PyrZern Jun 16, 2014 @ 5:07pm
Obliterated by Rockets!!
Anyone knows how to overcome this ? In all my playthroughs, my Agents get totally screwed by enemies' rockets and grenades. Especially when Cult of Sirius decided to raid my base. This happens even on easiest difficulty.

Note: Real-time combat here.
Note2: Setting stance to Cautious or w/e it was the opposite from Aggressive doesn't really help. Still lots and lots of body bags.

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Sunflash Jul 13, 2014 @ 2:49pm 
Scatter scatter scatter. As soon as you spot an enemy; pause it. See if it has a rocket launcher. If so, run for the ♥♥♥♥♥♥♥ hills in multiple directions. Split second after it fires, pause again and try to figure out its target. if possible, try to make its target Agent change directions.

abuse that pause button!
Pavouk106 Jul 16, 2014 @ 12:53am 
I just raid CoS once a week and they don't bother me anymore. I haven't lost any single soldier through the whole campaign (yeah, I load the game when I do... veterans are too valuable to get killed).

Note: Realtime too.
Last edited by Pavouk106; Jul 16, 2014 @ 12:53am
PyrZern Jul 16, 2014 @ 10:21am 
I try to be more aggressive atm :P Instead of, you know, calmly exchanging fires, now I start with bunch of grenades and explosive ammo or mini launcher.
Pavouk106 Jul 16, 2014 @ 10:24am 
Yeah, that is good way to say "Welcome" too Be aggressive and careful and you are ok ;-)
[sX-e] ApOkwARG Aug 4, 2014 @ 11:36pm 
Bring stun grenades. They will provide cover, douse flames and easily drop those funky AI cultists.
Fletch Aug 5, 2014 @ 4:38pm 
Originally posted by Pavouk106:
Yeah, that is good way to say "Welcome" too :gunner: Be aggressive and careful and you are ok ;-)

Well, especially if you reload everytime there is a loss!

I recommend using some psionic guys. I don't really rate them against the aliens but they are great against other organisations. Train them up by probing units endlessly. Then when they are decent you can control body on anyone with a dangerous gun and get them to drop it or shoot their allies.
Pseudok Aug 16, 2014 @ 11:47am 
I second stun grenades, especially against Cult of Sirius. A few well placed Stun Grenades is really the difference between 0 dead agents and 7+ dead agents. However, I haven't used psionics that much yet. I didn't realize you could train with probing. Thanks for that, I'll have to look into that. Megapol provides only so many Stun Grenades per week...
Fletch Aug 16, 2014 @ 12:14pm 
Originally posted by Pseudok:
Megapol provides only so many Stun Grenades per week...

Yes - this. Whether you need them or not you must buy them all every week. You never know when the next form of alien will appear. Also, they are excellent if one of your men is out of position and surrounded. As long as they are not wounded you can drop the stun grenade on 0.25 seconds and keep him safe on the floor (probably knocking a few enemies out as well).

Regarding your other point, stun grenades are nice vs Cult of Sirius because encounters are normally at shorter range because the buildings have more twists and turns. Slums are more difficult because there can often be big distances where the heavy rockets are more dangerous. You can often make battles in slums more safe by fighting in confined spaces to reduce the range. Just be careful to make sure you have agents with quick reactions and on auto-fire, otherwise they will vortex grenade you in the face!
Palladin888 Aug 16, 2014 @ 6:26pm 
I always play real time mode, but I try to never expose my troops for to long at a time. I normally take some pot ♥♥♥♥♥ then get behing cover. Or I make sure I am the one throwing the heavy wammies first then taking cover.

I always set my tropps to max aggression and max fire rate when up close because acuracy is not that important up close.

At long range I set troops to max agression and sniper shot.

Even at max agression troops will generally stay where you tell them to stand.

The real trick is to stay near cover and when a rocket is fired by our enemy duck behind that cover. Put something solid(curtains are not solid cover) between you and the incomming rocket.
Last edited by Palladin888; Aug 17, 2014 @ 11:34am
jonhorne67 Sep 30, 2014 @ 10:14pm 
Specifically for base defense, use security stations. Organize your base layout so that the access lift and any vehicle repair bays are cut off from the rest of the base by as many secuity stations as you have room for. At the beginning of the game, cultists cannot get through two security stations in a row; they will all get mowed down, rockets or no. Once you get the disruptor stations, scrap the old in favor of the new. Even then, some aliens can make it through occasionally, but they will be substantially thinned out by the time they meet your soldiers.
pqarr83 Oct 1, 2014 @ 11:32am 
Against rockets, spotting them first helps. Conserving time units is a given, and stun grenades are your Godsend (but should be preciously conserved and the soldier reprimanded if wasted) I use smoke grenades like crazy, dropping them off the shoulder pouches. Kneel, drop. Sticking to Megapol helmets (sometimes/rarely-but-still) helps with chance to use medkit. By the time the Cult is being regularly (raided by hordes of rookies with snipers no less) it is a hit or miss factory - let with fate the rocket shall and an allied Gravball league to keep me going.
zackFanatic Oct 11, 2014 @ 6:03am 
I play turn based myself, I prefer the format.

Against Cultists, I find that an Autocannon decked out with a few explosive rounds will give you the edge. Identify the man with the Rocket Launcher, (his weapon profile is easily distinguishable) and open up! After he is dead, switch to AP rounds, use Stuns as these fine people recommended, and collect dat loot. If you have issues with getting into rooms unharmed, use an Android agent (they take more damage) to open the door first, identify targets (i.e the rocket launcher Cultist) and then breach+clear!
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