1
Discussion / Re: How about an epic last battle?
« on: April 19, 2014, 12:45:48 pm »
I'd do it, but my map design experience is nil
New board
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Anyway, alien launchers are pretty much a necessity against Gunboats I think, so definitely get them in use.Well, Stingrays with quadruple PB weapons single-handedly shoot down Gunboats, often without taking much damage, so I'm thinking that alien launchers are a good choice to arm Raptors(if they can be mounted on them I didn't try it yet) for self-defence.
It sounds like maybe you've been skipping out a lot of missions (by shooting everything to sea) or maybe you've just forgotten to sell that pile of 100 alien armours or something, and so you don't have enough money for laboratories and workshops and new bases.
Antimatter missiles from alien launchers really turn the tables. You can get those relatively early from the first corrupter you capture too.Thought so. Isn't manufacturing and looting missiles too much of a hassle though? I didn't sell or use them at all, but there's at most 80 missiles total in stores at all bases.
Two words: Plasma Blades. Extremely powerful one-hand weapon for extremely short range. One blade can take out pretty much every alien, save for late-game heavily armored ones.Yep, Plasma Blades annihilate everyone for just 6 TUs, but the problem is you have to get close and by doing this you often attract reaction fire, so this tactic is viable, but not in all cases. Question is - what do forum members equip CRC guys with to deal with non-point blank encounters. It seems that every CRC weapon sucks in its own way, so there's quite a bit of choice going on.
Thanks guys, but I decided to start a new game on very hard (on 2.6), since the normal difficulty was a bit easy anyway.Easy?
becouse you cant buy enough ammo for laser on market.I'm currently playing 2.5 and have 110 D-F cartridges at every base in stock. Never produced them, bought them all off, just like coilguns and coilgun ammunition, nanocomposite and power armours.
Well, flamers are always effective, as are plasma blasters and grenades (especially alien gas, less so plasma, but I do have a soft spo for setting things on fire), and rocket launchers and grenade launchers - the only downside is the lack of range. That should not be a problem though, if you have coil-guns pewpewing away from range. Laser rifles are semi-useful against heavy alien armour, as are both needlers. Encased plasma is a fab middle ground between lasers and particle beams IMHO. In a pinch particle pistols and shotguns are ok as they probably wont attract reaction fire, but inaccuracy hurts.Flamers have great damage, but then again I've never really had much real close combat, save for a couple of lucky oneshots with plasma blades.
Anyway... my game progression, leaving out the odd special role solider like a flamer or rocket launcher -
Early - human tech, gradually supplanted by plasma weapons.
Early Mid - Laser based.
Late Mid - Laser weapons gradually supplanted by particle weaponry and needlers.
Late - Full switch over to EP rounds where possible.