliens with, but it DOES NOT usually have the punch to pierce your own guys' power armor. So, even if one guy gets MC'ed, he usually can't hurt his buddies. After the battle, you weed out those guys who got MC'ed easily, because you know they are weak in the mind. Oh, and don't bring alien grenades. :) If you do, drop them all the second you realize you are facing MC. Attack modes matter! If you go distant and have Avalanche missiles equipped, you outrange almost all UFOs' weapons, which means you can take them down with a single Interceptor and not so much as get scratched in the process. Lovely. |
And after discovering that psi f0dder, arm them with standard rifles and no grenades. They can't harm your other guys, and serve as bait for most psi attacks so the rest aren't psi attacked.
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Yeah, the Hyperwave decoder is really, really handy. If you know that there will be something/someone really hard to kill (such as Mutons, the armoured ones) then you should still land at the site, but take off straight away, so that you still get some points for your hard work of landing.
Also remember that in the original X-COM (not TfTD) that the same squad can be redirected in their skyranger. For example, if you are on your way to attack a 'very small' ship (I don't know why you would) but on the way find a base full of sectoids then you could go to the 'very small' ship, kill the aliens and make sure no-one dies (which could even promote someone) and then on your way back stop off at the enemy base and take it down, hopefully capturing a lot of aliens. You get loads of points for runs like that. |
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Yes Lizard it does. Hope that help you in the future, and you are right, this is the wrong topic. In fact, it even works with Soldiers which are more useful to transfer, because with scientists, they lose their research they were doing for that month. On the other hand, you do get them for free for another month. P.S it does not affect items you are making, just research. X-COM tip for the day - Cautious attacks often do not blow up the target's engines, so you might still gain elerium! |
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PLAYAAAA!!! |
Anyone have a problem with tryign to use the med kits, its in their hands as they bleed to death over 4 rounds and no matter how many times I try "Use med kit 10 TU" it doesnt bring up med kit window? :ranting: It kinda helps to be able to heal yourself while your assualting one of their bases.
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I think you need to get another soldier and get them to use the medikit while facing the injured soldier, after all, it's quite hard to carry out first aid on yourself :)
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If I rememer well the soldiers in UFO do first aid on themselves. The trick tough is that your soldier need an open wound injury. If you don't have one then you can't "heal" yourself per se. You should get some health back if you heal an open wound but that's it. There is no work around for this.
Wounded soldiers can only recover over time by resting at the base in the medical bay. |
You have to have another soldier use it.
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