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Old 07-03-2005, 12:05 PM   #11
PrejudiceSucks
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Join Date: Dec 2004
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Quote:
Originally posted by Jman4117@Mar 6 2005, 10:05 PM
Laser Rifle: 60avg (7 shots per turn)
Heavy Laser: 85avg (2 shots per turn)
Heavy Plasma: 115avg (7 shots with no movement whatsoever)

60*1.5=90
85*1.5=127.5
115*.7=80.5

Taking into account the massive armour on a Sectopod (142 front, and around 90 rear), the Heavy plasma doesn't even do damage most hits, with the Laser rifle being slightly better (10 more beyond armour). The Heavy laser actually has a use here. Shoot it in the back from a distance with a sniper and possibly oneshot it. :bye:
Hmmm... while you do make quite a good point, you miss out on the fact that if there are going to be sectopoids then there are gonna be aliens that will probably kill you if you somehow manage to get behind it on the tiny maps.

I suppose that flying suits would help, but they will leave you horribly exposed if you try and fly behind a sectopoid. The aliens using it will probably have heavy plasmas and you will be getting shot in the back by them, and trust me, that is very, very bad.

So snipers are not the best plan with sectopods, the best idea is to stun launcher it. Whilst I would usually go for my Taser and Pray tactics, those things are a bitch in combat. A stun launcher would probably do the trick, and if it misses, on a terror mission it will probably sort out a few aliens that will inevitably surround it.

Just hope you don't hit any civilians with it.

X-Com tip for the day : Rookies can be used as effective 'bullet shields' by commanders etc. once given power suits. Captains or whatever can throw hand grenades from behind the rookies and still get a kill pretty much all the time. Plus a rookie with a laser pistol can always finish the job.
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