UFO:Alien Invasion

General => Tactics => Topic started by: Ildamos on May 12, 2009, 01:27:07 pm

Title: What's a good 2.2.1. squad loadout?
Post by: Ildamos on May 12, 2009, 01:27:07 pm
Hello!

I am playing v2.2.1. of this game. What's a good loadout? I read from a previous post that heavy weapons are not worth it at this development phase (no "'2x2' aliens implemented yet" or some such thing) so I'm leaving the FTs and the MGs at home.

So is this any good? >>

My 8-man team
Sniper
Sniper
Medic (SMG)
Medic (SMG)
Bolter (this is a heavy right but it's versatile so I'm keeping it)
Grenade Launcher
Assault Rifle
Assault Rifle

Thanks for any helpful replies!

Title: Re: What's a good 2.2.1. squad loadout?
Post by: Colamann on May 12, 2009, 03:24:24 pm
Really depends on the map, tactics and difficulty setting. As of 2.2.1, reaction fire is extremely effective, even more so with sniper rifles. Some people here equip 7 or 8 guys in the team with them.

A good mix like yours works for me. Others divide their groups into close combat strike teams and long range supporters, and that works as well. I think that's a cool aspect of the game, you can put all kinds of different combat doctrines to effective use (at least on the lower difficulty settings, haven't tried the harder ones yet).

Btw, I have one gal with a high score in heavy, and I have her carry around an MG and blast away with it as much as possible, just because it's fun ;) I use it like a kind of heavy assault rifle. Don't miss out on the fun just because you don't need heavy weapons *g*
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Ildamos on May 12, 2009, 04:24:09 pm
Thanks!

About the MGs - meh; I find the TU consumption too painful. I hope in 2.3 those badass aliens will show to make heavy weaps viable.  ;D
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on May 18, 2009, 09:32:03 am
2.2.1??

My dear Ildamos.

6 x Sniper Rifles (Switching to full bolter when they are ready).
1 Rocket Launcher
1 Stun Rod. (Who has a spare in case charges run out)

Later on in game....

4 snipers
2 bolters (who carries stun rods each)
1 Rocket launcher
1 stun rodder wif grenade

Better still later on....

6 bolters (all stunners)
1 rocket launcer
1 heavy laser.

lol
Title: Re: What's a good 2.2.1. squad loadout?
Post by: slothlord on June 03, 2009, 12:51:25 pm
I prefer this mix:

1-2 snipers (also equipped with laser/particle pistols)
3-4 assault (laser/particle rifles)
1-2 heavy (1 flamethrower + laser pistol, machine gun/heavy laser + particle pistol/plasma blaster)
1-2 close combat (particle/laser pistol, grenade/stun rod)

really depends on the mission and injuries (once had to have 4 heavies since all my assault troops got injured).

you dont really need dedicated medics as everyone can carry a medikit in their backpack or holster.
i find the bolters kinda crap compared to the laser/particle weapons.  plasma is overrated since it has absolute crap range.

Title: Re: What's a good 2.2.1. squad loadout?
Post by: h0mbre on June 08, 2009, 02:12:58 pm
I playing v2.2.1

My preference is as with the original games is:

I deploy my 8man squad into 4x2 man teams:

1x soldier w/ rocket launcher and med kit & w/ loads of grenades in the holster to keep the TU spending down...
1x soldier w/ either sniper/machine gun/assault rifle and with med kit w/ loads of grenades in the holster to keep the TU spending down...

I always move them little by little enough with plenty of reaction time to shoot at those blasted aliens with they hit the stage... :-) works well for me...
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Nightranger on June 08, 2009, 07:52:59 pm
Interesting reading...

I start with 2 snipers, 4 assault rifles, 2 machine guns.  2 of the 8 carry grenade launchers in their backpacks.  Everyone who can carry a medkit has one and then load up on grenades.

When the technology becomes available, I upgrade the 2 snipers to Bolter rifles, 2 of the assault rifles go to particle beam rifles, keep the 2 machine guns and the other 2 assault rifles get plasma or particle pistols and stun rods.

Generally I work them in groups of 4, but on occasion, they pair up.  At that point, it's usually just who can cover who.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on June 10, 2009, 05:14:32 am
Interesting reading...

I start with 2 snipers, 4 assault rifles, 2 machine guns.  2 of the 8 carry grenade launchers in their backpacks.  Everyone who can carry a medkit has one and then load up on grenades.

When the technology becomes available, I upgrade the 2 snipers to Bolter rifles, 2 of the assault rifles go to particle beam rifles, keep the 2 machine guns and the other 2 assault rifles get plasma or particle pistols and stun rods.

Generally I work them in groups of 4, but on occasion, they pair up.  At that point, it's usually just who can cover who.

Nightranger,

Interesting..... u did not consider laser tech in your later part of 2.2.1?? They overwhelm your plasma stuff in terms of range and well, survivability.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Ildamos on June 24, 2009, 10:22:06 pm
Lol! I forgot about this thread.  ;D

Six snipers are too absurd for me Odie. I don't know but even in shooter games, I really detest snipers. Maybe it's what I've observed in the early version of Counter Strike back when everybody was using snipers in matches and used them to assault the mansion. After that, I detested games that used snipers heavily. In movies --- and I suppose in RL --- you don't send in a squad that's more than 50% snipers. They operate alone, act as scouts, and generally compose a small % of a squad.

Yes, I remember you mentioning that you were a soldier and things like this happen but I don't know, I just don't fancy the idea of a sniper-heavy team.

I suppose maps will fix this. Introducing maps with both cramped AND wide-open spaces will necessitate the need for more balanced squads.

The devs could also design solely-CQB maps and solely long-range fighting maps. (Hmm! That's a good idea!  ;D)
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Titan on June 28, 2009, 08:01:36 pm
I start the game with one explosives person, two riflemen, and a scout/medic.

The explosives expert uses either the grenade launcher or rocket launcher, which i switch at base depending on the map I'll be fighting on. This guy keeps most of his original tech. Only things that change are a new sidearm as they become available and new ammo for the grenade launcher (Pb grenades)

One of the riflemen uses a riot shotgun, the other a assault rifle. They both move on to laser weapons.

The scout/medic gets an SMG to start, but then uses dual particle pistols.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on June 28, 2009, 08:41:00 pm
Lol! I forgot about this thread.  ;D

Six snipers are too absurd for me Odie. I don't know but even in shooter games, I really detest snipers. Maybe it's what I've observed in the early version of Counter Strike back when everybody was using snipers in matches and used them to assault the mansion. After that, I detested games that used snipers heavily. In movies --- and I suppose in RL --- you don't send in a squad that's more than 50% snipers. They operate alone, act as scouts, and generally compose a small % of a squad.

Haha, yupz i know its absurd. Btw, i love playing the role of a sniper in alot of games. lol. And i was one of your destastable sniper in CS. lol.

Well, u do send in snipers squads to get rid of small missions like that of UFOAI (where we have exactly 4 enemies. lol).

As for snipers, they NEVER operate alone. They are always working in pairs (in real life too. Yupz. experience in soldier's life tells me so). They cover one another's backside (if u know wat i mean..... sounds like that variety show!! lol).


Yes, I remember you mentioning that you were a soldier and things like this happen but I don't know, I just don't fancy the idea of a sniper-heavy team.

Welcome to the real world. :P Where the world actually sends 2 squads or more snipers to snipe a certain high lvl enemy (like commanders or CO-Commanding officer or BO-brigade officer).

I suppose maps will fix this. Introducing maps with both cramped AND wide-open spaces will necessitate the need for more balanced squads.

The devs could also design solely-CQB maps and solely long-range fighting maps. (Hmm! That's a good idea!  ;D)
Yes, i agree. If its going to be a cramped map, definately will change my style of play. Even of now, i have changed my tactics......

I usually use this squad layout now:
1 EOD expert (specializing in rocket launcher and explosives).
1 Machine gunner (for that wonderful killing maniac of 25 rounds bursts).
3 snipers (to cover the rest' asses with their coil guns).
2 assaulters (usually armed with laser rifles or assault m16s-like weapons)
1 other weapon (like stuns, grenades loadouts or working as a scout with frag shotguns).

Hehehehehee......
And depending on the mission, i play 'cheat' with saving a game before launching the soldiers, check out the map to be loaded, and well, load appropriately before sending.

Hence if i meet a long range map, open field and stuff, i still have my 6 sniper-man squad. lol. (Call that field scouting intelligence............. :P)
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Titan on June 29, 2009, 01:48:33 am
IIRC, they go in a pair of Sniper/Spotter. The spotter helps coordinate the sniper's fire, and then uses their rifle (not a sniper rifle, though it *might* have a scope, don't remember) if the enemy starts to get close.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on June 29, 2009, 07:31:44 am
IIRC, they go in a pair of Sniper/Spotter. The spotter helps coordinate the sniper's fire, and then uses their rifle (not a sniper rifle, though it *might* have a scope, don't remember) if the enemy starts to get close.

Oh, thats in a specific target mode then.

Snipers work in 2 types -> 1 is a single team of a spotter / rangefinder + actual sniper (firer).

The other type is in ambush mode (say trees) where 1 is near the target (the killer) and the cover fire (the person covering the killer's backside, in case he need to re-deploy). Yupz.

:)

Technically, they work in squads of 4s if thats what u call it. 2 pairs.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Titan on June 29, 2009, 06:09:41 pm
Apologies, then. Most of what I know about modern warfare comes from watching the military channel. I'm more into World War 2.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on June 29, 2009, 06:36:51 pm
Apologies, then. Most of what I know about modern warfare comes from watching the military channel. I'm more into World War 2.

Nah, wats the apologies for? lol. We all learn something from one another.

PS: Btw, this tactics was already employed even from ww1. :P
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Ildamos on June 30, 2009, 04:01:32 pm
Quote
And depending on the mission, i play 'cheat' with saving a game before launching the soldiers, check out the map to be loaded, and well, load appropriately before sending.

Hence if i meet a long range map, open field and stuff, i still have my 6 sniper-man squad. lol. (Call that field scouting intelligence............. Tongue)

Fixed now in 2.3 where an intel about the battlemap shows before you send in your team, a feature I found oddly missing in the earlier versions (if PHALANX were that advanced, how come they don't have intel?). That's solved now though.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 07, 2009, 07:20:33 am
Fixed now in 2.3 where an intel about the battlemap shows before you send in your team, a feature I found oddly missing in the earlier versions (if PHALANX were that advanced, how come they don't have intel?). That's solved now though.

Intel.... ? Ildamos, which revision are u using?

Intel as in the 'briefing screen'? Hehe.....
Title: Re: What's a good 2.2.1. squad loadout?
Post by: MITSGS John on July 08, 2009, 02:23:59 am
I prefer to go with a pair of four-man elements built around a heavy weapon (usually a machine gun) and containing one sniper and two long weapons. As a matter of personal taste I won't use SMGs because in my opinion they are vastly over-powered. I'm also biased towards protecting civilians and force preservation and I'm not a big fan of just blowin' stuff up, so I stay away from flame throwers and indiscriminate grenade volleys. Putting all of your medikits in one basket is just asking for Rifleman Basket to get shot dead, so everyone carries one in John's Army.

Of course things would be a bit different if Standing and Kneeling were augmented by my two personal favorite battlefield postures; Prone ("I can't get no lower, my buttons are in the way!") and In A Hole.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: homunculus on July 08, 2009, 08:33:52 pm
just a few hundred years ago, afaik, soldiers would dress up nicely, stand in a row facing each other, and shoot each other dead with muskets.
no crawling in the mud.

i like it that you cannot crawl on the ground, you are agents after all, not some kind of dirty soldiers who will do anything to avoid the results of technological progress (e: just noticed that i should clarify that i didn't mean that soldiers are stagnant, i meant that modern weapons are too powerful).

btw, flamers are very good imho
1) they are reliable -- when they hit they kill, guaranteed for just 12 time units.
2) they have low time units attacks, and maybe i am imagining it, but i think it might be good for reaction fire.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 09, 2009, 05:52:26 am
just a few hundred years ago, afaik, soldiers would dress up nicely, stand in a row facing each other, and shoot each other dead with muskets.
no crawling in the mud.

That is so out of point and out of date with modern warfare, let alone advanced modern warfare..... Esp the no prone.... lol

Which brings me to.....


i like it that you cannot crawl on the ground, you are agents after all, not some kind of dirty soldiers who will do anything to avoid the results of technological progress (e: just noticed that i should clarify that i didn't mean that soldiers are stagnant, i meant that modern weapons are too powerful).

Being unable to prone is a stupid thing. Why? Just to name a couple:

1) U expose a larger target (yourself and your body) to the enemy. Higher risk.
2) Lower stability in firing of weapon (obviously u probably did not have real firearms experience. Lowering your CG will result in more stability of yourself, more support - probably arms rested on floor, better breathing and more focus.)


btw, flamers are very good imho
1) they are reliable -- when they hit they kill, guaranteed for just 12 time units.
2) they have low time units attacks, and maybe i am imagining it, but i think it might be good for reaction fire.

Well, Perhaps this is because they are meant to kill (even in real life), but then again, balancing in this game has not yet been addressed (not the focal point as of now.....).

And fyi, in real combat situation, flamethrower is always an assault wpn, never a reaction fire wpn (not assault / sniper wpn). They are bulky, and slow to react, and EXTREMELY dangerous in close combat, cos, u might end up burning yourself (AND YOUR MATES) in enclosed situation.....

In fact, for balancing's sake, the TU i am suggesting should be upped for flamethrower....... (i know that UFOAI's FT is like a M16 weapon, but still, its meant to be bulkier..... how could we fire a FT like an assault weapon? lol. Then again, like i say, balancing's not done, so dun take this as a complaint.)
Title: Re: What's a good 2.2.1. squad loadout?
Post by: homunculus on July 10, 2009, 05:10:10 am
i didn't say i liked that there is no prone position in ufo-ai because of practical, but rather because of aesthetical considerations (just a personal weirdo thing).

yeah, it makes sense to remove reaction fire from flamethrower.
no reaction fire means that those guys will be running around alot (because i don't bother with switching to sidearm at end of turn).
then my flamethrower guy, as far as i understand the future (at least from the point of view of 2.2.1) stat increase system, will become a very fast runner and shooter, like the grenade launcher guys.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 10, 2009, 11:00:25 am
i didn't say i liked that there is no prone position in ufo-ai because of practical, but rather because of aesthetical considerations (just a personal weirdo thing).

yeah, it makes sense to remove reaction fire from flamethrower.
no reaction fire means that those guys will be running around alot (because i don't bother with switching to sidearm at end of turn).
then my flamethrower guy, as far as i understand the future (at least from the point of view of 2.2.1) stat increase system, will become a very fast runner and shooter, like the grenade launcher guys.

On your asthetical reasons, haha. Quite interesting perceptions u have. :P

And on the flamethrower, exactly what i mean. :D How can a flamethrower 'react' haha. It will kill tons of ppl yes, but on the fratricide. But i believe that this might mean potential coding..... hence i will not be pushing it unless one of the coders decide to be hardworking on this. Haha. They have better things to code at moment. :D

And last on the stats system, i asked BTAxis (the original suggestor for the change of the XP system) in a separate thread on this b4.... yet to get verified on the changes. But yar, according to 2.2.1, it seemed like he will become fast runner good shooter in tat sense.....

Maybe later after, he can become a 'heavy wpn specialist' by changing to machine gun? :P
Title: Re: What's a good 2.2.1. squad loadout?
Post by: homunculus on July 10, 2009, 07:19:33 pm
[...]Maybe later after, he can become a 'heavy wpn specialist' by changing to machine gun? :P
yeah, but i rather thought about trying heavy particle beam which so much time units that the weapon is practically unusable (and i know, balancing not done).
when you shoot with that weapon, you can barely move with a normal soldier.

there were many who have said flamer is bad and suicide weapon, just notice what range you usually have when you have set up the snipers and are going to kill in the buildings.
the designers probably thought it that way, and i think it works nicely.

btw i am not a die-hard flamer fan, i am using a mix like 2 snipers, 2 grenade launchers, 2 flamers and 2 whatever.
flamers even in late game.
btw for melee i think stun rod is very nice imho, i like it more than monomolecular knife.

anyway, i have some gameplay concerns about the futuristic stat system, i guess it's better if i post them there although the speed issue would be bit offtopic there atm.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: MITSGS John on July 10, 2009, 10:12:16 pm
My aesthetic problem with flamethrowers comes from the fact that throughout their period of battlefield use, flamethrowers were primarily bunker-busters. In an enclosed area the targets who weren't roasted would be asphyxiated as the flame used up all of the available oxygen. In the open flamethrower operators tended to die horribly when the weapon malfunctioned (and it blew up) or a tracer round hit the tank (and it blew up) or whatever.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: homunculus on July 11, 2009, 04:16:16 am
yeah, what we would need is an aerodynamics model.

a fairly simple one would do, based on very simple units that have some inertia and try to keep their volume (i guess about soldier head sized would be enough for ufo-ai purposes).
just the whole empty space in the battle map would be filled with those, and some hot looking compressed ones would come out of the flamethrower.

that would solve multiple problems, actually.
for example, when there are obstacles to the gas from gas grenades and smoke from smoke grenades the gas and smoke might spread more realistically.
we could have wind effect on gas and smoke as well.

that would be awesome, and the devs wouldn't even need to make some hyper-complicated mumbo-jumbo on the maps to determine if the flamethrower was used indoors enough to produce some... stun effect perhaps?

the only problem might be that the 3d engine they are using might not support it.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 11, 2009, 10:38:31 pm
My aesthetic problem with flamethrowers comes from the fact that throughout their period of battlefield use, flamethrowers were primarily bunker-busters. In an enclosed area the targets who weren't roasted would be asphyxiated as the flame used up all of the available oxygen. In the open flamethrower operators tended to die horribly when the weapon malfunctioned (and it blew up) or a tracer round hit the tank (and it blew up) or whatever.

Hmmm, abt the blowing up part - thats in WW 1 and 2. I believed that our current 2080 model is uber good le. So dun worry abt tat.

And yupz, on the bunker buster part, i agree..... its supposed to burn + kill oxygen and asphyxiate all victims..... BUt i guess in this game, we can possible have one firing into a bunker thru a window and 'magically fill' the whole room with fire.... :P Though this would be uber cool and really IMHO, super unbalance the game. :D Lol.

Btw, U should NEVER use a flamer in the open. Omg, that would equate to a suicide....... He should always be hidden / running from cover to cover and WELL PROTECTED by at least a sniper and a assault team of 1 or 2. The point is to cover this bad boy ass until he gets to objective and deliver that INSANE damage. :D
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Megakiller on July 18, 2009, 02:40:34 am
we can possible have one firing into a bunker thru a window and 'magically fill' the whole room with fire.... :P Though this would be uber cool and really IMHO, super unbalance the game. :D Lol.
that's why aliens need flamethrowers
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Zukn on July 18, 2009, 03:39:18 am
 Lol after experiencing the bug in 2.2.1 where aliens get rocket launchers and sniper rifles I humbly submit they never get flamers. In 2.2.1 the aliens always know where you are and snipe very efficently.
 Personaly I found my flamers are always in the wrong space when the squad deploys. I don't use them. In 2.2.1 I use atleast 2 smg and 1 assault the rest rotate depending on who is injured. Weapon load isn't key in 2.2.1 exploiting the the AI is. 2.3 is a different beast.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Vio on July 18, 2009, 01:16:34 pm
I love my flamethrower guy.
There is always a building that needs cleaning up, and the range is long enough to work well even in less cramped spaces.
But most of all, it's the reliability. He is usually on the front line right next to the Redshirt, and there it's important to know that if I make him spend his last TUs to run up to and fire at an enemy, he will kill him. Nothing is worse than an unlucky miss in such a situation.

@Zukn
Lol. So giving the alines outdated human weapons actually makes them stronger.
But you are right. Especially with the indestructible walls, there is little they can do agains Phalanx hiding behind corners if they don't use more stuff like Grenades and Rockets. Heck, they don't even use reaction fire most of the time. Instead they hide behind their own corners and wait for your grenades (or worse: run out into the open if they don't see anyone).
Also love the nade launcher btw.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Megakiller on July 18, 2009, 06:21:04 pm
lol, how about we improve AI based on the atopsy discription? for example, a Taman would be smarter than an alien football player Ontrok
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 19, 2009, 08:05:03 pm
@Zukn
Lol. So giving the alines outdated human weapons actually makes them stronger.
But you are right. Especially with the indestructible walls, there is little they can do agains Phalanx hiding behind corners if they don't use more stuff like Grenades and Rockets. Heck, they don't even use reaction fire most of the time. Instead they hide behind their own corners and wait for your grenades (or worse: run out into the open if they don't see anyone).
Also love the nade launcher btw.

lol, how about we improve AI based on the atopsy discription? for example, a Taman would be smarter than an alien football player Ontrok

Dear Folks,

Please remember that this is based on the old 2.2.1 version, which is no longer further developed. The current version is 2.3 (under development still though).

Its a MAJOR improvement with TONS of add-ons and stuff. Even the firing algorithms and AI are differing. You might wan to abandon playing 2.2.1 and try 2.3-dev to see whats new thats being offered - of course, expect bugs still, as debugging and quite a number of other stuffs are being worked on.

U might want to check the TODO list under ufoai:wiki for 2.3 version to see whats done, whats being tackled and wats left before 2.3-stable is being released. :D

Toodles!
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Vio on July 19, 2009, 08:39:04 pm
Quote
You might wan to abandon playing 2.2.1 and try 2.3-dev to see whats new thats being offered - of course, expect bugs still, as debugging and quite a number of other stuffs are being worked on.

U might want to check the TODO list under ufoai:wiki for 2.3 version to see whats done, whats being tackled and wats left before 2.3-stable is being released. Cheesy

Done. Thanks for the pointer.
And yes, there were quite a few bugs... but it's a huge step ahead.

Still, laser rifles own. ;)
Title: Re: What's a good 2.2.1. squad loadout?
Post by: homunculus on July 22, 2009, 07:47:55 pm
[...]Still, laser rifles own. ;)
..and i thought coilgun was the super weapon. didn't even research laser in a recent dev build.

just out of curiosity, if anybody is playing 2.2.1, does flashbang do anything there?
i remember the only time i tried flashbang was the only time i got reaction fire from the alien (after the flasbang).
the reaction fire was absolutely horrible, killed two agents  :o
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on July 23, 2009, 10:53:39 am
..and i thought coilgun was the super weapon. didn't even research laser in a recent dev build.

just out of curiosity, if anybody is playing 2.2.1, does flashbang do anything there?
i remember the only time i tried flashbang was the only time i got reaction fire from the alien (after the flasbang).
the reaction fire was absolutely horrible, killed two agents  :o

Actually, i totally dumped the idea of a grenade. Lol. Let alone flashbangs.

IMHO, i simply stuck to simple wpns like laser rifles, coil guns (in 2.3 later), sniper rifles, and perhaps stun rods later. Yupz. Stun rods rox! (Esp in 2.2.1).

Flashbang? Hmmmm, waste time to take out, put in hand and throw to activate. Unless of course everyone takes a 1 handed pistol (which sux) alongside a 'mighty' flashbang ready to dump anitime. lol.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: slothlord on July 23, 2009, 02:32:57 pm
hand grenades arent so great until you research gas grenades.  since they only do stun damage, you can throw them without too much worry about killing your own troops.  i usually have 2 troopers with a laser pistol or particle pistol and a gas grenade for capturing aliens.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Ildamos on August 01, 2009, 03:27:05 pm
Lol! This thread still lives!

@Odie: Regarding:

Quote
Intel as in the 'briefing screen'? Hehe.....

I always hated it when I flew in blind in the earlier versions with no data (intel) on what the map will be. That's what I meant by "intel."
Title: Re: What's a good 2.2.1. squad loadout?
Post by: odie on August 01, 2009, 06:46:55 pm
Lol! This thread still lives!

Haha, YEAH! This thread still lives! :P

@Odie: Regarding:

I always hated it when I flew in blind in the earlier versions with no data (intel) on what the map will be. That's what I meant by "intel."

Ooooooooooo, hahahaha. Ok ok ok hahaha. Intel. :P
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Gunner on August 05, 2009, 04:30:47 pm
My selection is initially

2 Assualt
2 Flamers
1 MG
1 GL
2 Sniper

each with 2 frags 1 Flash and 1 soke

the MG's have SMG as a back up weapom for close in work

Later the mix is
2 Laser R
1 Laser H
1 GL
2 Bolter / Particle R
2 Sniper

i find the snipers work good for long range work with the laser rifles to offer long range reaction fire
the Laser H works well for protecting the GL as i keep his reaction either off or single
and use the bolters /Particle R to clear buildings and mop up mid range
 
if I'm expecting lot of close range then MG's and HL replaced with Shotguns
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Gunner on August 05, 2009, 04:48:12 pm
As for snipers, they NEVER operate alone. They are always working in pairs (in real life too. Yupz. experience in soldier's life tells me so). They cover one another's backside (if u know wat i mean..... sounds like that variety show!! lol).

depends on the nationality of the sniper, US snipers work in pairs with a spotter, but other nations have the sniper do his own target selection and operating solo.

snipers are used for taking out key targets not wiping out enemy troops with their. main contribution being psychological. a single sniper while he can't wipe out an entire force can keep then pined and out of the action for fear of having their heads blown off.

Title: Re: What's a good 2.2.1. squad loadout?
Post by: Gunner on August 05, 2009, 05:17:58 pm
hand grenades arent so until you research gas grenades.  since they only do stun damage, you can throw them without too much worry about killing your own troops.

i found grenade very useful aliens hining down a mine, lift shaft just drop a grenade on them, also smoke does wonders whwn the enemy are all in building taking pot shots from windows and you have to get accross the wide open space before you can even see then to return fire

also the fact that with only a little luck you can toss the grenade into a wall and bounce it round a corner to hit that alien that is hiding 2 tus past your ability to see him and still fire.

------------------------

as for the flamers i've never had one cause friendly fire but that is probably just the fact they tend to be very separated from the rest of my forces. but if the programmers could get some persitence into the weapons then you open a new ball game. advancing on the enmy a quick sqirt of the flamer and that corridor is on fire for 5 turns. now this would be a help as well as i hindrance.
Title: Re: What's a good 2.2.1. squad loadout?
Post by: Digin_BR on August 10, 2009, 01:01:35 am
depends on map...

for dam and other Long Range Combat maps i use:

Sniper (Laser Rifle or Particle-Beam-Rifle "PBR" if no snipers available)
Sniper (Laser Rifle or Particle-Beam-Rifle "PBR" if no snipers available)
Sniper (Laser Rifle or Particle-Beam-Rifle "PBR" if no snipers available)
Sniper (Laser Rifle or Particle-Beam-Rifle "PBR" if no snipers available)
Heavy (Machinegun, Laser-Rifle or Heavy-Laser) (or also "minigun" when MP)
Heavy (Machinegun, Laser-Rifle or Heavy-Laser) (or also "minigun" when MP)
Missile Launcher (fully loaded)
Medic (Laser Pistol...usualy the best in "speed" ability available)

--------------------------------------------------------------------------------------

for Close Range Combat and Mid Range Combat maps:

Assault (any, the best available)
Assault (any, the best available)
Close (shotgun or SMG, depends on availability and map)
Close (shotgun or SMG, depends on availability and map)
Sniper
Grenade-Launcher
Medic (usualy with SMG if available, with auto-pistol or pistol)
Medic (usualy with SMG if available, with auto-pistol or pistol)
Title: Re: What's a good 2.2.1. squad loadout?
Post by: firebird76 on September 20, 2009, 04:21:06 pm
well i started the game now but im a vet in this kind of games and i use:
long range maps or medium
1 heavy machine-gun
4 sniper
rest assault rifles
all have med kits and granades and i got a smg in backpack for all for close quarters enconters as smg does a lot of dmg in 5 shot mode

In close quarters maps
so far i i use
1 flametrower with smg on backpack
rest smg

so far i got no guys killed and ony some injured sometimes

But im in first mont and i dint even shhot down a ufo but in that case im considering well the long range configuration and if i see its a close quartes map or im going to enter the ufo is smg and flamer...

what do u guys think???


Title: Re: What's a good 2.2.1. squad loadout?
Post by: Fael on October 21, 2009, 03:00:18 am
I use:

4 Assault Rifle/Bolter (the first tech I research)/Fusion Rifle
1 Flamer
1 Grenade Launcher (frag grenades, shifting to plasmas when they become available)
1 Sniper Rifle
1 Medikit in one hand, Machine Pistol/Fusion Pistol in the other

Everybody but the Medic gets a secondary weapon -- Pistols (later Fusion Pistols) for everybody but Flame Guy and Grenade Guy, who get SMGs.  I keep free space in everybody's backpack to sling their primary weapon, if they need to.  Everybody carries two reloads for their primary weapon and one for their secondary, if possible (although usually there isn't enough Fusion Rifle ammo available; if one of the Fusion Rifle Guys doesn't have any reloads, he'll carry a Bolter in his backpack to switch to if his Fusion Rifle runs dry).  Remaining space goes to Grenades, the priority being Gas, Frag (later Fusion), Flashbang, Smoke, and Incendiary.  I try to give everybody at least two Gas Grenades (once available) and two Frag/Fusion Grenades, plus a Flashbang and a Smoke Grenade.  The Medic's got a lot of free space in his backpack, so he'll carry a bunch of extra Grenades to give to people for reloads, if needed.  For the brief period when I've got Stun Rods but not Gas Grenades, a couple guys will carry Stun Rods in their backpacks to switch to when it looks possible to get a prisoner.  It would be smart to give one of the other guys a Medikit in case the Medic buys it, but I don't usually bother.  Of course, everybody gets the best armor available and advanced armor is a major research priority.

I generally divide into two teams, each consisting of a pair of Riflemen and one of the heavy weapons guys (or girls).  Flame Guy's team gets assigned to the really close quarters stuff, while Grenade Guy's team gets sent to more open areas.  The Sniper will go with one of the teams until we secure a high-elevation area (a hill or second story window) with decent cover.  At that point, I'll leave him there, taking cover during the aliens' turn and sticking his head out during my turn to spot for the main teams and take long range shots at any aliens he spots.  If there is no suitable high ground, I'll park him in an area with long sight lines and have him cover that.  The Medic also gets assigned to one of the teams at first, but he'll spend most of the battle running back and forth between the two teams (assuming there's a fairly secure rear area) treating anybody who gets injured.

To make it easier to visually see who's supposed to be where, I generally give one of the main teams jungle cammo and the other one desert; the Medic gets urban; and the Sniper gets left with arctic cammo.

The Sniper could be upgraded to a Bolter once the assault teams are equipped, but I like having the 12 TU long range snap shot available from the Sniper Rifle.  On the other hand, if your Sniper also has good assault skill, the Bolter would allow him to take part in closer range combat on maps where there aren't good sniping options (like the office tower).

The Medic could carry a two-handed weapon, or a pair of pistols, but I prefer to keep the Medikit in hand so that I don't waste TUs transferring items around.  That way, he can do a heal and still have 10 TUs available for movement or a single-shot reaction fire.