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Old 11-02-2006, 10:45 AM   #2171
PrejudiceSucks
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Laiocfar - you should use Incendiary rockets against them, it works really well, just remember to only let someone with high PSI-power as the "gunner", otherwise you're basically screwed. (I use a gunner and a "loader", basically somebody who carries all of the rockets - it means that the rocket guy can move around more)
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Old 11-02-2006, 11:46 AM   #2172
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As long as the time units on the two soldiers are similar. That sound pretty good. Incindiaries work really well on terror missions when you can afford some civilian casaulties, as well as when you're infiltrating a large enemy ship. (As the offen come in pairs or small groups.
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Old 11-02-2006, 08:33 PM   #2173
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Yeah, it works really well. The best bit is that you can let the loader be the most PSI-incapable weakling, it doesn't matter at all, as I have a policy of keeping them unarmed. The gunner can carry a back-up laser pistol, but I never arm the loader. Ever.

*edits*

I've also used the "Gunner and loader" idea for med-evac purposes. Basically one soldier picks up the stunned and near dead body (if it's someone useful) and then they all throw the body to the dropship, in a chain. You can actually cover a huge distance per turn like this, one old method of evacuation I had was to knock everyone in an area out and then go and throw them into to the ship (they're counted as alive if anyone escapes) and then everyone ran back to the Skyranger.

Works really nicely until your two remaining soldiers get ambushed, at which point it all goes a bit pear-shaped, which is what lead me to stop.
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Old 12-02-2006, 09:39 AM   #2174
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I use rambo like troopers for use the rocket launcher, they need some training in easy mission like running when the last alien its fortified inside the ufo or carry unusefull stuff. I can defeat ethereals with the toughest squad avaible and normal tactics but it takeme some loses of veterans. The problem come in big ships, there are sectopods, they got a wondefull aiming and are very hard to take down. The best thing that i found to kill them its short range laser assault that takes near 3 troopers per sectopod and only if u managed to isloate one lefting him without backup. A Battleship can carry more than 4... Plus when fighting a big number of ethereals, the first line of them advance backuped by Psi power of the unsppoten ones. Maybe smoke (P rocket) can handle this last problem but what about sectopods?
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Old 15-02-2006, 01:29 PM   #2175
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Discovered this beautiful site recently.

Sadly, I have a little bug with UFO: I can't transfer equipment between my bases. Any help or fixes on that?

Sorry, if this question is already been answered, but I was too lazy reading 166 pages :whistle:

I play the XP version, btw.
                       
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Old 16-02-2006, 02:16 PM   #2176
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Quote:
Originally posted by laiocfar@Feb 12 2006, 10:39 AM
The best thing that i found to kill them its short range laser assault that takes near 3 troopers per sectopod and only if u managed to isloate one lefting him without backup. A Battleship can carry more than 4... Plus when fighting a big number of ethereals, the first line of them advance backuped by Psi power of the unsppoten ones. Maybe smoke (P rocket) can handle this last problem but what about sectopods?
Short range laser firwe is more efective than you wrote a while ago One or two hwp (laser) cannon shots ususly take them down and a close ramge laser rifle burst from one guy can smoke its sensor circuts.
I think that theres a hit box system in the larger aliens coz front laser fire seems more damaging to the robots than shoting at its back.

Fire beats etherals? If thats true the incendiary weaps have a use coz last time when i used them i had problems with burning a damn sectoid.
                       
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Old 16-02-2006, 05:53 PM   #2177
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Yes, armor usually depends on the side of the alien you're hitting.

Incendiary weapons certainly have their use, but only against a limited number of alien types (for example reapers are quite vulnerable to incendiary weapons).
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Old 16-02-2006, 09:40 PM   #2178
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I found fire weaponary usefull as support role, not as snipper or bazooker but as smoke to cover your people.
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Old 16-02-2006, 10:50 PM   #2179
Yobor
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The blaster bombs are too large of an explosion for just cover, and a lot of the early weapons end up ineffectual against later Aliens. Cover seems a little tedious when somehow the aliens can see through walls, and aren't YOU trying to find them?
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Old 17-02-2006, 03:08 AM   #2180
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Quote:
Originally posted by Acolyte@Feb 16 2006, 03:16 PM

Fire beats etherals? If thats true the incendiary weaps have a use coz last time when i used them i had problems with burning a damn sectoid.
I use fire weapons for nightime illumination. It has never occurred to me that it might actually kill something. It may have been a wierd bug, but I had the wierd experience of one of my troopers catching fire, so do not stand in flames.
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