Having crashed battleships from base defenses would also just drop a steady supply of stuff at your doorstep and would be easily exploitable. A crashed Battleship means a lot of well equipped aliens for an average of 50 elerium, I'd let them repair and leave. Next time I try a base assault, I'm probably going with 4 x assault and 4 x shield.Ī lot comes down to personal preference and style, however.Personally? No. Rotate rookies through your squad so that loosing a few guys in a mission gone bad still leaves you with veterans to step in.Ĩ man team: 2 x shield, 1 x assault, 1 x sniper, 2 x MG, 2 x rifle (replace 1 x MG with 1 x rocket for terror missions)Ħ man team + vehicle: 2 x shield, 1 x assault, 1 x sniper, 2 x rifleĨ man team + vehicle: 2 x shield, 1 x assault, 2 x sniper, 1 x MG, 2 x rifle A lot of stuff you should be able to throw over easily will block them. Note that if a zombie gets close, you are going to have to kill it and the reaper it spawns when you kill it, all on the same turn.īe careful throwing grenades. You may also spot the fountain of blood animation in areas still covered by fog of war or out of line of sight, which lets you work out where to focus your fear. Learn to recognise the sound of a reaper getting a kill or being shot. If you're lucky, you won't have to fight too hard just to get out of the landing craft in one piece. Don't start advancing until you're sure the assault is over, or you'll get cut to pieces. A lot of aliens are going to come at you hard. In a terror mission, rapidly establish a perimeter and then hold it. Higher level aliens will stay up through multiple rounds in gas, however. Stun gas is great for dropping low-level sebilians, ceasans and harridans. Don't expose them to incoming fire unnecessarily, especially from the flanks. They're not invulnerable though (not even close). They also have the best sight range in the game, I believe. ) are great for clearing cover so the rest of your guys can shoot. Vehicles with explosive ammo (rockets, pulse lasers, plasma bolts etc. Position your snipers and machine guns to take advantage of this. You only have a fairly short sight range, but any alien one of your guys can see can be targeted by anyone else with a clear line of fire. It will usually prevent the AI from deciding to take a shot, and if it does shoot through it makes it much more likely you'll survive. Drop it anywhere you expect incoming fire. It's also where you gather the tech you need for research, and the alien materials you need for construction. Ground missions net you about double what an airstrike does. Air superiority = funding = the tools you need to do the rest of your job. Research air techs (that includes the heavy versions of weapons, which upgrades your cannons), and stay ahead of the curve. Letting UFOs fly around willy-nilly and conduct cattle mutilation and anal probe missions lowers your funding. The main key to overall success is maintaining air superiority. I believe that the next interceptor after the corsair is a foxtrot replacement, and the final interceptor is a multirole craft that can replace everything. If you only have one foxtrot good to go, it can head out, unload on a corvette or landing ship, return to base, re-arm, and go back to take it down. Note also that you can tackle UFOs in waves. UFOs are stupid, you can keep them jigging left and right and stay behind them if you weave back and forth. If you tail a UFO before you intercept it, you'll start behind it (and out of it's arc). Ideally, by the time heavy fighters are appearing, you're already in the process of replacing your condors with corsairs. Condors can also take down heavy fighters, but it's hard if the condor is alone. One condor can take down three fighters with it's guns, you just have to use pause and roll away from incoming missiles. They can assist a foxtrot vs larger UFO's, but once you can scramble two foxtrots per UFO (or one foxtrot vs a scout), save them for anti-fighter duty. You will also want 250k spare to stick a radar in base two once the command centre is complete.Ĭondors are necessary for taking down light scouts. I recommend saving cash so you can start building foxtrots and developing your second base during month one (Foxtrots are 200k each). You're aiming for two foxtrots and one condor at each base (more foxtrots is always good), more condors is a waste of money. You want to work towards three bases to cover the vast majority of the world. However, I am moving through a Veteran game fairly comfortably (although I did start building Corsairs a tad late, and the heavy fighters are causing me some grief atm). I should point out that I'm by no means an expert. Thought I'd post up the stuff I discussed on Saturday.
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