Quote:
Originally posted by rlbell@Dec 20 2005, 03:50 PM
1) The safest way to deal with psi-weaklings is to sack them from XCOM... 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).
2) 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.
3) Double wielding of pistols can actually be useful if neither weapon has a lot of shots left, as you do not have to reload...
4) About sectopods, I never noticed that they were all that tough, but I tended to stick with laser rifles as my weapon of choice.
|
1) True! I think it's quite unfortunate that you have to send them to training first before you know who's a psi-weakling and who's not (correct me if I'm wrong, but I seem to remember I only saw the psi stats after I gave them psi training). A month can be quite long in UFO...
2) The only times when I would let any soldier carry live grenades is either when there are crysalids around (and I haven't got access to flying suites) - not that this would be enough to kill the creature, but maybe your soldier would die instead of turning into a zombie - or in very limited cases when entering a ufo. But you're absolutely right that it happens very rarely that an alien shoots from point blank range.
3) I'd never opt for double wielding, especially because it decreases your firing accuracy. I either go for laser, or use heavy plasmas and I hardly run out of 35 shots, even if I use a lot of auto shots.
4) Probably because you use laser weapons. Sectopods are heavily armoured but relatively vulnerable to laser.