<div class='quotetop'>QUOTE(deviant09 @ Sep 2 2007, 03:23 PM) [snapback]308386[/snapback]</div>
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<div class='quotetop'>QUOTE(Eagle of Fire @ Sep 26 2004, 07:09 PM) [snapback]15047[/snapback]
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Speed: never ever overload your men! It seems to be a very common newbie mistake. Your men need all the time units they can spare! I personnaly think that any squaddie under 60 TU is in danger because they lack mobility should they fall into an unexpected trap or need to clear out from an area quickly instead of keeping TU for their snap shot reaction time (like when spotting two aliens near him at end of his movement). If you start a mission and you notice one of your squaddie with less than 100% of his TU, then he's overloaded. Remove as much equipment from his inventory as you can spare, and you'll notice that next turn he'll have more TU to spare (if he did not recover them all). I also advise you to only take riffles (and/or handgun if you feel suicidal or want a challenge) in the first few missions until one of your men have enough strenght to take the bigger weapons without losing any or not too much TU. Most of the Aliens are easy to kill with a riffle anyways.
Endurance: research armors ASAP! I won't spoil the tech route to the first armor, but I'll tell you it's very easy to produce them by the end of the second month, should you know what you are doing. Once you have some armor, research the MediKit tech ASAP. The MediKits will allow the men who did not fall in one hit but are grievely wounded to survive the day and become stronger with time. It's always utterly annoying as a Commander (you) to lose men only because he had a fatal wound of 3 and dyied from blood loss after X turns because you had no medical support on the field... Especially if the man in question is your best soldier! <_< Before having all your men outfitted with armor, the chance of having a squaddie alive after he get hit will be extremely short, but with armor this will happen most of the time. I always equip all of my soldiers with one MediKit at the start of every battle but can part with one if the soldier is not strong enough to carry one and his equipment without TU loss.
I feel this is the biggest lines of the game. If you follow this to the letter you should have an easy time defeating Aliens... But it probably doesn't follow every style of play. I know some people love grenades, other use only Alien technology... I'll leave all those details and the leading of your squaddies to you. 
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An important note is that your squaddies have stats. Some stats are better than others. Heavy things should be given to strong soldiers. Scouting and door openning should done by soldiers with high reactions. Soldiers with low reaction are good for carrying heavy weapons (if they are strong enough). Reaction fire with a rocket launcher is one of those things that tempts one to reload.
Strength, endurance, firing accuracy, and throwing accuracy all get better if a soldier carries stuff, runs around, shoots weapons, and throws grenades. Reactions also get better if a soldier reacts to the sudden appearance of an alien, but only fast soldiers actually have much chance to get faster. At the highest difficulty level, against sectoids, none of your soldiers are fast enough.
Not every soldier needs a medikit. There can only be 85 things in the transport, so you bring stuff that gets used.
The assault cannon is nearly useless as a weapon, but it is useful to have in the transport. At night, with incendiary rounds, it is an adequite flare gun. In the jungle, with high explosive rounds, it is a good way to clear a path.
You can not fully appreciate grenades, before you have played TFTD. Those aliens teach you to properly use grenades-- by example.