UFO:Alien Invasion

General => Tactics => Topic started by: Glaucus on August 11, 2007, 06:01:57 am

Title: Research Priorities
Post by: Glaucus on August 11, 2007, 06:01:57 am
I was wondering what people thought was more important to research early in a campaign? I am playing a standard difficulty campaign and early on I prioritised researching weapons rather than armour or doing autopsies. But I have just come up against  aliens using particle weapons for the first time(I have the plasma pistol and plasma rifle is 96% complete, I didn't bother researching lasers) and finding that my troops are being killed very easily. Half my squad was killed in the first alien turn of the mission I played. The early weapons are still very effective, for example the assult rifle seems more effective than the plasma pistol against armoured aliens. Would it have been more prudent to research armour first then weapons? How much do people prioritise things like alien origins and alien autopsies?
Title: Research Priorities
Post by: BTAxis on August 11, 2007, 11:15:54 am
Armoured aliens are no different from other aliens when it comes to taking damage. The same is true for PHALANX soldiers. However, that will change thusly (http://ufoai.ninex.info/wiki/index.php/TODO/2.2/Armour).
Title: Research Priorities
Post by: Glaucus on August 11, 2007, 02:12:40 pm
So what you are saying is that there is currently no point to researching armour or even buying it?... Apart from making your troops look a hell of a lot cooler.
Title: Research Priorities
Post by: BTAxis on August 12, 2007, 01:06:41 am
Yep.
Title: Research Priorities
Post by: b_e on August 12, 2007, 02:19:13 am
My take in any game is to research everything I can research as quickly as possible. This said I do find myself doing the following. I usually have a staff of 30+ scientists; they are assigned one each to the projects available. I then check to see what project or projects I want done ASAP. In this game, it is typically alien weapons because they have all the cool toys (but the research tree is limited too). I then divvy up the reaming staff between the project or projects I want ASAP. This leaves me with that much more of a head start when they are done and I start with my next lower ladder rung.
Title: Research Priorities
Post by: BlakeD on August 12, 2007, 07:27:56 am
I had been focusing on armor and the path that leads to alien captures.  Honestly, the weapons have never excited me that much as I seem to do fairly well with earth-based weapons until I am doing live-captures, and from there, I'm focused purely on that so I am almost entirely non-lethal.

In light of the above information - Screw the armor.  Gas Gernades - Here I come!
Title: Re: Research Priorities
Post by: XCOMTurcocalypse on September 12, 2007, 12:06:46 am
Might I advise a reflective armour for deflecting or dissipating (SOME of the power of) beam attacks? Would it be hard to code?

Wİll alien authopsies result in increased to hit bonuses on aliens? I always dreamed of it.
Title: Re: Research Priorities
Post by: Kaerius on October 05, 2007, 03:58:31 am
First thing I research is bolt rifles, because they're decent up-close weapons that can still take long range shots, I consider them to be assault/battle rifles. Typically I'll end up equiping 2-4 soldiers with them.

After that, it's getting stun rods, and then armour, while I'm waiting for a good mission to capture aliens in, so I can get gas grenades to do easier captures.

After that, I just research whatever I have, I don't use any of the alien tech weapons anyway, except plasma grenades and sometimes plasma blasters(used to use them more when they had the splash blast). The particle beam cannon is nice, but I can't make ammo for it, otherwise I'd use it.

I leave laser for when I absolutely do not have anything else to research. Pathetic stuff currently.
Title: Re: Research Priorities
Post by: Agrajag on October 05, 2007, 11:36:40 am
...and sometimes plasma blasters(used to use them more when they had the splash blast).
Plasma Blaster still have splash, and now, with more ammo, longer range and enormous damage(with spray), it is even more effective, I think.

I use the Particle Rifle and Cannon later in the game, when the aliens start to use them alot giving supplies after in mission.
Problem is you cant reload them till the magazines are researched.

So until then the Plasma Blaster is a good choice, and Bolter Rifle for soldiers with high accuracy
Title: Re: Research Priorities
Post by: beguegab on January 25, 2008, 06:54:19 pm
research is taking too long to compleate.
Title: Re: Research Priorities
Post by: Cameron on February 15, 2008, 12:41:43 am
I would agree with you.

I feel that a research lab  that can fit 10 scientists is a bit small. Even if they are the best boffins on Earth. Although they may be researching completely alien concepts.

While I don't want a lab that can squeeze 50 in [X-Com standard building size] 20-30 would be better i believe.

Although The Research Tree between UFO:AI and X-COM:EU is slightly different.

The *Mission scaling also impacts (having a reasonable chance to take out a small/medium scout early on rather than the larger ufo)  I could under X-COM expect the Reach  Laser Rifle, *stun rod, performed a Sectoid Autopsy and maybe have started Heavy Plasma and still faced a couple of terror missions (cities and intercepted). I think this could have been done by the first Global payment or shortly after.


* I understand at the moment that not all these mission types nor object graphics are available but I don't bother sending the aircraft against the larger and only ufos at the moment


**Stunrod could be researched earlier in X-COM and Alien Containment could be researched after the death in transit of a live alien.

Title: Re: Research Priorities
Post by: ufogio on February 16, 2008, 03:55:22 pm
The first is the bolter, since the assault rifle is too weak. You can finish the bolter research after the first month, even at Hard difficulty level.
After the bolter, it comes the armor, because I don't like my soldiers to die, and producing heavy armor for the 8 members of the team takes so long! :)
Next I usually research laser rifles, or one of the autopsy, to be able to capture one of the aliens sooner.
Another good research are plasma grenades and their counterpart for the grenade launcher.
Title: Re: Research Priorities
Post by: Surrealistik on February 16, 2008, 06:04:01 pm
I prioritize weaponry, because I tend not to get hit in the first place, and the laser series compounds this by allowing me to meaningfully attack aliens from beyond the effective range in their weapons. My research order is typically laser rifles, then nanocomposite armour. Plasma grenades, blades and 25mm plasma rounds follow thereafter.
Title: Re: Research Priorities
Post by: Serrax on February 16, 2008, 11:52:18 pm
I also prefer research in weapon technology.

Over all, i do most research in laser-tech - as i prefer all laser-weapons (v2.2) more than any other weapons.

I also used to do a lot of research in nano-armor, but that was useless... v2.2.

Further researches in the PE-grenades and the gas grenades.

I don't like the Bolter.


Due to the setting of UFO:AI I have the impression, that battlefield armor is less important than competitive human weapons. Especially by the appearance of more durable Aliens than the Tamak, we need stronger weapons.

cu
Title: Re: Research Priorities
Post by: kanickl on February 19, 2008, 12:37:02 pm
I usually start with the development of laser weapons and then with either the Bolter oder the Nanoarmor (depends on whether I do find Alien Armor).

The Laser Rifle does pretty good damage and is very precise too. Also the number of rounds each magazine holds, makes it a good weapon.

The Bolter on the other hand has decent damage, especially with the burst mode. On the other side it has big magazines with just 12 rounds in it.

I tend to equip my team half half with Laser Rifle and Bolters. That gives them good accuracy and firepower for distance and close combat. After the development of Laser Rifles and Bolters I usually do not need the grenade launcher or other weapons like that.
Title: Re: Research Priorities
Post by: Captain Bipto on May 07, 2008, 06:24:27 pm
I go for Lasers then DF cartridges (so I can build and buy DF ammo while researching the laser weapons) Laser Rifles, Heavy Lasers, and then Alien Armor to Nanocomposite Armor.  I am falling out of love with the Bolter but I usually either research that or Laser Pistols (for my medics).  From there my research gets pretty random because frankly the alien weapons are a joke (though the Plasma grenades for the nade launcher is a cool idea).
Title: Re: Research Priorities
Post by: Doctor J on May 10, 2008, 08:57:52 am
After the development of Laser Rifles and Bolters I usually do not need the grenade launcher or other weapons like that.

You'll like 2.3 - reaction fire has been eliminated from all explosive weapons [all GL rounds but flechette].  In my mind, if the devs dislike exploding weapons so much they could just remove them [and the High Explosives skill].  It would be quicker than to let all Explosives skilled troops be sitting ducks.
Title: Re: Research Priorities
Post by: Captain Bipto on May 12, 2008, 11:41:12 am
You'll like 2.3 - reaction fire has been eliminated from all explosive weapons [all GL rounds but flechette].  In my mind, if the devs dislike exploding weapons so much they could just remove them [and the High Explosives skill].  It would be quicker than to let all Explosives skilled troops be sitting ducks.

That sucks.  I have killed a good number with nade reaction fire... :'(

I love this weapon, prolly the most flexible one in the game and I use it every mission.  I'd love to see an alien derived (or just advanced) GL that had a longer range too.
Title: Re: Research Priorities
Post by: Nevasith on May 18, 2008, 11:15:11 am
I love grenade launchers! I tend to give one to my squads even in the advanced game. GL have specific trajectory of attacking which allows to blast aliens from the rooftops, or higher floors that would otherwise require me to send in some men and go up the stairs.
Grenade launcher should have gas grenades, but I'm against any longer range GL- they would be definitely overpowered,
The newest version has a reaction fire for GL- or i had a bug. Anyway I've killed more than one greenskin with a reaction GL- mostly on the crashed harvester mission.
Title: Re: Research Priorities
Post by: TheFatSandRat on June 08, 2008, 05:55:32 pm
I personally won't miss the grenade reaction fire- I find that having my soldier fire a grenade at an alien that stepped out from a doorway right in front of him is a very bad idea. I use my grenadier, when I have one, as a vanguard/scout type unit.
Personally, I research Lasers and then armor... I won't bother with researching armor anymore since it's useless (who knew?)
Stun rods are ok, but I usually ditch them in favor of Monomolecular blades and gas grenades once I have them.
A close-combat specialist with a laser pistol in one hand and a knife or stun rod in the other is actually pretty powerful and accurate at most ranges, so I focus on my close-combat stuff. I don't like to research the plasma pistol, though, due to it's puny range.
Basically, the research pattern I'll use in the future will be Lasers and then the non-lethal/alien study branch, followed by particle weapons, and then kerrblades/monomoleculars.
Title: Re: Research Priorities
Post by: Falion on June 08, 2008, 06:03:12 pm
Personally, I research Lasers and then armor... I won't bother with researching armor anymore since it's useless (who knew?)


The current armors in the game are useless? Just where did you read this info?  I mean if that is true...then what is the point?
Title: Re: Research Priorities
Post by: BTAxis on June 08, 2008, 06:12:12 pm
They aren't useless.
Title: Re: Research Priorities
Post by: Falion on June 08, 2008, 10:27:07 pm
Thanks BT , for the clarification and clearing of that up... I couldn't believe that they were useless as was stated.
Title: Re: Research Priorities
Post by: Surrealistik on June 10, 2008, 02:51:58 pm
Quote from: Doctor J
You'll like 2.3 - reaction fire has been eliminated from all explosive weapons [all GL rounds but flechette].  In my mind, if the devs dislike exploding weapons so much they could just remove them [and the High Explosives skill].  It would be quicker than to let all Explosives skilled troops be sitting ducks.

That's pretty inane. Why rob players of options? Explosive reaction fire isn't particularily overpowered.


Quote from: TheFatSandRat
I personally won't miss the grenade reaction fire- I find that having my soldier fire a grenade at an alien that stepped out from a doorway right in front of him is a very bad idea.

This is precisely why you need to be careful about enabling it. Grenade reaction fire is perfectly fine when used intelligently. The only thing I'd change about explosive reaction fire is enabling control over the minimum range to a target required for it to trigger. Honestly though, if an enemy is close enough for your soldier to self-destruct in his own splash damage, chances are you were going to get flashbanged (multiplayer) and/or plasma bladed anyways.
Title: Re: Research Priorities
Post by: Darkpriest667 on June 10, 2008, 03:43:44 pm
I agree with Doctor again...


taking out the grenade reaction fire is a bad idea... if you cant use it wisely your men deserve to die
Title: Re: Research Priorities
Post by: Nevasith on June 15, 2008, 03:07:39 pm
who came to such a stupid idea of disabling RF for explosives?
The one who did this is just stupid, and i can say it in his face, or write it with my own blood on a beef hide.
It has no logical reason, and i hope it will be possible to bring back the RF by tuning the game files.
If someone has complexes that others know how to use RF with grenades and he/she cant than i suggest playing solitare- not to complex one. Its up to you- if you dont like RF dont use it! Instead of disabling that for others.
Title: Re: Research Priorities
Post by: blondandy on June 16, 2008, 09:40:10 am
edit your

C:\Program Files\UFOAI-2.2.1\base\0ufos.pk3\ufos\weapons.ufo

change reaction to true in the firedefs.

also, please contain your misplaced vitriol. a lot of folk have worked hard to bring this out for free.

do penance by contributing a map (or something)
Title: Re: Research Priorities
Post by: Nevasith on June 16, 2008, 11:03:50 am
I staded in other posts, that the game is really good and its impresive that it has been done by ordinary people, not some rich corporation.
But i also said, that the idea of blocking this is stupid and i keep this opinion- you can sit with any weapon and just wait until someone shows up-even a rocket louncher
BTW, im on linux and my folder is /home/user/ufoai/base. I already did some tweaking with armor. (a little boost for combat armor, but since the encumbrance is not yet implemented its useless)
The one must know their limitations. Im no mapper/programmer but if you need someone to write descriptions or other text for campaign just PM me
Title: Re: Research Priorities
Post by: MaXX on September 03, 2008, 03:25:59 am
I start always with coilgun. It is more accurate and damages better than sniper rifle, and mostly kills enemy at first.

My second priority is the new ships.

Plasma & laser weapons are not needed for me, because sniper rifle and machine gun does better. Researching the ufo threat can the last priority.