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Messages - DanielOR

Pages: 1 ... 14 15 [16]
226
Tactics / interceptor weapons
« on: May 20, 2008, 10:14:18 am »
The early combo of interceptor weapons that appears to work is a couple of ships with lots of SHIVA cannons and T20 pods, maybe an odd AA missile rack.  Is there something better, alien-based in the future?  Is it worth sprinting for?

227
Tactics / Re: What's your favoret load out?
« on: May 20, 2008, 10:12:08 am »
Cpt. Bipto,

Probably will, as soon as I have them heavy lasers.  I just researched the armor (got one yipee!)  and now researching alien origin.  Maybe it is a waste...  So, heavy lasers before the bolter, eh?

228
Tactics / Re: Blades
« on: May 20, 2008, 10:08:44 am »
what, no "charge of the light brigade" with swords drawn against plasma guns?  Bet it will scare them silly!

I see.  Never used flashbangs, will have to practice, I guess.

229
Tactics / Re: Some help with original xCOM tactics please.
« on: May 20, 2008, 10:04:34 am »
In general - I agree, money is a problem in the beginning.  I tend sell heavy plasma, save a few - certainly, whenever I have more guns than clips.  All plasma pistols/clips save 1 for research.

Don't recall what is the best cash/hr of production.  Don't forget - there is a money cost to production, too.  I recall hearing long ago that some laser crap or medkits are a good thing to sell - cheap and fast to make.  but anything goes, really.

230
Translating / Re: Russian translation
« on: May 20, 2008, 12:28:14 am »
Is "bolter" rifle supposed to be an electromagnetic weapon, the "rail gun" - "рельсовое ружьё"? 


231
Tactics / Re: buying a base
« on: May 19, 2008, 11:53:13 pm »
Thanks!  Will check!

232
Tactics / buying a base
« on: May 19, 2008, 11:24:28 pm »
Hi!  New to UFO:AI

Silly question here: how do I build another base?

In general, should there be a separate topic (or group of topics) dedicated to basic questions by newbies?

233
Tactics / Re: Blades
« on: May 19, 2008, 11:07:21 pm »
At a risk of going against public opinion...  I do not tend to use close quarter weapons at all.  I figure, my advantages are concentrating fire and killing from afar.  Getting up close and personal reacks of trading injuries, which apears to be a looser.

I suppose I should work on a tactic of sneaking up close and hitting first...  But then a machine gun works darn well through windows and doorways, AND halfway across the map. 

Am I missing some major point of blades?

234
Tactics / Re: What's your favoret load out?
« on: May 19, 2008, 11:03:25 pm »
Normal difficulty, early loadout:

combat armor, med kits for all.
2 x Assault Rifle (starting to be less useful now, waiting for laser rifles)
2 x Sniper Rifle
2 x Granade Launcher
2 x Machine Gun

seems to work so far

235
Tactics / Re: Tip of the Day
« on: May 19, 2008, 10:51:55 pm »
o-o-oh, you're in the army now!

"Status Quo, baby!" ;D

236
Tactics / Re: Your Tactics
« on: May 19, 2008, 08:53:15 pm »
New to UFO:AI, playing on Normal, early in the game

Squad:
2 snipers
2 grande launchers
2 machine guns (starting to love those - plenty of punch, plenty of range)
2 assault rifles

All soldiers carry med pacs - I am with Panthera Leo here - "everyone fights"

Essentially, no close weapon use (maybe my UFOEU experience talking)

If engaged early, snipers (at least one) head to high ground, rifles scout and protect grande launcher guys, machine guns are great for both RF as well as clearing rooms.  Aliens are armed now, so I am starting to feel regular assault rifles are not cutting it.  Laser should be ready any day though.

If I don't see 'em...Typically split into two equal element teams, each has a rifleman as a spotter, machine gun as primary killer (mid-high range), granade launcher and sniper get applied as needed.

Soldiers almost always move in two's, so that if one is wounded the other can cover them - either finish the alien, heal, or keep them healed while they shoot it out.

I tend not to use the rocket launcher at all, since it does not seem to destroy walls - liked that a lot in UFO:EU - "sort through the rubble" approach to clearing buildings

237
Tactics / Re: How to Avoid Night Missions
« on: May 19, 2008, 08:30:03 pm »
Cpt. Bipto - no way!  you sure it was not a miss that hit a friendly that was standing next to an alien (dead man then, anyway)?  If the devs messed with target descrimination - mad props!

238
Tactics / Re: Some help with original xCOM tactics please.
« on: May 16, 2008, 11:19:24 pm »
Some general useful ideas:
0. At least one tank if you can afford it - getting out of the drop ship is one of the two dangerous activities, equaled only by clearing an intact UFO.
1. Rocket Launcher (either tank-based or handheld) is the way to go.  Unless it is a terror mission, there are no friendlies.  See a cover (building, fence, orchard)?  Blow it up! 
2. Slow movement, reaction shots, crouch behind cover (as was stated above).  Soldiers cover each other and concentrate fire.
3. Pay close attention to "reaction" stat - if it is below 35, the soldier cannot be "point man" in clearing anything and may not live long.  Above 40 is decent; 50+ is your points man of choice.

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