General > Tactics

How To Start: Build, Research and Equipment At The Beginning

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Machiavegli:
Thanks for all the help guys!  I think I figured what the problem is here: The skirmish mode aliens have all sorts of firepower while I'm just using starting weapons.  They also seem to have more hit points (I had two soldiers blasting away point-blank at a blood spider with assault rifles without taking it down) and seem to be more accurate (consistently taking my troops down from across the map while I can't hit anything that far away).  I thought that when I selected beginning campaign-level troops and equipment at the start of the skirmish the levels of of the aliens would be adjusted accordingly, and that doesn't seem to be the case.  I don't think I can dumb the aliens down to starting level in skirmish; maybe I can do it from the console.  Anyway, thanks again; with all your advice I'm pretty confident I can handle enemies that are at my level now in the campaign game. Cheers!

TBeholder:

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am --- What is the best build/research/buy/equip order starting off in the beginning of the game?
 I have found more general for newbs in these forums but I'm looking for what to build, buy and equip and do right out of the gate.  What buildings do I build first? Another lab? Another interceptor bay? What do I do with production and research teams?

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Early on, you need better toys ASAP, and there's much R&D to do, so +1 lab is reasonable.
Your own production can't make money, so the only advantage of running it early on is that you're not dependent on the amount of items on market - but this varies in different versions. If there's few of something you want (esp. expendables), just make more.

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am --- What attributes do I pick for my starting attack group, and how do I equip them?

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YMMV, get a "feel" of it in Skirmish. Also, see "My tactics" topic. But generally, consider that you'll probably have 2 fire teams.
You need:

* Sniper for long range (which helps to save civilians in the first turns)
* Shotgun for short range/guarding (flamethrower arguably is better, but it's tricky and heavy)
* LMG for more reliable kills and long-range reaction fire. AR needs less TU for RF, and is more accurate for the same damage per bullet, but practically single shot is too weak, and burst x3 isn't quite as good as burst x5 (which also compensates lesser accuracy simply by firing more bullets).
* Grenade launcher for indirect attacks. Because hand grenades don't have "Impact" mode.Smoke grenades are "must have" - both to cover bad position and to save civilians. Flashbang and frag grenades if the soldier can haul all that.
Armor is necessary, Goggles - depends on conditions, but unless you really need that .2 kg, take them.
Missiles hit hard, but only 1 shot, and useless indoors, so not worth it IMO. GL allows 2 indirect shots + move.
Sidearms: drawing them takes TU and provokes RF, thus you'll very rarely actually get to use them unless you give it to a soldier with ML or sniper rifle and switch while not in the open for more RF shots. If you got strength... Machinepistol fits in 3 squares (in an angle) on the belt, while others are 2x2 (even 7.62 pistol for some reason) - but it's weak, and burst is 9 TU. 7.62 is 4 TU (the fastest, like knife and laser), lighter and hits harder, if you don't mind 2x2. But if you don't mind 2x3, take micro shotgun - it's dead killy at short range (at least vs. meat, spiders are tougher) and only 0.1 kg heavier than MP.
Once you research Plasma Pistol, maybe that - it's 2x2 too, light, has decent range, stronger that most sidearms (weaker than flechettes against meat, but medium armor changes this). Laser Pistol is as fast as 7.62 and only slightly heavier, but weaker.
When you don't care about RF (because this soldier walks behind 3 others), usually it's better to take a few grenades and have an extra smoke or flashbang when you're in a trouble.

Extra ammunition: you don't really need any in the usual missions, except ML and sometimes GL, but you may want choice (slug/flechette, different grenades).
Medkit needs to be moved to Holster slot - it's TU-hungry, and moving even just a few steps more may help; this way you often can take it, use, put back and move a little on the same round. May make exception for soldiers with Plasma Pistol as sidearm.


--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---  How should I equip my first interceptor and transport?

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Consider that medium/large UFOs are dead killy until you get some tough stuff of your own, and replacing interceptors is expensive and slow (repair takes time, too).
Saracen: it costs more, and can't take much of a beating. Since it's fast, it can nicely take scouts, but you'll need to identify those first. Then again, if you are careful, it can also run away from an armed UFO easier and lead them by the nose longer. YMMV, probably isn't worth taking until 2nd-3rd developed base.
Having both armor and ECM gives a good chance vs. small UFO or decent chance vs. medium UFO dragged through SAM sites. Targeting Computer, because your accuracy isn't great. Anything else is wishful thinking - very far away from the base you'd have neither SAM sites for fire support nor radar coverage to detect and track UFO in the first place, and long chase isn't much of an issue, since an UFO will either run away before you'll need a fuel pod, or itself will chase your interceptor.
You need to upgrade, but without alien samples can only develop Laser Cannon - approaching in cannon range should be avoided anyway, but you'll have to, and hey, this one is significantly better than what you get at the start.

Oh, and yes, build outside installations - try UFO Yard (right away, because it takes much time) + 2 SAM sites; place SAM sites on the edges of radar coverage, so that you can lure aggressive UFO into their fire zones. Consider building "skeleton" bases - without radar or weapons, the risk of a raid is minimal, but each Command Center raises cap on installations by 3, so Storage (in case of a raid when you develop them, you don't want anything fragile near the lift) - Living Quarters (maybe) - Command Center / Lab (Maybe) - Power Plant.

EDIT: clarity

Adler:

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---What buildings do I build first? Another lab? Another interceptor bay?
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I think there are many possible ways, but i prefer not to build anything in main base for a long time and start building a second base at turn 1. You only need 4 buildings (commando, power, radar, entry) to cover more map (248.000 credits). 2 more buildings (quarters, storage) to defend it if necessary, but you don't need those first few months. In that second base i build laboratories by and by. I start building 3rd base usually very early too, about 3rd or 4th month (that's where i build my workshops).

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---What do I do with production and research teams?
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Production at the beginning is useless. I fire the workers but keep the workshop until i have a factory base with at least 3 or 4 workshops. First things i usually research and build are the better armour and laser rifles when available. Before that plasma rifles are nice and maybe Kerrblades.

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---How do I fill the ten extra beds I'm given at the beginning of the game?
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I never hire personal just to fill beds. I only hire what i need, because personal is expensive. On the contrary, in bases where i have no soldiers or strong air defense, i keep free beds to be able to hire soldiers if that base is under attack.

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---What attributes do I pick for my starting attack group ...?
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The first 3 attributes, Strength, Speed and precision are the most important for me when i recruit new soldiers. Sanity can be ignored and the weapon class skills will raise very fast by using the equivalent weapons. In even ignore most of the time in which weapon type they start off good with and equip them with whatever i like. But once i did that, i never switch weapon type.

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---... and how do I equip them?
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Again, many ways to do it. I prefer 1-2 sniper, 1-2 grenade launcher (later on, when i use a 12 men ship, sometimes i use one of them as missile), one flame thrower and at least 4 rifles. I start with 2 assault rifles and 2 machine guns. Then i switch part of them to plasma. I like rifles most, because there are all kinds of rifles for different range and uses. After a while i add a second close combat soldier with Kerrblade (and lots of hand-grenades), later on i replace Kerrblade with monomoleculare blade. I don't use pistols at all, i don't like the low damage, but maybe for first few months they are ok (but beware, they are close combat and in my opinion there are much better weapons for close combat then pistols).
In mid game, i have about 12 soldiers for my 8 men ship. Then i can easily replace wounded soldiers or choose the weapon types depending on the map.

--- Quote from: Machiavegli on March 19, 2017, 02:56:12 am ---How should I equip my first interceptor and transport?
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I think most have been said, but in general, i don't equip my transports at all.

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