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Which one X-com UFO Defense, or UFO Alien Invasion

X-COM UFO DEFENSE
2 (20%)
UFO Alien Invasion
8 (80%)
OTHER
0 (0%)

Total Members Voted: 5

Voting closed: July 05, 2007, 03:10:45 pm

Author Topic: Your Tactics  (Read 70844 times)

Sophisanmus

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Re: Your Tactics
« Reply #60 on: June 29, 2008, 02:39:44 am »
In my opinion, armor shrug values need to be implemented soon; by "shrug" I mean a raw value that is taken off the top of any damage of the specified type on a per-hit basis.  Low damage-per-hit weapons would be diminished at range, as they should, while high-damage single-hit weapons would regain more of their usefulness.

Offline EchizenR

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Re: Your Tactics
« Reply #61 on: June 29, 2008, 08:54:17 am »
Also, I don't get how the training works. So if I use assault weapons, assault skill rises, that's simple. But what about speed and health? How does the increase work?

Anyone able to help here?

Offline DanielOR

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Re: Your Tactics
« Reply #62 on: June 30, 2008, 06:23:05 pm »
I believe the wiki describes how stats grow...not 100% sure what of all that is omplemented, though.  Should let the devs answer that

Offline Doctor J

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Re: Your Tactics
« Reply #63 on: July 26, 2008, 07:48:40 pm »
The only information i'm aware of is here: http://ufoai.ninex.info/wiki/index.php/Skills/Improvement.

Offline Mayhem

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Re: Your Tactics
« Reply #64 on: August 01, 2008, 11:39:00 pm »
The only information i'm aware of is here: http://ufoai.ninex.info/wiki/index.php/Skills/Improvement.

The 2.3 info is very handy but neglects to say how many points are needed to earn an increase.

Offline BTAxis

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Re: Your Tactics
« Reply #65 on: August 02, 2008, 04:00:32 pm »
The increase is a power over the total amount of points you have earned. See this thread for more info.

Juni Ori

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Re: Your Tactics
« Reply #66 on: September 13, 2008, 12:47:20 pm »
Most important rule I've learned: as opportunity fire sucks, keep on moving. Except for snipers, who have superior range and can stay far behind so enemy can't hit them, but snipers can hit the enemy. Plus mass your cqb troops.

Surrealistik

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Re: Your Tactics
« Reply #67 on: September 13, 2008, 09:10:02 pm »
Best poll ever.

Ops man

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Re: Your Tactics
« Reply #68 on: February 01, 2009, 12:35:44 am »
These unique tactics I previously read made me form my ideal tactic that I will share here:

1th - drop troops "entranch" for every angle off attack to react
2th - when the area is clear I form 2 groups of 4 men/women like this:

 2 -> front SMG's (SMG does kick a.. in general as it react a lot)
 1 -> following assault trooper for heavier support fire (later they carry a bolter)
 1 ->sniperist for a long range and safe "one shot-kill" support, sometimes follow and sometimes on the roof

Everyone has 2 granades (they are realy handy often) 1 flash bang (just in case) and one smoke bomb.
Everyone has a medikit so the group keep the push even at giving a first aid.
Everyone has a knife except sniperists who carry Pistols in holster for close encounter (which is rare)

For me 4 soldiers formation or 3 is a minimum for a safe reaction and elimination of even multiple encounters with an enemy. It asure the long carrier and expirienced soldiers and the map is not so big to require more then 2 squads. Also the best armour should go first to a front SMG soldiers as a shield for backup support.

Also rare or never enter a short corridors where the enemy more likely react first. If possible, always remain in wide area with rapid fire company =)
Also an angle at the door, window, box makes you a harder target to aim at so should be use at any time.

In general, that's all of my tactics that statisticly have been the most successful for me.  ;D
And a word of a advice: If you must, shoot first. Then shoot more later  :P
« Last Edit: February 01, 2009, 12:38:07 am by Ops man »

bolter

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Re: Your Tactics
« Reply #69 on: February 28, 2009, 04:41:40 pm »
5 soldiers get an all-purpose "assault" loadout - first it was assault rifles and combat armor, now it's bolter rifles and nanocomposite armor. If I'm short on good soldiers and I have someone with good close but everything else terrible, I'll give that person a shotty instead, or have them John Woo it with two plasma pistols.

1 soldier gets the rocket launcher, 1 soldier gets the MG, 1 soldier gets a sniper rifle.

Everyone gets a medikit, 2 frags, a smoke grenade and a flashbang.

I divide my people up into groups no smaller than two and no greater than four, depending on the way the map is spread out and the kind of terrain they're going to encounter between where they are and where they're going.

My first objective is to set up a "front line:" I park my assaulters literally in a line, under cover or in shadows if possible, that creates a huge killzone in front of them. Everyone saves multi-shot reaction fire. I plan the route my rocket launcher and sniper will take to get to high ground and try to keep them behind the front line, in positions where they'll be useful along the way.

Once I've established a front line, where I know for certain there are aliens on one side and not the other, I just work my way across the map, eating up territory and killing baddies until the last alien(s) are cornered in an obvious location. I swing it so that there's never fewer than two soldiers with a line of sight on every possible place an alien might come from.

Aliens are terrible shots, so I'm a huge fan of drawing them out of cover and into prolonged, long-range firefights. By an absurd twist of fate, my MG soldier is a great shot, so between him, the sniper, the rocket launcher, and a prolific use of nades, those fights always end in my favor.

Another favorite is to get the stupid aliens to prairie-dog out of one door of a building, trying to pick off one of my guys who's in partial cover, while two assaulters are creeping up to the back door, then either nade the back door or just burst in and shoot them from behind.

This tactic produces lots of injured soldiers, but few deaths.

I generally ignore areas where civilians are walking from, because I figure if there were aliens there, the civilians would be dead already.

Offline Captain Bipto

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Re: Your Tactics
« Reply #70 on: March 05, 2009, 08:26:31 am »
for the people playing a dev release I have a question.

Do you use bolters as backup sniper weapons and the coilgun? I use the coilgun as my main sniping weapon It seems the bolter has a low hit chance when sniping (could of been my dude's skill).

I like the idea of having a long range sniper/assault weapon. Thoughts?

odie

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Re: Your Tactics
« Reply #71 on: March 13, 2009, 05:36:51 am »
for the people playing a dev release I have a question.

Do you use bolters as backup sniper weapons and the coilgun? I use the coilgun as my main sniping weapon It seems the bolter has a low hit chance when sniping (could of been my dude's skill).

I like the idea of having a long range sniper/assault weapon. Thoughts?
Captain Bipto, i know how u feel.

I actively follow the dev 2.3 version. Now still too.

I used to think bolters are good, until i researched the laser then coilgun. Now i love my coil guns.
IMO, coil guns are excellent main snipes, no question asked.

As of yesterday's built, R23462, it seemed geever, mattn and BTAxis' team have gotten the reaction fire to work again. If so, it would seem that bolter will be my main reaction fires. I would set it at probably triple fire mode (for my assaulters). It works wonder at range 250 - and it has 16 rounds, cheap to produce too. Just make sure he / she is in prone (crouch) position to increase accuracy.

Maybe i share my team's mode, then u will understand.

8 Men.
2 leaders - Usually carrying coilguns.
2 Point snipers - covering my leaders with coils.
2 assaulters - Usually carry solid bolters. (with 2 stun rods)
1 Machine gunner - woot! 250range with 25 rounds deadly cover fire.
1 EOD - well, whats a team w/o missile, rocket support? This is him. His secondary wpn? Well, either sub-machine (250 range again) or stun rods.

Offline Captain Bipto

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Re: Your Tactics
« Reply #72 on: March 16, 2009, 07:35:12 am »
Odie,

thank you for the reply,

Dev ver is the only ver I like to use I have been able to use reaction fire (unless the version you are talking about increased accuracy) and that was not a big issue...

I think perhaps the coilgun should have three modes...aimed (most acc), snap (2nd most acc) and two fire (3rd most acc, best dmg). Using two fire would force the sniper to "waste" tu reloading and may preclude them from firing on rxn that turn (rookies suxor).  Coilguns are dangerous to use in practice because if one of the coils is even out of tune a wee bit, that can lead to catastrophic failure...but i think it could handle two rapid shots? I am no physicist, I just hang out with and bounce ideas for the game off of them.

What I meant was I like the idea of having a decent assault/sniper weapon (i.e. the bolter) and are concerned it is not that good. This really is a balancing issue that will be taken care of when the game is finished, until then it is the realm of the modder (not me  ???)





Offline Valis

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Re: Your Tactics
« Reply #73 on: March 16, 2009, 10:54:28 am »
What I meant was I like the idea of having a decent assault/sniper weapon (i.e. the bolter) and are concerned it is not that good. This really is a balancing issue that will be taken care of when the game is finished, until then it is the realm of the modder (not me  ???)

We are planning to thave a request thread in the moding section. Try to articulate your balancing ideas and we can provide you with the appropriate file changes.

odie

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Re: Your Tactics
« Reply #74 on: March 21, 2009, 05:17:44 am »
Odie,

thank you for the reply,

Dev ver is the only ver I like to use I have been able to use reaction fire (unless the version you are talking about increased accuracy) and that was not a big issue...

I think perhaps the coilgun should have three modes...aimed (most acc), snap (2nd most acc) and two fire (3rd most acc, best dmg). Using two fire would force the sniper to "waste" tu reloading and may preclude them from firing on rxn that turn (rookies suxor).  Coilguns are dangerous to use in practice because if one of the coils is even out of tune a wee bit, that can lead to catastrophic failure...but i think it could handle two rapid shots? I am no physicist, I just hang out with and bounce ideas for the game off of them.

What I meant was I like the idea of having a decent assault/sniper weapon (i.e. the bolter) and are concerned it is not that good. This really is a balancing issue that will be taken care of when the game is finished, until then it is the realm of the modder (not me  ???)

Hey Cap!

I know exactly wat you meant by an assault/sniper rifle.

Looking at military standards, my personal feel is that weapons are heading in the right direction.

Afterall, bolter is an early stage weapon - which means it should not be that good. :P And its flaw comes out fast when meeting harder and better equipped aliens.....

What we have at best now are the coil guns and laser rifles (super hard and accurate) though i would still classify em as mid stage / primitive.

I would look forward to another mid stage bolter, while final stage weapons should be very specialised.

What i meant are at end stage adv wpns, it should be specialised - i.e. Specialised powerful assault mid/close range, specialised sniper rifles, specialised long range mortar-like weapon, specialised everything. :P

Afterall, in my army days, i use specialised GPMG (area suppressants), specialised sniper rifles like (Sniper Rifles Listing) and my favorite SAW (I was trained to kill @200 metres using this with 100% accuracy in 40 shots shoot. :P)