UFO:Alien Invasion
General => Tactics => Topic started by: Mattn on July 05, 2007, 12:04:00 pm
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You can now add your favorite tactics or hints to the Tip of the Day (http://ufoai.ninex.info/wiki/index.php/Tip_of_the_Day) wiki page.
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"_Make sure your best soldiers are at the top of the team list. When the soldier limit is lower than the amount of soldiers in your team, the soldiers at the top of the list will be used for the game."
Is there a way to change the order of soldiers on a team? Or is it for multiplayer teams only (so you should keep generating new teams until the soldiers appears in an order you like)?
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It's multiplayer only. But even so it would be nice to change the order, perhaps by assigning a priority to the soldiers?
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I believe it is not currently possible then.
:idea: But if you're going to put it in the game, some sort of "move soldier up/down" button in the equip menu would be nice, for easy user interface.
(Both for multiplayer and singleplayer)
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i'm awaiting patches :-P
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Important tip:
You CAN NOT shoot over the head of the soldier CROUCHING in front of you: he blocks your line of fire.
legend:
SS - standing soldier
CS - crouching soldier
^ - direction of soldier's look
tt - target
From sky to soil view under right angle:
===
tt
^
cs
^
ss
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SS can't shoot target because CS blocks him. It's not good: I've used that tactics in different games: :EU, :AM, :Apoc, where I placed my squad members in 2-3 lines: farthest line is standing, second line is crouching-kneeling, closest to enemy - laid down. So I could have 2-3 shots simultaneously from one point. Now I must move one of soldiers to left-right in order to deblock or to become deblocked. :(
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I've done this. I believe it depends on exactly which way your soldiers are facing etc. You can see the fire line turn red if the shot is impossible, but it is not *always* impossible.
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I know about color changes of targeting line, but it does not make sense in this case: I still wandering why I can't shoot over other soldier's head, while he does not really block the way for my bullets.
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I agree that it was disappointing you couldn't shoot over crouched teammate.
However, realistically thinking.. you would give your teammate permanent ear damage if you'd shoot a loud gun next to his head. :)
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you would give your teammate permanent ear damage if you'd shoot a loud gun next to his head. :)
A la guerre com a la guerre. (or smth similar)
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You see a threat, you stay in CQB formation and you have clear LOS with hostile and no threat to friendlies. You take the shot, no hesitation no second thoughts.
Hearing protection gets a lower priority when death comes racing at you from many directions. That's an issue of fire discipline, weapons that are of extreme noise level tend to be kept out of CQB operations. (example, a .50 cal Barett Antimaterial Sniper rifle).
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You see a threat, you stay in CQB formation and you have clear LOS with hostile and no threat to friendlies. You take the shot, no hesitation no second thoughts.
May be offtopic, but may be usable and even could became a part of UFOpaedia - some realworld tactics principles: http://www.defencetalk.com/forums/archive/index.php/t-1774.html (http://www.defencetalk.com/forums/archive/index.php/t-1774.html)
As to hearing protection... 2084... advanced technologies... can't helmet protect its wearer's ears?
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yes - but then the soldiers would not be able to hear the aliens creeping about in the darkness.
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yes - but then the soldiers would not be able to hear the aliens creeping about in the darkness.
directed microphones with over-loUd protection are exists now.
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yeah, but then if you think about it how well would flash bangs be against helmeted aliens whose visor darkens to protect against flash blindness and has sound suppressors to protect against deafness
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how well would flash bangs be against helmeted aliens
I saw nothing similar to (sorry, don't know proper word) face-plates on aliens' heads: only eye-holes, or "bare" eyes, not shielded at all.
Anyway, I prefer to get temporary (or even semi-permanent) deafness vs became KIA just because of "man-whose-bed-in-same-barracks-as-mine" (again, no proper word - "a colleague at military duty") just could not shoot over my head.
He-he... Old well-known song: "the grenades flying over your head, the missiles flying over your head, if you gonna survive - get outta bed - you in the army now!" :P
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o-o-oh, you're in the army now!
"Status Quo, baby!" ;D
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man, that is peace of a good song- i dont know if its correct but i connect it with the Vietnam war?
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i connect it with the Vietnam war?
Bingo!
...Smiling faces at your way to 'Nam...
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Hi, my first post, but I've been reading for some time now - and though I disagree on some points how the game should evolve, it is still great game and job well done! Why I'm posting here, is about that stand/crouch-issue and my own experience in military. I've been on the ground, in position with my lmg, while there were at best three guys above me, everyone aiming into same general direction. In this game, we would had all been in the same square! :D Anyways, all three fired - as well as I did - and I must say down there I didn't here anything else but echoing sound of my lmg (you really don't hear that much of your own gun otherwise). Guys above me and their rifles were like mosquitos in gentle rain. (If someone asks why there were so many men in so small area or should I say in the same spot, reason is simple: we were about to cross the street.) So, hearing issue shouldn't be an issue, nor the line of fire. I was personally very disappointed I couldn't double the opportunity fire in the same line. Not to mention triple it. It is so basics, that it should be somehow fixed. As well as there should be lying on the ground option too.
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@Juni Ori: Feel free to implement it, and send a patch. :)
-geever
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I suggest that the coders would be happy to implement lying down - as soon as a 3D artist arrives who can create all the necessary animations for our current models. [tumble - weed drifts gently across the shot to the distant sound wind whistling on the rocks]
geever: i think I hear an echo
(of mattn)
:)
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Me+code=CTD
So, not much help of me...
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well: 3d model, map, compose, draw, ....
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I saw nothing similar to (sorry, don't know proper word) face-plates on aliens' heads: only eye-holes, or "bare" eyes, not shielded at all.[...]
lol, those black "eyes" have no lense, never blink, like insect eyes or else you got to be kidding.
actually, the ufologists have got it all wrong : )
the big black "eyes" of the "grey" are not really their eyes, and the grey color is not really the color of their skin.
the grey color is the color of their space suits and the big black "eyes" that we see are what covers their eyes.
why do people expect that someone who can build a ufo has to walk naked in hostile atmosphere?
everybody knows that aliens are actually green, how do people forget it?
therefore, whatever it is that covers their eyes, it certainly protects them from any harmful radiation.
on a side note, the aliens are no better.
when our peeps were to the moon, they nicknamed us as "silver cyclops" or just "one-eyed monsters".
as for the tip of the day:
if you search the maps very thoroughly you can sometimes find a special item that is called 'a piece of alien fabric', and when you research it you can patent the result and sell the license to earthly textile companies for hard cash.
it will revolutionize the earthly textile industry.
the tip of the day is that this is not true.
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Important tip:
You CAN NOT shoot over the head of the soldier CROUCHING in front of you: he blocks your line of fire.
legend:
SS - standing soldier
CS - crouching soldier
^ - direction of soldier's look
tt - target
From sky to soil view under right angle:
===
tt
^
cs
^
ss
===
SS can't shoot target because CS blocks him. It's not good: I've used that tactics in different games: :EU, :AM, :Apoc, where I placed my squad members in 2-3 lines: farthest line is standing, second line is crouching-kneeling, closest to enemy - laid down. So I could have 2-3 shots simultaneously from one point. Now I must move one of soldiers to left-right in order to deblock or to become deblocked. :(
It's a classic infantry tactic dating back to the invention of the rifle (or muskets as they used to call them).
Perhaps it's just too 18th century for this game ;D
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It's a classic infantry tactic dating back to the invention of the rifle
Read my post carefully please! The idea is: "suggest player not to use such medieval tactics because it is not possible in UFO:AI world"
And it's pity. >:(
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Tip of the day :)
When you are intercepting an UFO, use 2 interceptors, 1 should engage the UFO first, when the target is on the red fire line, quickly recall the interceptor, let the other to continue interception over the target
The UFO will be after the interceptor you recalled, while the other interceptor will destroy the UFO without being worried about enemy fire
-ah!, for that you will need saracens, because they are faster-
:)
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As this behavior isn't intentional, it shouldn't be a tip.
-geever
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Tip of the day :)
When you are intercepting an UFO, use 2 interceptors, 1 should engage the UFO first, when the target is on the red fire line, quickly recall the interceptor, let the other to continue interception over the target
The UFO will be after the interceptor you recalled, while the other interceptor will destroy the UFO without being worried about enemy fire
-ah!, for that you will need saracens, because they are faster-
:)
btw you can do it with one saracen -- lure the ufo into base range repeatedly until it drops.
and one more, if you want to try how much difference luck makes, you can try save just before end of month so you can relatively comfortably reload if you don't get good enough soldiers.
i guess this one is also just as intentional as the previous hit and run tactics.
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Read my post carefully please! The idea is: "suggest player not to use such medieval tactics because it is not possible in UFO:AI world"
And it's pity. >:(
this is no longer true - i've fixed this in r23207
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this is no longer true - i've fixed this in r23207
TY, Mattn!
Kildor just have informed me about such glorious correction.
:D
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Tip of the day :)
When you are intercepting an UFO, use 2 interceptors, 1 should engage the UFO first, when the target is on the red fire line, quickly recall the interceptor, let the other to continue interception over the target
The UFO will be after the interceptor you recalled, while the other interceptor will destroy the UFO without being worried about enemy fire
-ah!, for that you will need saracens, because they are faster-
:)
Oh ya, do note that if u do this, there is higher chance (of course) of exposing the location of ur base.....
I have tried this before and hence i do get quite a number of base assaults. haha. I do have quite a few sam sites ard for this purpose though.
PS: For other x-com genre like games tat i employed this hit and run tactic, my base becomes vulnerable usually......
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It's a classic infantry tactic dating back to the invention of the rifle (or muskets as they used to call them).
Perhaps it's just too 18th century for this game ;D
Read my post carefully please! The idea is: "suggest player not to use such medieval tactics because it is not possible in UFO:AI world"
And it's pity. >:(
Sorry my friends but i have to speak up.
You are saing that those tactics are "OLD", because you saw them on NAPOLEONIC WARS and SECESSION WARS in which the cadence of shooting was slow (each weapon could only shoot once before reloading).
But on actual times the same strategy is use (specially by ex-KGB operatives in personal protection detail), as distraction or shield of what lays behind.
You can place a well armored soldier in front, serving as protection of the low armored men, that position will be serving as shield in unprotected scenarios. Not that medieval, in my eyes.
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You can place a well armored soldier in front, serving as protection of the low armored men, that position will be serving as shield in unprotected scenarios. Not that medieval, in my eyes.
Actually, that is not a standard military tactic now...... we use cover fire and seek cover + fire tactics now. Minimal exposure..... instead of the former military standard (the monarchy style....).
Unless we talk abt low risk mob suppression (we know wat they have and it dun kill us), where we have a whole row of shields in front.....
Then again, this is high risk (highest risk rather) when dealing with aliens (who has infinitely more unknown killing power wpns).... not good if we are putting BEST soldiers from ard the world at risk......
Plus, there is practically not much reason as to why we should have a 'rabbit' to lure aliens in this case..... (reminds me of Saving Private Ryan - the final rabbit luring the sherman tanks....).... why would u want everyone (aliens) to come into an area? unless u have setup a killing zone.......
Then again, as most of the forums alr discussed, we all have diff tactics.... so if u wan to use ur rabbit method, its ok with me. I stick to my military knowledge of modern warfare....... - cover fire hide cover fire hide.
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I guess we then need a new equipment on the weapons list, like a Riot Shield.
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I guess we then need a new equipment on the weapons list, like a Riot Shield.
Nah, we dont. No use. The aliens will just shoot thru it. Haha. Unless u intend to use this as a human shield - bad choice, considering armor piercing round..... (we are not suppressing mobs with sticks here, these are aliens with potent rounds). Plus, i would rather invest in developing a stronger armor suit. :P
Again.... have u read my earlier post? The standard military tactics are Cover and Fire..... Cover as in not the old-day's romans' way of phalanx..... thats not the idea of phalanx in UFOAI. lol. :P
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in order to transform your grenade launcher into a whole new weapon type that has some very special properties, reload flechette in the battlefield.
it is probably because the flechette ammo will somehow jam the barrel unless a competent technician does the reloading back in the base.
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It's a classic infantry tactic dating back to the invention of the rifle (or muskets as they used to call them).
Perhaps it's just too 18th century for this game
Not really that outdated, we use similar techniques in some situations. For instance, if you have enemies outside and want to pop out and shoot through the door, one guy goes high, one goes low. Usually, one lays down a suppressive fire while the other picks targets with more precision as they run for cover. Extremely scary for the enemy and quite effective.
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Okie folks,
Lets not digress.... This is supposed to be a sticky for "TIPS OF THE DAY".
Kindly direct other non related topics to a new thread ok?
I ma going to give my TOD (Tips of the Day):
1) In the beginning.....always ensure u choose the soldiers u employ well. Esp if u r in easier modes (where u get many more soldiers to choose from.)
Choose soldiers with stats that match your style of play. Personally i like :
- 1 very insane stats soldiers (Leader 1)
- 2 Marksman (snipers)
- 2 Assault teams (room clearance)
- 2 Close combat (for that stun rods and sub machines, as well as backside covering for the 2 assaulters) / If u dun like close, u can also try my alternate play, 2 Heavy Machine gunners. (further back though)
- 1 Heavy weapon user (for that almighty canon)
Be creative, choose your own style. If u like 8 chargers, i ma not stopping your kamikaze actions (Though i doubt they will last very long). Neither will i say your team of 8 snipers approach (using slow n steady but getting all ur civis killed) are wrong. Its a game, enjoy it! :D
2) For battle mode,
- Always ensure that your soldiers are equipped with at least basic armor.
- Always ensure every soldier is equipped with some sorta weapons - in accordance to their specialities
- Soldiers with high stats in sniper skill should be equipped with a sniper rifle.
- Soldiers with high stats in Assault should have an assault rifle (and so on...)
- Ensure u not onli equipped with the weapons, but that u have bought the necessary ammunitions for them. And restock these ammunitions often after missions.
- Always move slowly in pairs or trios (2 or 3s).
- Cover all angles in the pairs or trios (thats why trios work better. Cover one another's arses.
- Always keep enough TU (Time units) for reaction fire. U never know when tat lil grey is popping out from the corner.
- Take cover as much as possible. Out of sight, out of fire.
- Crouch if no cover is available (such as crossing that padi field). 1/2 a man is always harder to aim than a full standing man. I have been to ranges and can verify tat with thousands of rounds in practise. If u can prone (new function perhaps? LOL), i suggest u better. Oki. no prone in this game. :P
- Always bring 1 or 2 medikits and apply em if u can.
3) Outside of battles, always make sure u research as much stuff as u can, upgrading the space to accomodate more scientists, and put all scientists onto the most immediate project. Focused research always is better than multiple research. Trust me on this one.
Okie, thats my lil TOD (Tips of the Day). Hope if will steer this thread back on right track with more ppl sharing their POSITIVE and proven (NOT exploits of bugs) experiences. :D
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If you let 4 or 5 of your best soldiers do all (or most of) the shooting, their skills will improve faster, because they get all the experience. Lesser soldiers can be used as back-up and medics.
(This works really good on standart level in version 2.2)
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Eloz again,
For those playing 2.3 Devs Earlier Builts, or those who are transiting to 2.3 builts from 2.2.1, you might find that Large UFO Hangers and Small UFO Hangers are missing!
WOOT! Tough luck, they are not going to reappear..... because.... UFO Yards are here!
A lil writeup on UFO Yard (http://ufoai.ninex.info/wiki/index.php/Proposals/Off-base_UFO_Yards)
You might want to experiment with UFO Yards! :D
(You will definately need this if u want to progress in the game. So get one ASAP strategically placed).
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Tip of the Day mentioning flashbangs still exists in the 2.3 release; yet I can't seem to build them or buy them (seem to recall them available from start in final version of 2.2), and I've researched enough that the current research items going on relate to Starchasers and plasma grenades. Unless they've got some wacky research prerequisites, the tip seems no longer applicable.
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Tip of the Day mentioning flashbangs still exists in the 2.3 release; yet I can't seem to build them or buy them (seem to recall them available from start in final version of 2.2), and I've researched enough that the current research items going on relate to Starchasers and plasma grenades. Unless they've got some wacky research prerequisites, the tip seems no longer applicable.
Flashbangs were not working correctly with the new system and got removed temporary. That tip was left in by mistake, sorry for the inconvenience.
-geever
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The flashbangs could still be used at least for stunning others, such as aliens and/or hostages, but there would be one catch: if it blinds you - you get stunned, too.
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A la guerre com a la guerre. (or smth similar)
the correct spelling is
"à la guerre comme à la guerre."
it's the very first thing you learn at military scool about weapon is to not fire when they are comrade in front of you.
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Les mines de proximité me manque.
Les grenades fumigènes colorantes seraient utiles pour informer les civiles des zones sécurisées et pourquoi pas attirer nos ennemis sur des embuscades.
Proximity mine are missing to create ambush to aliens.
Colour Grenade should be useful to pull civilian into safety place
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Kill it with fire!!!
Rip them with thunder!!
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Never kill with one shot what you can SAFELY kill with 20.
Never auto missions. You get no loot, the civilians usually all die, and you kill with NO shots, so no skill practice/gains.
The point here is get your stat gains in where you can.
There is never a point inthe game where your soldiers do not benefit from more target practice.
A long protracted firefight with lots of hits, lots of maneuvering, and your soldiers carrying enough to break a sweat will benefit you FAR more than three GL bursts on airburst.
That way, when things start to get nastier, you're facing it with 34 movement and 60+ weapon skills instead of 30 movement and 40s weapon skills.
Focus on your soldiers with the highest base stats, as it gets progressively harder to raise stats, and it is based on starting stats (someone who started with 18 sniper skill and 30 now will gain slower than someone who started with 30 sniper skill).
All this said, if carpet bombing an area with grenades is what is needed to save that insane stats soldier you have, nuke 'em 'til they glow and shoot 'em in the dark.
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Before the firebird or transport gets to mission, hit f5 to save the game, cause not all auto missions go the way you would have wanted. You may find your down a soldier or two, or even the whole squad, and when the enevitable happenes and your starring at a defeat screen just hit f9 and it will reload the game to the moment you save at right before ya got to the mission, so you can enter and not get all your fine soldiers killed. I haved used this and on record i have had no defeats and only 1 killed soldier cause i decided to sacrifice him for a captured corruptor.
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Never kill with one shot what you can SAFELY kill with 20.
Never auto missions. You get no loot, the civilians usually all die, and you kill with NO shots, so no skill practice/gains.
The point here is get your stat gains in where you can.
There is never a point inthe game where your soldiers do not benefit from more target practice.
A long protracted firefight with lots of hits, lots of maneuvering, and your soldiers carrying enough to break a sweat will benefit you FAR more than three GL bursts on airburst.
As we used to say in the Army: Training is everything, and Everything is training.
Can I get a Huah?
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Keeping a medikit in a holster and a flashbang amd smoke grenade in holster or on a belt can save lives.
You can use AOE weapons like GL, RL and grenades out of direct line of sight of an alien, thus not triggering reaction fire.
Reaction fire saves lives, but only if it is fast enough. Using fire modes that require more than 12 TUs is rarely justified.
Keep your distance, if you're not sure. They sometimes have Plasma Blades, which are a guaranteed 1 shot 1 kill.
Bloodspiders are a low-priority target.
Landed or crashed Corrupter UFOs always have some aliens in lateral sections.