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Tactics / Re: Best base building layout for base defence
« on: February 24, 2015, 07:35:26 pm »
I build living quarters next to open building (like entrance and workshop) so i have less time for seting up an ambush.
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Will be about 20-24 aliens (IIRC). Herakles dropship, lots of smoke grenades (more than normal lengthy missions), extra ammunition (2 replacement packs for everyone, 3 or more for fast-consuming weapons such as coilgun). At the very least, 3 hours of real time. In 2.6. nanocomposite armor for everyone because of suffocation. No particular weaponry required, if you can beat them in other missions, you can beat them there as well. No civilians on the map. Their behavior and the goal is same as everywhere
The windows at both sides of the entrance ramp cannot be destroyed. Base attacks yield lots of battlefield loot (probably more than 100000 credits if aliens have the medium armor) and are useful for training fresh recruits.
EP ammo is available for LMG and AR, right? So, heavies and scout/support.
Either way, of course it's better to use long-range RF - but not always possible, and not always enough. Close range is not what you want... it's what you sometimes need. I try to place them behind corners and combine with long-range support who can at least wound the attackers.
Since charging in with a short-range weapon is very unhealthy, use those in RF and to finish off melee units. Shotgun allows to carry grenades for longer range and indirect attacks. Flamethrower forces narrow specialization, however.
if you flashbang them, you can spread the necessary damage, respectively time units, over 2, or even more, turns, when flashbanged again.
Ortnoks can take a punch or two, but are quite slow. For killing them, Plasma Blade or EP-rounds are best imo.