1
Tactics / Re: What's your loadouts?
« on: January 12, 2011, 05:29:58 pm »
Hi all! I had this game on my "to play" list since 2.1, but started it really now with 2.3.1. So far, it is already a great game, which really gives me back the feeling of the good old X-Com series! I easily swallowed up three game days in a row, that´s saying a lot about playability and dept! Thanks a lot for all the open source programmers who made this possible!!!
I am not very far into the game yet, I had to restart after a year because I forgot to port the save game to my new computer. So far, I totally skipped RL and GL because I figured that reloading and carrying that clumsy ammo would be a problem.
My squad is doing very well with the following loadout:
0 All units carry Medpack, IR-Goggles, and one secondary (mostly SMG, few pistols because they take less room in holster), and have two ammo clips for their primary weapon.
1 CQC-Unit with Riot-Shotgun
2 Support-Units ("SU") with Assault-Rifles
4 Snipers ("SN") with Sniper-Rifles (duh)
1 Heavy-Unit ("HV") with MG
I am playing tactical long range and holding choke points with the HV. I usually send them in pairs, so that I always have overlapping fire. When I have to clear out inside, the non-SN converge together to hold choke points. Then I either do a hit-and-run sweep with the non-SN, back them up with SN who switch to secondary SMG, or I wait for the aliens to come into a sniper scope. As the levels of my units increase, hit-and-run-tactics become more dominant.
So far I only had a few losses when something with the RF did not work or I did not choke-point correctly, which always includes two units for overlapping fire.
I am currently experimenting with the electromagnetic rifle ("bolter"?) and I skipped lasers or plasmas, directly going for nano-armor, stun rods, and increasing airforce-superiority so that I do not have to wait for terror missions.
Side note: I am still without a current tech tree overview, though, so I don´t know what exactly to research in order to have strong interceptors who can survive and bring down those pesky 880km/h and 1100km/h Ufos...
I am not very far into the game yet, I had to restart after a year because I forgot to port the save game to my new computer. So far, I totally skipped RL and GL because I figured that reloading and carrying that clumsy ammo would be a problem.
My squad is doing very well with the following loadout:
0 All units carry Medpack, IR-Goggles, and one secondary (mostly SMG, few pistols because they take less room in holster), and have two ammo clips for their primary weapon.
1 CQC-Unit with Riot-Shotgun
2 Support-Units ("SU") with Assault-Rifles
4 Snipers ("SN") with Sniper-Rifles (duh)
1 Heavy-Unit ("HV") with MG
I am playing tactical long range and holding choke points with the HV. I usually send them in pairs, so that I always have overlapping fire. When I have to clear out inside, the non-SN converge together to hold choke points. Then I either do a hit-and-run sweep with the non-SN, back them up with SN who switch to secondary SMG, or I wait for the aliens to come into a sniper scope. As the levels of my units increase, hit-and-run-tactics become more dominant.
So far I only had a few losses when something with the RF did not work or I did not choke-point correctly, which always includes two units for overlapping fire.
I am currently experimenting with the electromagnetic rifle ("bolter"?) and I skipped lasers or plasmas, directly going for nano-armor, stun rods, and increasing airforce-superiority so that I do not have to wait for terror missions.
Side note: I am still without a current tech tree overview, though, so I don´t know what exactly to research in order to have strong interceptors who can survive and bring down those pesky 880km/h and 1100km/h Ufos...