General > Discussion

Some thoughts about 2.5...

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anonymissimus:
Well I guess it's because of the things I mentioned:
-Choose high starting strength recruits. 39 is the best I ever got, 30 the worst. I need to admit that I "rerolled" (repeatedly starting the campaign) a lot until I got good recruits. This is not cheating.
-Use full carrying capacity to get strength experience. You can also make them burdened in easy missions, gives more experience.
-How many missions do you have ? 130 missions in total now. My strongest soldier has strength 64, 63 missions and 68 kills. I have several with strength between 50 and 60. If soldiers are rotated a lot, it's pretty clear that a single soldier doesn't get as much carrying experience as he/she would get if soldiers rotate only little (fewer dropship teams). I have 3 bases with dropships with 1 team each. (Some of them stay to heal and defend in case of a surprise attack while the dropship is on the way).
-On http://ufoai.org/wiki/Skills/Improvement/v2.5 average weight is mentioned, so probably it's useful to not reduce the weight a soldier carries during a mission. Don't reload, don't throw grenades...however you organize that...or let soldiers pick up things to compensate for the lost weight ?

EDIT
Incidentally, I also just finished. It seems I could have delayed it further though. Or the bomber could have appeared much later. So the values above are from the end of the campaign.

Wolls:

--- Quote from: zollac on August 26, 2014, 09:53:28 am ---I have to spam smoke grenades...know smoke is useful..spam smoke every game?  I pop smoke under my feet, move all soldiers inside..It just feels so...unrealistic and no fun

--- End quote ---

Smoke is awesome in terms of avoiding RF.  Or smoke simply disables Line Of Sight which disables RF.  SO how to maximize it?

Think perspective.. you've seen the Kids in the Hall 'I squash your head'?  The closer you get the bigger, or more important any and all actions are.  So in terms of movement.. the closer you can pop that smoke to the offensive ( and RF target) the more room you have to move. 

Where ) is smoke and > RF   ( Yes i totally picked an image that would suggestively over qualify Smoke v RF... i am biased..although line of sight or field of view does travel iin some straight damn lines.)

>
     >
     1)........>2
     >
>

>
      1>
     1........)>2
      1>
>

That second position is almost completely blinded.  I won't say that you are not better off sleeping in a smoke cloud, but outside of that there are better uses for such a small TU cost.  In terms of mobility.  Your first option should be smoking the RF and moving towards a better offensive position because when you sit.. all enemies fall on you.. they centre towards your mass.  IF you are mobile, they always seek to realign.. you more often meet them one on one rather than allowing them to glom group on you.  IF you have the absolute hidey hole, and civs, this is a killing field they walk into.  When you don't control the setting most times its you being ganged up on from all angles.  I guess in addition to being something to hide in, smoke can be used to GET to the place you want to hide in.  Use a crate not just to hide behind but to diffuse the RF count and double your approach angles.

Smoke makes up for so much of the base maps lack of cover.  Use it like any other cover.  The closer it is the more obstructable ( apparently that is not a word.)  I am not against hiding in smoke.. I don't get why anyone would start there. 

( Complain about lack of cover.. create cover.. and just hide in it.) 


EDIT: I'ma pip. I dance myself into resolution.

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