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Yeah, but what if you missed the sectoid (who is mostly likely way behind the mechtoid and required you to use run n gun to reach)?
The way I deal with them early on is to take them out the same turn, or hunker down, wait for it to charge forward, and then next turn, disable it and concentrate fire. Even with a shield, it's going down fast.
Late game, it's a much better idea to ignore the mechtoid and go for the Sectoid Commanders.
alternate that with the assault ability that makes them run (flush i think), forching them to walk back, reducing them to a single shot and (possibly) triggering reaction fire.
i prefer surprise attacks though, snipe the sectoid that provides the shield (if he has one up), then attack from flanks and/or invis for higher crit%.
a nice effect on them (can be doubled with the above effect) is to shoot a shredder rocket; increases damage done to it
My Colonel Sniper Headshotted and Disable Shotted him on reveal, my MEC collateral damaged the sectoid and I captured it to disable the shield then my other assault shot it three times with a scatter laser.
Also activated a pod of Seekers (2) on the map but my Sniper (baby) had an alien grenade and while revealing them, they both died to it. the interior of the large scout was more problematic with 3 Mutons and 3 floaters. but the floaters flanked themselves to my snipers and I punched one muton and killed the other two. tried a 90% stun with my assault instead of a 100% kill but that failed. so that one got grenaded.
captured the sectoid and outsider. had already caught a muton. but wanted his gun.
July 14, another landed large scout. 3 pods of Mectoids with Sectoid escorts. Met them all outside by the door coming at me one by one. Broke LOS with the Mectoid and it double moves me. Shot the sectoids and then the Mectoid. had 1 Heavy, 1 Heavy Mec, 2 snipers and 2 assaults. the assaults have close combat and rapid shot for 3 shots at close range. which do about 7 damage to the mec each. the assaults have arc throwers and chitlin plating. and carapace armor and scatter lasers.
but yeah found one pod triggered it, broke LOS with the MECtoid (how the activation worked I had no mectoid LOS) killed the sectoids and the MECtoid, mectoid double moved next turn because he had no LOS at turn start. same with the second pod.
third pod came from inside the ship had one of my guys kinda flanked. think I disable shotted him to get rid of his overwatch and cleaned him up with my shotguns. Killed the Disk's drone and the disk started wandering around aimlessly so I killed it, and then all that was left was the outsider so I stunned it.
Are you playing long war? because no, a sniper is 5-7 and it will hit for 5 minimum. you can check the guns stats with the ....various places.
Oh if its got a shield up the SHIELD will reduce the damage down to something less sure. I think the shield stops half the damage (rounded up) coming in. so its actually twice as good as it looks like.
But I did the Base defense and my rookies were hitting mectoids for 4.
but shields would half that, so I guess if you did 5 damage with the sniper it got cut in half to 2?
Well shields would be -50% damage and heat ammo is +50% damage so a person with heat ammo would do normal damage to the shields. But would do even more to unshielded robot flesh.
So you'd do 75% damage with HEAT ammo.
Not according to beaglerush, but he was talking about flush and Long War at the time.
But I believe his knowledge of the game more than yours.
Unless I specifically say "in long war" I don't mean long war. Don't forget it's a mod, not the norm.