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Xeno 04-06-2006 11:07 AM

Well no...killing an alien does nothing except raising your killing count for that soldier. And running like a fool and carrying heavy load doesn't help raising stamina and strength respectively.

Elon Yariv 04-06-2006 04:18 PM

<div class='quotetop'>QUOTE(xeno @ Jun 4 2006, 11:07 AM) [snapback]234186[/snapback]</div>
Quote:

Well no...killing an alien does nothing except raising your killing count for that soldier. And running like a fool and carrying heavy load doesn't help raising stamina and strength respectively.
[/b]
Oh really? Then why do people that kill aliens all the time have such a good aim. And by that I mean guys that killed 128 aliens or more usally have +100 accurecy.

Japo 04-06-2006 04:41 PM

<div class='quotetop'>QUOTE(Elon Yariv @ Jun 4 2006, 06:18 PM) [snapback]234212[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(xeno @ Jun 4 2006, 11:07 AM) [snapback]234186[/snapback]
Quote:

Well no...killing an alien does nothing except raising your killing count for that soldier. And running like a fool and carrying heavy load doesn't help raising stamina and strength respectively.
[/b]
Oh really? Then why do people that kill aliens all the time have such a good aim. And by that I mean guys that killed 128 aliens or more usally have +100 accurecy.
[/b][/quote]
He means that it's *hitting* aliens which may raise your accuracy, not *killing*. Of course killing implies hitting, and most likely the soldiers that hit most kill most, but theoretically that needn't be so.

laiocfar 04-06-2006 10:01 PM

You need both hits for get accuracy but the killing for get any improve.

Ahnassi 05-06-2006 01:24 AM

Quote:

First, save/load/load/load is to cheat. You should dont care coz if you use Ctrl + C.
But outside these dreamland of no challenge where you always win, interceptors even 4 armed with plasma or avalanches cant defeat battleships.
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When I get Firestorm and plasma canon I just send it to shoot battleship. Firestorm is tough enough to stay alive while shooting a battle ship. And because any damage done to Firestorm takes more than 3 days to repair I just rearm a damaged firestorm with punky cheap canons and sell it for 0$. Then I manufacture a new one and rearm it with those old plasma canons. 250 engineers produces Firestorm for 3 days.

Quote:

grav shield + 2 FB defence isnt enough most of time, better to got 3 FB.
[/b]
I played this game many times and 1GS+2FB was enough.
usually i got 2 scenarios
1) hit-hit-repels-hit and destroyed
2) hit-hit-repels-hit-hit and destroyed

But there's another problem. Aliens cannot detect my bases if I am prepared for attack and waiting for them to butcher :)

In UFO2 this is very important event coz they bring a Calcinite(creature that allows to research a vibro blades)

seeker_starkiller 05-06-2006 01:35 PM

I love this battle report, shame I couldn't get a screenshot.

ALIEN BASE-1
Aliens Killed: 23
Live Aliens Captured: 1
X-Com Operatives Killed: 23
Rating: GOOD!


Well, I'd hate to see what a BAD mission looks like! :)

Tactical Notes:

1. Taking 28 operatives into a mission (using XcomUtil patched Lightning) is pointless, the troops can hardly carry a weapon each and almost no specialist equipment. (In hindsight, as it was a Floater/Reaper base, I could have gone in with Laser Rifles and had room for more stuff.)
2. When attacking an Alien Base, try to remember to bring a light source!
3. Must figure out how to deal with those pesky Blaster Launchers!

Still, all the survivors (all 5 of them who made it into the control room) got promoted. So that's ok then.

Zwischy 05-06-2006 02:34 PM

Tanks are great to use in alien bases. Flush out hardpoints and blaster launchers by letting the tanks take it on the chin. Heck, they'll bring Reapers, Cyberdiscs, and Sectopods into my bases if they raid me, so why shouldn't I return the favor?

Myself, I like to bring an Avenger with two tanks and 18 troopers.

seeker_starkiller 05-06-2006 05:30 PM

<div class='quotetop'>QUOTE(Zwischy @ Jun 5 2006, 03:34 PM) [snapback]234456[/snapback]</div>
Quote:

Tanks are great to use in alien bases. Flush out hardpoints and blaster launchers by letting the tanks take it on the chin. Heck, they'll bring Reapers, Cyberdiscs, and Sectopods into my bases if they raid me, so why shouldn't I return the favor?

Myself, I like to bring an Avenger with two tanks and 18 troopers.
[/b]
Good point!

I re-ran the mission, being a bit more careful this time. Still 28 guys only equipped with Heavy Plasma (well 2 with Stun Launcher) and still with no flares. This time I improved - I got out of there with 10 KIA and 2 WIA, for 24 Aliens Killed. The game said this was an Excellent result!

I think most of the casualties on both sides came from the Alien side's Blaster Launchers. Including the Commander I had captured - they killed him! Apart from throwing tanks at them - any other suggestions for how to deal with enemy Blaster Launchers?




Zwischy 05-06-2006 07:06 PM

Actually, yes. Obviously, given the Blaster's explosive range, spreading out doesn't help a lot, but it still isn't a bad policy. Myself, I tend to pair off my soldiers and have them move together as much as possible. On the initial entry into their base from the hangar elevators, I will set a pair of soldiers at each entrance (assuming the random troop placement allows me to do so - sometimes one soldier at an entrance will have to do).

The idea here is twofold: one soldier moves, the other one can take a shot if aliens are spotted. Having the troops paired like this generally leaves the corps less vulnerable to a single blaster bomb, but eventually your troops will overlap as you converge on the control center. Make sure you give yourself extra turns and plenty of time units to go through doors and up elevators, and I highly recommend not opening more than one door a turn with any one character, so as to ensure you have enough TUs to shoot when you discover an alien. Also remember you can ambush aliens from below by standing adjacent to an elevator and nailing them before they can come down (there always seems to be a few aliens in the upper floors of rooms, which also makes the two-man teams useful and less prone to overlap).

Aliens don't generally fire blaster bombs unless one of them has a line of sight to your troops, so often it's better to try to take out an alien rather than hide around a corner in the hopes of nailing it with reaction shots as it advances to you.

When actually advancing on the control center, I like to post four troopers around the 'windows' which give you a view of the passageway to the control center - two at each window, one looking through the window to the south, the other one through the window to the north. This is a great way to cut off any aliens trying to ambush you out the large sets of doors which lead inside.

It pays to bring your own blaster launcher if possible, to kill groups or particularly hard aliens (any terror weapon, or Chrysallids), or to create your own entrances and smoke where it can give you an advantage (most often, I would use this to blow a hole in the wall directly across from the innermost doors of the control center).

Lastly, I like laser pistols. A lot. Sure, they don't do a lot of damage, but they take tiny amounts of TUs to fire on auto, are very lightweight, and don't require ammo. They're especially useful if you constantly run yourself short on TUs because you tend to move your troops just a liiiittle too far, too often. A few heavy plasmas aren't a bad idea, either, if you need some punch.

laiocfar 05-06-2006 10:24 PM

I also recommend move troops by pair but the weak point are the terror weapons in bases where they can be waiting in next corner. Blasters are very dangerous at beginnig where your toops are packed and when there are many spotted aliens that cant be shooted by lacking of TU and many more uspotted ones.

2) hit-hit-repels-hit-fail and a base full of ethereals. Better got 3.


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