General > Discussion
2.5 sucks completely
tembero:
{exerpt from ufo xcom enemy unknown} turn 1 - smoke thrown out of back of skyranger, soldiers moved out into smoke. turn 2, 4 soldiers remain of the original 14 after soldier glimpsed in skyranger by blaster launcher equiped alien. Anger at loss of Colonel causes agressive seek and destroy. Turn 3 - 1 soldier has not been cut down by reaction fire but is now panicking. Turn 4 - Game Over! I believe the aliens are a little playable than in the original XCOM.
Triaxx2:
Yes, but now since we start outside the drop ship it tends to go more like: Turn 1 - Soldier tries to throw smoke, is cut down by Reaction Fire. Repeat until out of soldiers.
The tactic works perfectly actually. It's that reaction fire seems to be utterly pointless is what I'm getting at. The idea of reaction fire is that it's supposed to give the soldiers a chance to shoot back when the enemy is having it's turn. Unfortunately, it seems they're getting no benefit unless you're using pistols because of the seriously disparate TU costs. There seems to be little reason to use RF and waste TU when they can be better spent taking shots at the enemy.
Frankly I don't bother getting attached to soldiers. They're entirely disposable now. One hit and it's just seeing how much damage they can do before they bleed out.
krilain:
--- Quote from: Triaxx2 on February 13, 2013, 04:01:00 am ---The tactic works perfectly actually. It's that reaction fire seems to be utterly pointless is what I'm getting at. The idea of reaction fire is that it's supposed to give the soldiers a chance to shoot back when the enemy is having it's turn. Unfortunately, it seems they're getting no benefit unless you're using pistols because of the seriously disparate TU costs. There seems to be little reason to use RF and waste TU when they can be better spent taking shots at the enemy.
--- End quote ---
The reaction fire is unfortunately the only way to progress prudently through the map for an alone soldier, and maybe at first turn for all. But, I also try to group 2 by 2 or more my guys, unless if I'm sending someone on a roof. The reason for that is the TU cost for RF can be saved if you have enough visibility, and being 2 allows you to cover more angles.
However, at the approach of corners, and at the early campain, there is nothing as efficient as awaiting the ennemy with RF+pistols / flammer.
Setting on the RF for every turn and throwing smoke everywhere is not my prefered combination. But one isolated soldier, that moreover shouldn't hurt a friendly unit accidently, must use it, there is no better choice.
Triaxx2:
That's the benefit of the two man team. If the leader spots an enemy around the corner, the rear guy can't be seen so he can move up if he has to and throw grenades over whatever the corner consists of. The port is a good example. If the first guy turns around a cargo container, and see's an alien, the second guy can then skip grenades over the top of the container. If the first guy fires, the alien fires first and he ends up bleeding out.
Large, open maps don't mean anything. I've learned to identify them, and send a team of half snipers and half guys with no guns, but Medkits. It's more effective and efficient to stand back and shoot with Sniper Rifles than try to close and end the fight. RF at that range will miss most of the time and having medkits within useable range means no deaths.
jerzy_cz:
For large, open maps I hide my snipers inside smoke cloud. I send spotter to see the enemy, quickly retreat and then shoot from inside the smoke...
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