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Thread: Help wanted: X-Com UFO Defense

  1. #1
    Mad Chester
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    Help wanted: X-Com UFO Defense

    I am attempting to finally play the original X-Com in anticipation of the new one coming. Problem is, I suck at it. Specifically, I suck at the ground missions early on. No matter how I outfit the guys, no matter how carefully I deploy them, the outcome seems the same: half the guys get one-shotted by hidden aliens and a few others panic. And I've read that these early ground missions -- against small UFOs that have crash-landed -- are supposed to be easy.

    For example, in my latest try I have ten guys out on their first mission, all (obviously) rookies. I waited a bit before this mission to tech up to improve their weaponry.

    -Three have laser rifles, laser pistols, grenades and smoke grenades.
    -Five have laser pistols, stun rods and grenades.
    -Two have laser pistols, stun rods and smoke grenades.
    -And the party has also brought along a tank/laser cannon for good measure.

    I deploy in four pairs, splitting up the three with laser rifles so they're paired with one of the five with only a laser pistol. One of the pairs trails behind the tank. Two of the guys stay behind on the Skyranger.

    I move them out slowly, carefully, crouching, and leaving enough time units to fire an auto-shot. They fan out in four separate directions. Invariably, as I've said, some of these guys get taken down immediately by unseen aliens, thus leaving their partner going solo. And it goes downhill after that. Guys are panicking quickly (don't blame them). In my last try, with the above set-up, I found two aliens hiding on the roof of the farmhouse. Four set out to sneak upstairs and nail them. Only one made it up alive. The tank almost always seems to get spotted and taken down by a few alien shots.

    So, this game is hard. But I'm determined to get better. I at least would like to complete one friggin' ground mission. So advice from veterans on how to survive even the first ground mission is greatly appreciated.

  2. #2
    Pillow Talk
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    Couple things off the top of my head:

    About half the soldiers you recruit will be useless, with stats too low, especially bravery. Sack the low bravery ones; rename the other poor stat guys "scout" and use as described later.

    Any soldier attacked by psionics has a low mental strength - aliens seek out the weaklings. First, immediately, or as soon as you get control back, drop all his gear. The AI doesn't pick up off the ground. Then rename him "psi target" or some such. If they are ranked sack them after the mission.

    When you build your teams, take a couple "scout"s and a couple "psi target"s as extras, with no gear. Use the scouts as your probes. If they die, they show where an alien is in the process. They are especially good for ship entries. Leave the psi targets in/near the lander. The aliens will still find and target them, leaving your better, armed troops alone (mostly).

    Finally, until you get armor you are just going to take casualties because most hits are one-shot kills.

    Double edit: you have laser rifles, which have infinite shots. If you suspect hidden aliens, and have the patience, level the area with lasers until they are exposed. Use caution in terror raid because of civilians; otherwise, laser to your heart's content. Feel free to call in the big explosives as well; the only disadvantage is you probably blow up the alien gear if you do.

    Edit: sometimes I arm the scouts with grenades. They can usually prime and throw in one turn. Also for ship entries, a grenade primed to 0 will go off when a dead scout drops it, often killing the alien(s) waiting just inside the door.
    Last edited by uncle briggs; 08-12-2012 at 06:29 AM.

  3. #3
    Good Shape
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    For the first couple of missions, rocket launchers are your "Oh Shit" mitigators. Use when things go south, and use liberally. Two aliens on a roof are a prime target for a rocket launcher.

    To be clear, I tend not to use the rockets until I feel things slipping away from me. I hate losing artifacts. (Unless we're talking Cyberdiscs on your first terror mission. Rocket them without prejudice.)

    And as Uncle Briggs says, make sure you're giving laser rifles to the soldiers with the best aim, that makes as big a difference as anything. With laser rifles you can auto-shot all day long and you should hit something. Eventually.

  4. #4
    Der Schulde How To Go
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    Use flares if its by night to see the enemies.

    Try to run first to an area with hardcover (buildings) and then hunker down, instead of staying in the open being sniped bit by bit.

    Don't divide in four groups, stay in two bigger groups.

  5. #5
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    I think there are simpler things you can do.

    (1) Early in the game you won't have to worry about psionics, generally. So don't.
    (2) The most important bit of prep you can do, absolutely, is to sack every soldier with low bravery and hire replacements.
    (3) Rename your soldiers a bit (or add 'suffixes' to their names) to indicate their role - sniper, grenade thrower, etc.)
    (4) Lead with your guys with high reaction scores.
    (5) Don't exhaust your movement every turn. Leapfrog, and leave each soldier with enough time units left to hopefully squeeze off one shot.
    (6) Don't just fan out willy-nilly. Travel in loose packs. I usually spend the first turn just crouched under the wheels of the skythingie.
    (7) Don't get upset if your tank is blown up. The tank's whole role is to get blown up. As long as you find out where the shot came from, you have gained information.
    (8) FUCK the laser cannon tank. That thing is bullshit. Take the rocket launcher tank. First turn (assuming it's a recovery mission and not a terror mission with civilians), deplane the rocket launcher tank and spend a few turns LEVELING EVERY FUCKING BUILDING YOU SEE. Leave your guys sitting in the skythingie playing Euchre while the tank knocks out enemy hiding places.

    Good luck!

  6. #6
    Good Shape
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    Early on in non-Terror missions, you should be using explosives liberally. Rockets, grenades, demo packs, proximity mines. You can't hit the broad side of a barn with your starting troops and kit, so just focus on levelling the barn. Hopefully the aliens will get caught up with it.

    Focus on getting a couple of guys as snipers. These guys sit way, way out of enemy range with good stats and a clear field of view. When a rookie scouts an alien, your sniper kills it. Your scout either retreats to cover or gets killed, but trading 1-1 is good enough early game.

  7. #7
    motmot intention How To Go
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    Auto-cannons with incendiary ammo set on auto-fire lights up the night (and hiding places) quite well. When you find an enemy like this, switch to HE rounds. I usually have one auto-cannon guy in each group/squad early game.

  8. #8
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    I used to name low bravery guys names like "Curly," "Moe," or "Shemp" (so I'd be sure to keep tabs on them) and I'd have them hold grenades and walk into downed alien spacecraft as advance scouts. That way if they panicked at least they'd drop the grenades and blow themselves and maybe an alien up.

  9. #9
    Spinning Toe
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    Peterb's advice is closest to my advice. I don't use any fancy equipment at the beginning. No proximity mines; I rarely use grenades; I actually don't even bother with laser weapons! But I get a rocket tank or two. These can often clear out small and very small UFO crashes on their own. And if they die, you don't care. The purpose is to get some alloys that you can make armor from.

    Sounds like you're doing the right thing keeping time units for opportunity fire, but also make sure you're stopping in areas where there are as few blind spots as possible. If you're nervous, there's nothing wrong with just skipping an entire turn with your guys posted up covering every angle. Sometimes this will force the aliens to reveal themselves.

    Sometimes you can send your ship in at the right time to ensure it's daytime; that helps. (You can recall the ship just before it lands if the sun hasn't risen on the site yet, then send it back whenever it does.)

    Oh, and I don't know if this makes me more successful, but I typically send 6 guys and a tank. I don't like to fiddle with more units than that. But I weed out the losers stat-wise and leave them at home to guard the base or sometimes play second string when someone dies.

    Finally, I'm gonna say it: I SAVE ALMOST EVERY TURN AND WILL RELOAD WHEN SOMEONE IS KILLED.

  10. #10
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    When you have a team with better stats and body armor, getting artifacts is a priority. Right now, you want to survive. Scorch the earth.

    The aliens see further than you do. Combine that with darkness and you have disasters waiting to happen.

    Take along a rocket launcher with incendiary rounds and light up the night.

    Advance one guy forward and if he sees anything have everybody else shoot what he spots. If he doesn't see anything. Advance your group next turn.

    (Note that the game chances with terror missions and psi, but you have not been there yet.)

    Saving and reloading is also good.

  11. #11
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    Try to not fight at night if you can help it. Time your flights to land just after dawn if you can.

    2 aliens on a roof? High Explosives lobbed up there will level the entire top floor.

    I love playing the game like it's a SWAT movie. I end turns and catch my breath with my soldiers lined up at the edge of a building. Next turn, they can all bust out with full energy, ready to fire away.

    If there's more than one alien near each other, use grenades.

    And when I say grenades, for my own tastes, I really mean high explosives. Huge difference. Prime, toss, BOOM. Gets shit done right.

    Neat trick: If you've got only 1 guy w/ a line of sight, you can have someone else prime a grenade and throw it to the front-line guy who can pick it up and re-throw it. Obviously, bad aim or energy miscalculation can turn catastrophic. But it's saved my life a few times.

  12. #12
    Goodluck!!
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    Recently I start out with just the original 8 soldiers you start with, purchase a cannon tank, and try to keep my levels at that. If someone dies, they were meant to, especially the tank.

    Do not wait a long time before starting missions, the aliens tech up like you do. Stun rods don't have a use until you have alien containment and can sustain >30 scientists, as they take a long time to study.

    Do not weigh down your troops with more equipment than they need. The more weight they carry, the faster they lose fatigue, and then their time units do not completely restore each round. Find the soldier with the best Strength and give them the heavy weapon (Auto cannon I think is the starting one).

    As someone mentioned above, give tags to your soldiers so you know what they are good at.

    I prefer to save time units for a "Snap Shot" instead of auto, since it takes less Time Units. You can use the buttons in the lower left to auto reserve time units if you did not know.

    For soldiers armed with any type of 2H weapon (all heavy weapons, rifles, etc), keep their other hand empty. You actually lose accuracy on the rifle if you have the rifle and another weapon equipped.

    I keep my troops in groups of three, with the tank scouting ahead by itself usually. Liberally use the right mouse button to turn your soldiers instead of moving them to the location. If moving diagonally, you probably only want to move one square at a time, as the AI seems to not like to move diagonally over long distances.

    Keep next to something to limit exposure. Walk beside buildings, fences, etc. If you can keep your soldiers crouched, do so. It lowers their chances to be hit and raises their accuracy.

    When you see an alien, have everyone auto shot him until he dies or you run out of soldiers that can shoot him.

    Crashed Very Small UFOs tend to have 1-3 live aliens, small tend to have 3-5 iirc.

  13. #13
    New Romantic
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    I always sack anyone whose bravery is less than 40. Bravery can go up, but it's a pain because it requires that you lose (other) troopers and survive the morale hit.

    Yeah, don't wait too long to start attacking UFOs. In particular, you want to start by hitting alien scouts and small UFOs, which contain fewer aliens. That is, your guys are more likely to survive if you outnumber the aliens.

  14. #14
    Mad Chester
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    Thanks all. Lots of good suggestions. Gonna sort them out tonight and give it another go.

    I think I'll begin by starting over completely, so as not to wait so long before my first mission and to sack some of the cowards.

    Quote Originally Posted by peterb View Post
    deplane the rocket launcher tank and spend a few turns LEVELING EVERY FUCKING BUILDING YOU SEE. Leave your guys sitting in the skythingie playing Euchre while the tank knocks out enemy hiding places!
    I love this idea. This, and other suggestions here to blast away at buildings. Never would have occurred to me to try.

    Onward!

  15. #15
    Spinning Toe
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    Quote Originally Posted by Alan Au View Post
    Yeah, don't wait too long to start attacking UFOs. In particular, you want to start by hitting alien scouts and small UFOs, which contain fewer aliens. That is, your guys are more likely to survive if you outnumber the aliens.
    Right, the small early ufos have non-psychic aliens (no sectoid leaders). Once the mediums start coming in the odds of them having a sectoid leader go up alot. If you avoid night fights, take on small ufos, and use a few troops as spotters with the people behind them doing the firing it should be manageable.

    And I pretty much only use auto-shot, it seems to just work. Where aimed or snap shot, not so much...

  16. #16
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    1. Don't get too attached to your soldiers in the early game, you will get through a lot of them. Over time a sort of darwinian survival of the fittest thing takes over and by mid game you will have a decent team with decent chances of being successfull at missions.

    2. Use bad stat guys as scouts to draw alien fire. These guys operate in two's or three's ahead of the take down section. Keep space between your expendable scouts and the main force (in fact keep some space between all your guys all the time as you move around the landscape).

    3. Make a save game just before you deploy on a mission, as sometimes you will just find yourself in a horrible starting locale, and your chances of making it out are not good. I save once before i land at a target (so before the land based mission is loaded), and once as soon as the scenario has loaded, before i do anything else like move my soldiers etc.

    4. Untill you get the better armour, expect to lose soldiers, when that doesn't happen it's a bonus. Expect death in the game and it all flows more comfortably.

    5. If you are getting wasted too much for comfort, slow down, use your reserve shot buttons and just be more cautious and less reckless in your attempt to explore the map. Put yourself in the shoes of your troops, feel the weapon sights of the aliens on your own neck, feel the fear!

  17. #17
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    Quote Originally Posted by tylertoo View Post
    -Three have laser rifles, laser pistols, grenades and smoke grenades.
    -Five have laser pistols, stun rods and grenades.
    -Two have laser pistols, stun rods and smoke grenades.
    -And the party has also brought along a tank/laser cannon for good measure.

    I deploy in four pairs,...
    Lots of good tactical options have been mentioned so I'll try pointing out some things where you went wrong for reference!

    -First off everyone should have a rifle or heavy weapon, unless you have a dedicated medic or grenadier. Pistols have way lower accuracy and damage than rifles, you just have laser pistols as an infinite backup weapon if you run out of ammo for a real gun.

    -Especially early on you should have fire teams of three or four guys, as you have noticed working in pairs just doesn't cut it. When you spot an alien you need to be able to terminate it with extreme prejudice.

    -Stun rods are useless as weapons. You only ever use them if you already have alien containment cells as mentioned, but using stun grenades or even smoke inhalation often works better for getting live aliens without committing suicide. Sometimes you get lucky and aliens that fall to real weapon fire are actually still alive too. Don't use stun rods.

  18. #18
    World's End Supernova
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    Quote Originally Posted by peterb View Post
    (8) FUCK the laser cannon tank. That thing is bullshit. Take the rocket launcher tank. First turn (assuming it's a recovery mission and not a terror mission with civilians), deplane the rocket launcher tank and spend a few turns LEVELING EVERY FUCKING BUILDING YOU SEE. Leave your guys sitting in the skythingie playing Euchre while the tank knocks out enemy hiding places.

    Good luck!
    I can only imagine the media coverage in the X-Com universe.

  19. #19
    New Romantic
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    I could also use some beginner X-Com advice. Specifically, how do you use grenades effectively? So far the only times I've used grenades ended with them blowing up in my hand and the enemy completely avoiding them.

  20. #20
    Spinning Toe
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    Quote Originally Posted by ElGuapo View Post
    Auto-cannons with incendiary ammo set on auto-fire lights up the night (and hiding places) quite well. When you find an enemy like this, switch to HE rounds. I usually have one auto-cannon guy in each group/squad early game.
    Auto-cannons are the most powerful infantry weapon available at the beginning of the game. I equipped every one of my squad members with one of them. But I used high explosive ammo.

    After I had an alien containment facility, I put a stun rod in the left hand of every squad member as well. I was surprised how useful a stun rod can be when a squaddie comes upon a hidden alien. A stun rod doesn't take many action points to use.

    Quote Originally Posted by Jab View Post
    I could also use some beginner X-Com advice. Specifically, how do you use grenades effectively? So far the only times I've used grenades ended with them blowing up in my hand and the enemy completely avoiding them.
    I only used grenades when no other high powered weapons were available. I used auto-cannons instead.

  21. #21
    Mad Chester
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    Quote Originally Posted by Jab View Post
    I could also use some beginner X-Com advice. Specifically, how do you use grenades effectively? So far the only times I've used grenades ended with them blowing up in my hand and the enemy completely avoiding them.
    Prime it to 0. Throw it at the enemy. It explodes when you end your turn.

  22. #22
    New Romantic
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    The only grenades I use with any regularity are proximity grenades, and even then only for base defense. There's a trick where you can play hot-potato with live grenades and ferry them up from the back, but it's risky. In TFTD I learned to appreciate smoke/dye grenades, but that had more to do with the layout of the Triton landing craft and having to deploy at ground level.

    Rifles are much better than pistols. I guess laser pistols have their uses as sidearms in case you run into sectopods in the late-game. However, you want to shoot aliens with as many troopers as possible (which usually means from far away) and pistols simply don't have the accuracy for that.

  23. #23
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    Quote Originally Posted by Lazy Shiftless Bastard View Post
    -Stun rods are useless as weapons. You only ever use them if you already have alien containment cells as mentioned, but using stun grenades or even smoke inhalation often works better for getting live aliens without committing suicide. Sometimes you get lucky and aliens that fall to real weapon fire are actually still alive too. Don't use stun rods.
    OR (just for a different tactic) use stun rods, but only give them to your 'forward scout/cannon fodder' guys(the ones whose stats suggest you don't want them around long, why waste the resource of 'sacking' to buy new troops when you can use them as cannon fodder, as you already paid money for them?).

    I have 1 or 2 leading each section(starts as 2 sections, as ship sizes increase can be 3 or 4 sections of 4-5 guys each) normaly, they go ahead to draw fire that helps me locate the aliens. They are the most poorly equiped members of my team (worst armour etc), often just with a pistol on holster, a stun rod in one hand and a grenade in the other hand!

    When you get to the stage to assault the downed ufo, if they are still alive, these guys get to go in first, at the begining of a new turn to use their full movement points. Enter rooms to look around, if needed they have a grenade ready to prime (0 turns) and throw (IF the situation looks like endangering your main team). If they can they may bump into a surprised alien that doesn't get a reaction fire etc, and can use their stun rods. I've had these awful stat, but ballsy guys last more than a few missions sometimes. However, they are there to die for the greater good and eventualy they all do, collecting precious live aliens as they sacrifice for us all. As mentioned make sure you have a live alien containment facility first.

  24. #24
    motmot intention How To Go
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    By the way, when the new one comes out, I will be doing a forum game where I rename soldiers and give a narrative story, just like in my original thread.

    Been waiting for years!

  25. #25
    Mad Chester
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    Being totally anal, I decided to sort out everyone's suggestions in broad categories so I could digest all this great advice easier. The end result is:

    The Unofficial Quarter to Three Guide to
    Surviving an Early Ground Mission
    in X-Com: UFO Defense

    Let me know if I mis-credited anyone. Thanks again for all the help.


    1) Starting Out

    Spoiler: Starting out
    Do not wait a long time before starting missions, the aliens tech up like you do. (Malkroth)

    Crashed Very Small UFOs tend to have 1-3 live aliens, small tend to have 3-5 iirc. (Malkroth)

    Yeah, don't wait too long to start attacking UFOs. In particular, you want to start by hitting alien scouts and small UFOs, which contain fewer aliens. That is, your guys are more likely to survive if you outnumber the aliens. (Alan Au)

    Make a save game just before you deploy on a mission, as sometimes you will just find yourself in a horrible starting locale, and your chances of making it out are not good. I save once before i land at a target (so before the land based mission is loaded), and once as soon as the scenario has loaded, before i do anything else like move my soldiers etc. (Zak Gordon)

    Rename your soldiers a bit (or add 'suffixes' to their names) to indicate their role - sniper, grenade thrower, etc. (peterb)

    As someone mentioned above, give tags to your soldiers so you know what they are good at. (Malkroth)

    Sometimes you can send your ship in at the right time to ensure it's daytime; that helps. (You can recall the ship just before it lands if the sun hasn't risen on the site yet, then send it back whenever it does.) (Nightgaunt)

    Try to not fight at night if you can help it. Time your flights to land just after dawn if you can. (slantz)

    If you avoid night fights, take on small ufos, and use a few troops as spotters with the people behind them doing the firing it should be manageable. (karnisov)


    2) Party Makeup

    Spoiler: Party Makeup
    Don't get too attached to your soldiers in the early game, you will get through a lot of them. Over time a sort of darwinian survival of the fittest thing takes over and by mid game you will have a decent team with decent chances of being successfull at missions. (Zak Gordon)

    About half the soldiers you recruit will be useless, with stats too low, especially bravery. Sack the low bravery ones; rename the other poor stat guys "scout" and use as described later. (uncle briggs)

    When you build your teams, take a couple "scout"s and a couple "psi target"s as extras, with no gear. Use the scouts as your probes. If they die, they show where an alien is in the process. They are especially good for ship entries. Leave the psi targets in/near the lander. The aliens will still find and target them, leaving your better, armed troops alone (mostly). (uncle briggs)

    The most important bit of prep you can do, absolutely, is to sack every soldier with low bravery and hire replacements. (peterb)

    I always sack anyone whose bravery is less than 40. Bravery can go up, but it's a pain because it requires that you lose (other) troopers and survive the morale hit. (Alan Au)

    Oh, and I don't know if this makes me more successful, but I typically send 6 guys and a tank. I don't like to fiddle with more units than that. But I weed out the losers stat-wise and leave them at home to guard the base or sometimes play second string when someone dies. (Nightgaunt)

    Recently I start out with just the original 8 soldiers you start with, purchase a cannon tank, and try to keep my levels at that. If someone dies, they were meant to, especially the tank. (Malkroth)



    3) Arming the Party

    Spoiler: Arming the Party
    First off everyone should have a rifle or heavy weapon, unless you have a dedicated medic or grenadier. Pistols have way lower accuracy and damage than rifles, you just have laser pistols as an infinite backup weapon if you run out of ammo for a real gun. (Lazy Shiftless Bastard)

    Rifles are much better than pistols. I guess laser pistols have their uses as sidearms in case you run into sectopods in the late-game. However, you want to shoot aliens with as many troopers as possible (which usually means from far away) and pistols simply don't have the accuracy for that. (Alan Au)

    Make sure you're giving laser rifles to the soldiers with the best aim, that makes as big a difference as anything. With laser rifles you can auto-shot all day long and you should hit something. Eventually. (JakeSoloman)

    I don't use any fancy equipment at the beginning. No proximity mines; I rarely use grenades; I actually don't even bother with laser weapons! But I get a rocket tank or two. These can often clear out small and very small UFO crashes on their own. And if they die, you don't care. The purpose is to get some alloys that you can make armor from. (Nightgaunt)

    Take along a rocket launcher with incendiary rounds and light up the night. (dfs)

    Stun rods don't have a use until you have alien containment and can sustain >30 scientists, as they take a long time to study. (Malkroth)

    Stun rods are useless as weapons. You only ever use them if you already have alien containment cells as mentioned, but using stun grenades or even smoke inhalation often works better for getting live aliens without committing suicide. Sometimes you get lucky and aliens that fall to real weapon fire are actually still alive too. Don't use stun rods. (Lazy Shiftless Bastard)

    Do not weigh down your troops with more equipment than they need. The more weight they carry, the faster they lose fatigue, and then their time units do not completely restore each round. Find the soldier with the best Strength and give them the heavy weapon (Auto cannon I think is the starting one). (Malkroth)

    For soldiers armed with any type of 2H weapon (all heavy weapons, rifles, etc), keep their other hand empty. You actually lose accuracy on the rifle if you have the rifle and another weapon equipped. (Malkroth)

    Auto-cannons are the most powerful infantry weapon available at the beginning of the game. I equipped every one of my squad members with one of them. But I used high explosive ammo. (Greybriar)

    I only used grenades when no other high powered weapons were available. I used auto-cannons instead. (Greybriar)


    Cont'd...

  26. #26
    Mad Chester
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    4) Deployment
    Spoiler: Deployment

    Try to run first to an area with hardcover (buildings) and then hunker down, instead of staying in the open being sniped bit by bit. (TurinTur)

    Don't divide in four groups, stay in two bigger groups. (TurinTur)

    Lead with your guys with high reaction scores. (peterb)

    Advance one guy forward and if he sees anything have everybody else shoot what he spots. If he doesn't see anything, advance your group next turn. (dfs)

    Especially early on you should have fire teams of three or four guys, as you have noticed working in pairs just doesn't cut it. When you spot an alien you need to be able to terminate it with extreme prejudice. (Lazy Shiftless Bastard)

    Use bad stat guys as scouts to draw alien fire. These guys operate in two's or three's ahead of the take down section. Keep space between your expendable scouts and the main force (in fact keep some space between all your guys all the time as you move around the landscape). (Zak Gordon)

    Don't exhaust your movement every turn. Leapfrog, and leave each soldier with enough time units left to hopefully squeeze off one shot. (peterb)

    Don't just fan out willy-nilly. Travel in loose packs. I usually spend the first turn just crouched under the wheels of the skythingie. (peterb)

    Focus on getting a couple of guys as snipers. These guys sit way, way out of enemy range with good stats and a clear field of view. When a rookie scouts an alien, your sniper kills it. Your scout either retreats to cover or gets killed, but trading 1-1 is good enough early game. (Frith Fret)

    Make sure you're stopping in areas where there are as few blind spots as possible. If you're nervous, there's nothing wrong with just skipping an entire turn with your guys posted up covering every angle. Sometimes this will force the aliens to reveal themselves. (Nightgaunt)

    Keep next to something to limit exposure. Walk beside buildings, fences, etc. If you can keep your soldiers crouched, do so. It lowers their chances to be hit and raises their accuracy. (Malkroth)

    I keep my troops in groups of three, with the tank scouting ahead by itself usually. Liberally use the right mouse button to turn your soldiers instead of moving them to the location. If moving diagonally, you probably only want to move one square at a time, as the AI seems to not like to move diagonally over long distances. (Malkroth)

    When you see an alien, have everyone auto shot him until he dies or you run out of soldiers that can shoot him. (Malkroth)

    I love playing the game like it's a SWAT movie. I end turns and catch my breath with my soldiers lined up at the edge of a building. Next turn, they can all bust out with full energy, ready to fire away. (slantz)

    If you are getting wasted too much for comfort, slow down, use your reserve shot buttons and just be more cautious and less reckless in your attempt to explore the map. Put yourself in the shoes of your troops, feel the weapon sights of the aliens on your own neck, feel the fear! (Zak Gordon)


    5) Use of Weaponry

    Spoiler: Weaponry
    You have laser rifles, which have infinite shots. If you suspect hidden aliens, and have the patience, level the area with lasers until they are exposed. Use caution in terror raid because of civilians; otherwise, laser to your heart's content. Feel free to call in the big explosives as well; the only disadvantage is you probably blow up the alien gear if you do. (uncle briggs)

    For the first couple of missions, rocket launchers are your "Oh Shit" mitigators. Use when things go south, and use liberally. Two aliens on a roof are a prime target for a rocket launcher. (JakeSolomon)

    To be clear, I tend not to use the rockets until I feel things slipping away from me. I hate losing artifacts. (Unless we're talking Cyberdiscs on your first terror mission. Rocket them without prejudice.) (JakeSolomon)

    Early on in non-Terror missions, you should be using explosives liberally. Rockets, grenades, demo packs, proximity mines. You can't hit the broad side of a barn with your starting troops and kit, so just focus on levelling the barn. Hopefully the aliens will get caught up with it. (Frith Fret)

    2 aliens on a roof? High Explosives lobbed up there will level the entire top floor. (slantz)

    If there's more than one alien near each other, use grenades. And when I say grenades, for my own tastes, I really mean high explosives. Huge difference. Prime, toss, BOOM. Gets shit done right. (slantz)

    How do you use grenades effectively? Prime it to 0. Throw it at the enemy. It explodes when you end your turn. (jab and garin)

    The only grenades I use with any regularity are proximity grenades, and even then only for base defense. There's a trick where you can play hot-potato with live grenades and ferry them up from the back, but it's risky. In TFTD I learned to appreciate smoke/dye grenades, but that had more to do with the layout of the Triton landing craft and having to deploy at ground level. (Alan Au)

    Use flares if its by night to see the enemies. (TurinTur)

    Auto-cannons with incendiary ammo set on auto-fire lights up the night (and hiding places) quite well. When you find an enemy like this, switch to HE rounds. I usually have one auto-cannon guy in each group/squad early game. (ElGuapo)

    Sometimes I arm the scouts with grenades. They can usually prime and throw in one turn. Also for ship entries, a grenade primed to 0 will go off when a dead scout drops it, often killing the alien(s) waiting just inside the door. (uncle briggs)

    I used to name low bravery guys names like "Curly," "Moe," or "Shemp" (so I'd be sure to keep tabs on them) and I'd have them hold grenades and walk into downed alien spacecraft as advance scouts. That way if they panicked at least they'd drop the grenades and blow themselves and maybe an alien up. (Charlatan)

    I prefer to save time units for a "Snap Shot" instead of auto, since it takes less Time Units. You can use the buttons in the lower left to auto reserve time units if you did not know. (Malkroth)

    And I pretty much only use auto-shot, it seems to just work. Where aimed or snap shot, not so much... (karnisov)

    Don't get upset if your tank is blown up. The tank's whole role is to get blown up. As long as you find out where the shot came from, you have gained information. (peterb)

    FUCK the laser cannon tank. That thing is bullshit. Take the rocket launcher tank. First turn (assuming it's a recovery mission and not a terror mission with civilians), deplane the rocket launcher tank and spend a few turns LEVELING EVERY FUCKING BUILDING YOU SEE. Leave your guys sitting in the skythingie playing Euchre while the tank knocks out enemy hiding places. (peterb)


    6) Misc.
    Spoiler: Misc.

    Until you get armor you are just going to take casualties because most hits are one-shot kills. (uncle briggs)

    Untill you get the better armour, expect to lose soldiers, when that doesn't happen it's a bonus. Expect death in the game and it all flows more comfortably. (Zak Gordon)

    Early in the game you won't have to worry about psionics, generally. So don't. (peterb)

    Any soldier attacked by psionics has a low mental strength - aliens seek out the weaklings. First, immediately, or as soon as you get control back, drop all his gear. The AI doesn't pick up off the ground. Then rename him "psi target" or some such. If they are ranked sack them after the mission. (uncle briggs)

    After I had an alien containment facility, I put a stun rod in the left hand of every squad member as well. I was surprised how useful a stun rod can be when a squaddie comes upon a hidden alien. A stun rod doesn't take many action points to use. (Greybriar)

    Neat trick: If you've got only 1 guy w/ a line of sight, you can have someone else prime a grenade and throw it to the front-line guy who can pick it up and re-throw it. Obviously, bad aim or energy miscalculation can turn catastrophic. But it's saved my life a few times. (slantz)

    Right, the small early ufos have non-psychic aliens (no sectoid leaders). Once the mediums start coming in the odds of them having a sectoid leader go up alot. (karnisov)

  27. #27
    Spinning Toe
    Join Date
    Jul 2005
    Posts
    631
    Another very important part of the game is how line of sight and it interacts with reaction fire

    - Units see in a 90 degree cone out to about 30 tiles (not a precise figure).
    - If your squaddie sees an alien at the same time it sees him, you get the initiative - that is, the alien doesn't get a chance at reaction fire until you perform another action.
    - Moving, throwing an item, or shooting in front of an alien that can see you has a significant chance of provoking reaction fire. It's especially high if you don't know the alien is there (hiding in the darkness or otherwise tucked out of sight).
    - You can shoot at things beyond your sight range and not provoke reaction fire.

    The big take aways from the above are
    1) Use scouts to locate the enemy, and an unseen sniper to take the shot. Even early game, a crouched squaddie with decent accuracy that's pre-positioned can hit things from pretty far away given multiple shots and a laser rifle.
    2) When exploring, don't expose your flanks to unknown territory. That means don't walk across a doorway, window, hallway, etc because that guarantees the alien will see you first and get reaction fire. Approach such dangers head on.
    3) When cornering, approach it at an angle instead of walking out and making a 90 degree turn.
    4) On night missions, set fire to everything with an incendiary autocannon so you can see.

    Seeing is everything!

  28. #28
    New Romantic
    Join Date
    Mar 2006
    Location
    Ex-pat Brooklynite in the swamps of Florida.
    Posts
    6,938
    (8) FUCK the laser cannon tank. That thing is bullshit. Take the rocket launcher tank. First turn (assuming it's a recovery mission and not a terror mission with civilians), deplane the rocket launcher tank and spend a few turns LEVELING EVERY FUCKING BUILDING YOU SEE. Leave your guys sitting in the skythingie playing Euchre while the tank knocks out enemy hiding places.
    SOP in my games. I haven't made a laser tank since I first got the game. Actually I like to use two rocket tanks. Less so just blowing up shit. I use them as scouts. Often my guys never have to leave the ship.

  29. #29
    Hustle
    Join Date
    Sep 2007
    Posts
    425
    Dang. Fucking aliens attacked my base mid-way through the first month! Xcom wiped from the face of the Earth.

  30. #30
    motmot intention How To Go
    Join Date
    Jul 2005
    Posts
    11,203
    4 guys armed with rocket launchers and carrying backup ammo is much cheaper than a tank, and you can fit all four in the Skyranger in place of one tank.

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