erick Mar 10 @ 8:14pm
How do you start?
It seems everyone has their own methods. What are yours?
I like to outfit my interceptors with only avalanche missles. Troops get auto cannons with HE ammo (messy but effective). I take a couple heavy cannons with incendiary ammo for night fights. My low bravery guys get their names changed to a number (I usually just put everyones bravery then change to their psy stats at the end of their names) and are equiped with a stun rod, electro flares and medi kits when developed. Yes low bravery troops deserve no name or weapons.
When attacking I spread out with cover fire in a military style. The weak bravery going the farthest out. I leave some troops with full movement points to cover during alien turn. Move much faster during terror attacks (to save civilians) and when fighting mind controlling aliens. When aliens are found I fire at them from way back (while avoiding line of fire hits on my own men) this prevents return fire.
Base development, I start in north east america 1st base 2nd in eastern europe. Develop radar a couple labs one engineering (which I tear down later making base 2 a manufacturing plant) and an alien containment. I keep around 20 to 25 troops in the first couple of bases.
I research medi kits (which can be sold till alien metal is researched to make money). Then I research heavy plasma and clip as fast as I can to re-outfit troops. Then you can do plasma beam and move on from there depending on events. I skip weak weapons like lasers all together and base defences. So I do strong weapons, ships and their components, armor and some interrogation especially of high ranking aliens and those with mind control because mind control is your ultimate weapon .
Ok then I hope someone may find this helpfull and I am curious as to what others do.
Last edited by erick; Jun 14 @ 10:07am
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I look at everybodys Accuarcy and strength stat. I assign the class "Heavy" If they have over 30 strength. or Sniper if they have over 50 accuarcy. If they reach none of these requirements I assign them to the "Suicide Squad" Witch are basiclly suicide bombers, and scouts. They only carry stun rods, medkits, and as you would assume, high explosives. If they reach both requirements they are "Heavy Snipers". Heavys carry Autocannons with HE rounds. Snipers carry rifles (Untill they can get Lazer rifles that is) And Heavy Snipes can carry either or. When I get Heavy plasma everyone just uses that, and later on in the game blaster bombs.

Depending on how long I want the game to go on for, i'll either use avalanche missles or the alternitve. I always pick the UK for my first base, it covers the most countrys and gets the best funding. Get rid of the first two hangers and the first living quarters and put two hangers next to the first hanger. This provides the 100% best base defence. Some proxy grenades in the access lift hallway and some soldiers on watch duty makes all base defence missons a piece of cake. Besides that no matter what I keep one of each un-reasearched alien equipment in inventory at all times. And for battle I send in my Suicide squad charging in the middle of the battlefield head first to find all the aliens while the real soldiers stay back and snipe the little ♥♥♥♥♥♥♥s when my Suicide squad roots them out. Usually go in a chain esque formation and use alot of explosives for early game. This usually leads to the least casualties possible.
erick Mar 13 @ 2:19pm 
It does seem the suicide squad is useful to all. The spread out hanger thing is a pain I wish you could just lay the whole thing out from the start. The low income and moving fast on base development precludes me from tearing down though in the begining. Building in England sounds interesting. I love how each person can come up with there own method of success. This is not a "guided victory" game.
Last edited by erick; Mar 13 @ 2:20pm
Originally posted by erick:
It does seem the suicide squad is useful to all. The spread out hanger thing is a pain I wish you could just lay the whole thing out from the start. The low income and moving fast on base development precludes me from tearing down though in the begining. Building in England sounds interesting. I love how each person can come up with there own method of success. This is not a "guided victory" game.

Yeah, people really look over crappy soldiers. Just for added flavour, I always give the Suicide Squad a central name. My favourite was always redshirt. There's nothing more satisfing then finding a landed small alien ship. The one with only one room. Then send in a suicide Squad member into the middle of the small controll room with all the aliens inside, with a High Explosive triggered in one hand, and then watching the aliens fill the poor doofus with plasma, only to get blown to little alien chunks by said High Explosive.

LOL
erick Mar 13 @ 6:18pm 
That is disturbing but funny. I have named mine people who ♥♥♥♥ed me off......also disturbing but funny.
Cucumbertronic Mar 15 @ 10:44am 
I research plasma rifles as soon as possible. I use them all the way right until I get the 'round the corner' alien rocket launchers.
erick Mar 15 @ 3:37pm 
Yes I like the blaster launcher too. It can be a bit difficult to fire a long way however. I noticed if you do not keep your firing lines straight they can go off course and blow up early. If attacking a base or battleship prior to the development of psionic ability you can gain an edge using them. Especially when fighting ethereals you need an edge.
By the time I attack Mars I have fully developed psionics. I just control aliens all the way to the ethereals guarding the brain and use them to kill it. Honestly it is too easy.
White Knight Mar 17 @ 11:56am 
Much of what I do is similar to what you described but the recruits with low bravery get the designation "X"; that way I can find them easily from the soldiers screen and kick them off my base immediately.

I also use "GRUNT" for a soldier with all-around good skills and high strength. "Grunt" is for moderate strength, etc. "grunt" is for those who are fit to serve but not capable of carrying heavy weapons. In past games, I've added "arm" for potential grenadiers or "eye" for good snipers but I generally don't bother with that since skills can be improved which makes such fine distinctions pointless very quickly.

Adding their rank to their name also helps me keep who's who in the zoo, straight during battles. I think it helps on the loadout screen before a mission as well since you don't get to see their rank insignia at that time.

For base layout, the starting base is a demolition project - completely useless for my needs. As soon as I can, I begin a new base putting hangars at the bottom with one access shaft for the center hangar. Then I build defences, radars, etc. in a single line and use the top half for livng quarters and everything else. This means that when the aliens penetrate my defences, they will always spawn in hangars and the access shaft at one end of the map while all of my soldiers will spawn at the other end, with their gear close at hand. The aliens have no choice but to approach up a hallway where my guys annihilate them every time.

In the early game, I have a couple of people with Auto-cannons/HE ammo, the rest get rifles. By the time I get some heavy plasma weapons, I stick with that.

Lights and smoke grenades are probably the most important pieces of equipment to have on my Skyranger. If I can see them without them seeing me, I win.

None of my soldiers are expendable, they always get treated with respect and I outfit them with the very best equipment I can give them...the human race deserves no less.
Last edited by White Knight; Mar 17 @ 11:58am
erick Mar 17 @ 6:29pm 
Ooops you got me on the last bit. Weak members do not even get armor in my world. Rifles and lasers are worthless to me. Auto with HE ammo does not need to be accurate and the guys with stun guns are good for tight quarters. The heavy cannon with Incendiary ammo provides most of my light. I randomly fire in advance of my troops. I see a theme here. I do the hire and fire as I gain income though. Nice base layout.
Originally posted by erick:
Ooops you got me on the last bit. Weak members do not even get armor in my world. Rifles and lasers are worthless to me. Auto with HE ammo does not need to be accurate and the guys with stun guns are good for tight quarters. The heavy cannon with Incendiary ammo provides most of my light. I randomly fire in advance of my troops. I see a theme here. I do the hire and fire as I gain income though. Nice base layout.

Yeah. One thing I forgot was the "Meat" Squad. So first I find a really hard misson (Usually Alien bases) That I don't want to risk my good agents on. I get a ship with a really high soldier capicity. And then hire as many recruits as as the ship can handle. I then name them all "Meat". I give them the best equipment I can to make up for there suckiness. I then send them all on a one way suicide misson on said dangerous misson, and purpossly try to get them all killed. If any of them survive said misson, witch trust me not many do, I give them a well earned spot on my normal Squad. And just to remind them of there heritage, I rename them to some sort of Meat product. Examples: Steak, Chicken wing, Deep fried, Meat man, or my personal favourite, Pork chop.
Poacher Mar 18 @ 2:36pm 
The problem with using Avalanche missiles is that they bust up light UFOs too much. You want to take as many UFOs as possible with their power source intact so you can capture the precious Elerium. You get 50 points of Elerium for every power source that is intact at the start of the combat, even if you destroy the power source during combat.

I usually prioritize laser research, equipping laser rifles and heavy lasers as soon as possible. These are the best weapons to have until you start running into Mutons and Ethereals. Then add Heavy Plasma. I always keep lasers on hand to deal with Sectopods.

For interceptors like to use twin laser cannons, working up to Firestorms with twin plasma. The latter can take down ANY UFO, though attacking battleships is risky. Fusion missiles are again overkill and will wreck too much Elerium.

You don't need Medkits until you have armor, as most hits on an unarmored man will be immediately fatal.
Poacher Mar 18 @ 2:42pm 
Also, build as much General Storage as you can ASAP. Save heavy plasma clips and alien grenades so you don't have to manufacture them. NEVER SELL ELERIUM. Save enough navigation and power sources to manufacture advanced craft (one each for Firestorm, 1 nav and 2 ps for Avenger.) Keep a good supply of Alien Alloy on hand, sell off the surplus.
erick Mar 18 @ 3:22pm 
Meat squad I like that. As far as the avalanche thing goes I try and let the aliens land (especially if it is a small ship) but if they don't they die. The benefit of shooting down some ships is the aliens are less likely to use mind control. I also like to shoot down most ships over water when my psy labs are up to give my guys time to build the skill. Oh and if it is night I like to shoot them down so I can check out the ship during the day. Thanks for the tips everyone.
Empiro Mar 23 @ 3:46pm 
For soldiers, the only stats I care about are accuracy and reactions. Both stats only improve from use, so it's particularly difficult to increase reactions if you're not already good at it. Most other stats like TUs and Strength improve just by going on missions and doing stuff.

For research, I always go for laser rifles. They are very effective weapons even late game, and they auto shoot faster than Heavy Plasma, so your rookies have a higher chance to actually hit something. I also try to capture a Navigator early on to get Hyper Wave decoders.
erick Mar 24 @ 2:17am 
I will be trying some of your suggestions......Mr. Kimura
Originally posted by Squizznar Tomo "The Craven" IV:
Originally posted by erick:
Ooops you got me on the last bit. Weak members do not even get armor in my world. Rifles and lasers are worthless to me. Auto with HE ammo does not need to be accurate and the guys with stun guns are good for tight quarters. The heavy cannon with Incendiary ammo provides most of my light. I randomly fire in advance of my troops. I see a theme here. I do the hire and fire as I gain income though. Nice base layout.

Yeah. One thing I forgot was the "Meat" Squad. So first I find a really hard misson (Usually Alien bases) That I don't want to risk my good agents on. I get a ship with a really high soldier capicity. And then hire as many recruits as as the ship can handle. I then name them all "Meat". I give them the best equipment I can to make up for there suckiness. I then send them all on a one way suicide misson on said dangerous misson, and purpossly try to get them all killed. If any of them survive said misson, witch trust me not many do, I give them a well earned spot on my normal Squad. And just to remind them of there heritage, I rename them to some sort of Meat product. Examples: Steak, Chicken wing, Deep fried, Meat man, or my personal favourite, Pork chop.
Originally posted by erick:
I will be trying some of your suggestions......Mr. Kimura
Originally posted by Squizznar Tomo "The Craven" IV:

Yeah. One thing I forgot was the "Meat" Squad. So first I find a really hard misson (Usually Alien bases) That I don't want to risk my good agents on. I get a ship with a really high soldier capicity. And then hire as many recruits as as the ship can handle. I then name them all "Meat". I give them the best equipment I can to make up for there suckiness. I then send them all on a one way suicide misson on said dangerous misson, and purpossly try to get them all killed. If any of them survive said misson, witch trust me not many do, I give them a well earned spot on my normal Squad. And just to remind them of there heritage, I rename them to some sort of Meat product. Examples: Steak, Chicken wing, Deep fried, Meat man, or my personal favourite, Pork chop.

LOL.
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