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Old 20-12-2005, 02:50 PM   #1975
rlbell
Game freak

 
Join Date: Nov 2005
Location: Calgary, Canada
Posts: 105
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Quote:
Originally posted by gufu1992@Dec 20 2005, 02:22 AM
Tips Tips Tips
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2)Natual Selection
A:Um he down-he down, if he won't fail this time-he will fail next one

3)Use weak psies as a cannonfodder!
A:Um - or they die or the half of squad after he get's Mind Controled

5)HE+rookie= :evil:
A:Yep-when rookie down HE go boom and alien... ...well that's one less corpse

6)Kill weak ones
A:We don't need them aren't we

Generally speaking, casualties cause morale loss. The safest way to deal with psi-weaklings is to sack them from XCOM. Troopers with armed grenades only mean that unconscious troopers become dead troopers. Short of editting the soldier file, the only way to increase a trooper's resistance to damage is to survive a hit (why it can be worth the wait and salary to retain an injured trooper).

The other reasons for not carrying armed grenades is that the aliens do not always shoot from point blank range and your troopers are not always alone when they go down.

Double wielding of pistols can actually be useful if neither weapon has a lot of shots left, as you do not have to reload. Otherwise, it is better for a heavy weapons trooper to keep a pistol holstered on his belt if a situation arises where the alien is too close for the area effect round.

Characteristics only improve if they get used. TU's go up if the trooper goes out on missions. Accuracy goes up if the trooper hits what he is aiming for. Energy goes up if you run around. Reaction go up if the trooper reacts to an enemy by shooting (this means that slow troopers stay that way, but fast troopers get really fast). Strength goes up if the trooper carries heavy stuff.

About sectopods, I never noticed that they were all that tough, but I tended to stick with laser rifles as my weapon of choice.
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