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Fordítási probléma jelentése
Here you go, Flashbangs should be better for breaching now.
Until that most of them stack right behind the door.
They will open it and shoot you if you are in sight.
If you stack to the sides of entrance at least 3 squares away they will not leave ufo to shoot you, but will remain next to door.
So you can just throw 2 flashbangs at door. Everyone behind it are suppressed now. Just shoot them now.
Or shoot/throw some explosive/gas rockets/grenades at door. Everyone behind the door will die.
To not get shot always open doors from the side, when possible.
Shields are good only at start of the game. In late game it's better to use heavy armor on few ppl. Not only armor absorbs at least the same amount of damage as shield, but fighter also can use heavy weapon, rush enemies and just melt them from few squares away.
I play x-division mod. Some thing might be different in vanilla game.
1. place assult units aside UFO gates. place gunner and sniper at distance in front of gate
2. one unit open the gate, others shoot into. door closed
Guarranteed 1 killed or really hurt at least.
And i do it by the way by aiming not at the door itself but at its back until the door says 100% blocked as that guarrantees a hit on the door ( and the ET).
if no community edition installed use 2 C4s to blow up main door, bring in hunter and surpress the defenders, then rush in with shotguns and what not.
Or even better bring turtle tank with mounted flame thrower (Turtle tank mod) and roast all aliens in room 1. Wait until fire dies down, go in and take rest of UFO.
Never used breaching charges, even with the mods that make them more functional. Waste of space and weight - if you don't have access to a vehicle with rockets, simply bring a rocket launcher. I used to run sniper rocketeers at one point, before I realised heavy machinegunners were better snipers anyway. Snipers usually perched somewhere they can get a clear line of sight to rocket open a crafts door/s from relative safety. At least until Harridans and evil elites start showing up.
There's also the exploit of throwing grenades "over" the door through the top of the UFO if you aim at the first tile behind the door. Works to better effect with smaller craft, but it can still be effective on the bigger craft where the aliens love to stack up behind the door, abusing the fact it automatically closes after their turn. Few gas grenades, few flashbang grenades, then one poor unfortunate armed with a shield and a stun baton who gets to open the door etc, picking off any aliens with the rest of your squad etc, is also a good strategy. A bit cheap though.
I wish you could get claymore mines, set in the direction facing the door and then open the door from the side, instantly going off and killing / stunning / gassing whatever any aliens on the opposite side of the door, where they'd be inside the proximity cone. Pseudo-breaching charges that'd work without needing to make them stick to doors and such.