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Messages - MonkeyHead

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Tactics / Re: Assault and CRC weapons choices
« on: April 14, 2014, 07:59:44 pm »
I prefer to split roles in squad and equip my CRC guys with teammates to do long-range fighting for them. Instead of wasting TU trying to snipe someone with pistol it's more viable to try and close range in my opinion.

Yeah, I mainly employ plasma blasters late game as reaction fire based protection for my snipers and riflemen. 8 TU's for a ball fire mode in reaction will take most things down with ease if they make a move on anyone.

Feature Requests / Re: Simultaneous Movement
« on: April 14, 2014, 07:58:14 pm »
Ah, sorry, I had misread.

Feature Requests / Re: Simultaneous Movement
« on: April 14, 2014, 09:49:05 am »
Admiral, pretty sure you can do this already... ?

Tactics / Re: Assault and CRC weapons choices
« on: April 14, 2014, 12:20:09 am »
Both the standard bolter round and Antimatter bolter round are also throughwall capable. The AM bolter round is a one hit, one kill weapon, even to Ortnoks in heavier armour. The coilgun may not always take one of them down despite causing panic/bezerk and severe wounds.

Feature Requests / Re: Simultaneous Movement
« on: April 12, 2014, 11:22:16 pm »
I for one would be against it, simply because my plans for soldier movements change, depending on what moves early in the turn uncover. It would be a pain in the ass if all my troops moving at once left them in danger or unable to respond to a spotted alien, and equally a pain in the ass if I queued up loads of moves, only for them all to be cancelled on an alien being spotted.

Tactics / Re: Assault and CRC weapons choices
« on: April 09, 2014, 05:47:19 pm »
Mid to late game I train my CQ rookies up with a laser pistol (or on occasion the particle pistol if they are particularly high skill and accuracy already but low strength) in one hand (lots of low TU hits for lots of skill gain) and plasma blade in the other. Once they get strong enough troops with good accuracy get Plasma blasters (often used as forward scouts quite defensively - an 8 TU reaction fire for the ball mode will knock out advancing enemies quite easily), and troops with poor aim get a flame-thrower and are used as more aggressive forward scouts.

Tactics / Re: What do I have to do to win?
« on: April 09, 2014, 05:42:24 pm »
Antimatter missiles from alien launchers really turn the tables. You can get those relatively early from the first corrupter you capture too.

Tactics / Re: Assault and CRC weapons choices
« on: April 08, 2014, 11:35:06 pm »
The laser rifle is useful even into late game for me simply down to its low weight - even the weakest troops can carry it with a few other items and nano composite armour. The laser pistol is also a useful side-arm for troops not likely to use it - those that do will get a PB pistol. The heavy laser though is not worth it late game - if a soldier is strong enough to carry it, then they could carry an EP HMG or a needler. As I make heavy use of coil-guns and antimatter bolters for late game long range carnage, the accuracy of the needler is kind of redundant compared to the sheer Ortnok ripping power of the EP HMG - they are my go to weapon for taking them down from anything from mid to close range, ahead of any explosives other than maybe the hybrid rocket. Needlers are annoyingly underpowered against an Ortnok in heavier armour.

Tactics / Re: What do I have to do to win?
« on: April 08, 2014, 11:30:54 pm »
Ah, its not so bad once you get some Dragons into the air, and laser rifles on the ground. Once those two milestones are met, the playing field is far more level than trying to take down anything heavier than an alien fighter with stilettos and losing lots of troops to plasma fire.

Saving standard layouts is a good idea, but I have no idea how feasible it would be to implement. Soldier loadouts must be saved somewhere... ???

Tactics / Re: Assault and CRC weapons choices
« on: March 31, 2014, 09:30:32 pm »
The full switch to EP is based on a few factors:

One, I can produce ammo to meet my needs instead of scavenging it, and the ammo production is far more material efficient than needlers.

Two, The assault rifle has a full auto fire which can fell 2 or 3 grouped armoured Ortnoks at once, unlike the 3-round burst of the PB rifle.

Three, the HMG is fearsome at all ranges with EP if a troop is strong enough to carry it - it is way more fatal then the needler, and way more likely to hit then the PB blaster. Lighter too.

Throw in the huge damage advantage over lasers for a minor hit to accuracy (my long range combat is taken care of by coil-guns or AM round bolters - heck, even EP sniper rifles will down most things in a single shot), and you have my mainstay armament, supported by a few grenade specialists, pistol armed scouts and CQ flamers/blasters. That, and there is something in me that just likes using human weapons to fight off the alien horde rather than turning their own guns back at them.

Tactics / Re: Assault and CRC weapons choices
« on: March 30, 2014, 09:49:48 pm »
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.

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.

Discussion / Re: A Small Addition?
« on: March 08, 2014, 12:07:47 pm »
Erm, combat knife IS already an ingame weapon, and there is a short tech tree of upgrades for hand to hand combat which for spolier reasons I shall not elaborate upon. I fail to see why it should be a compulsory item, though I do equip each of my troops with it for desperate last ditch desperation reasons.

Tactics / Re: Couple of Noob Question on 2.5
« on: March 03, 2014, 05:09:53 pm »
1: None at all. Sell away. Good sources of cash, just like Kerrblades.

2: IDK. Sorry. Dont think so... does "Happy" appear in there?

Ok, to what number, and why?

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