holy crap I just started a new game and at the end of the first month 1 or 2 days before funding was suppose to come in I was selling my med kits and... my base got raided by the aliens. how did they find it?? i've never had this happen before in like 20 games im kind of freaked out nearly all my good units are dead I got 9 guys left 2 wounded I had like 19 or 20 of them a few days ago, they ganked out 2 rocket tanks. that was like a million bones gone. they had a leader or something i was getting psi panicd and had no idea how many were attacking we managed to fend them off. i skipped ahead to funding after checking the survivors and loading the 7 healthy ones on the transport with some gear. After funding came in I checked my stores and i got a fucking blaster launcher and some bombs?? Should I drop research on mind probe and start on this ASAP?? I just downed a small scout too. I don't know if I should raid it.
Xcom?
Blaster is super powerful. But that's the reason why you really don't want your blaster wielding soldiers to get MC'd.
>how did they find it
an alien retaliation ship must of found your base without you detecting the ship, then the battleship made a beeline for your base. If you had a really good January than don't be surprised if you get a retaliation. If you've only 1 got blaster launcher than don't bother researching yet until later months where you will get a steady supply of them + bombs. Why are you researching mind probe in January when instead you should be researching lasers, armor, or Elerium/alien alloys?
Because I had two rocket tanks + 7 good units, that means I can spam 4 rockets from the tanks and 6 from the good guys before they have to switch to pistol+grenade or rifle+grenades when they get stronger. Rocket spam tends to level all the stuff that gets in the way of shooting angles and creates smoke screens while handily killing off hostile things without having to be super accurate. Plus the pistols and grenades work pretty good if I have to breach a UFO. I want to try to catch a navigator early sometimes I get them in a month or two but my storage fills up with soldiers if I don't use a mindprobe and I lose lots of units capturing soldiers I'll probably never research. I don't like researching UFO components till I have nearly 40 scientists or more so I can run them at average speed and throw the extra scientists on a second project like lasers or armor. that and med kits come in handy if my base attack would of had any show up instead of a bunch of useless pistols and heavy cannon AP ammo and tons of extra HE ammo too a med kit would of saved at least two guys. it takes so long to research UFO components anyway that it gets tempting to branch off into armor and flying suits sometimes wont even protect from a single plasma pistol shot reaction shot from outside view range i've noticed.. for all the research and resources kinda pisses me off to bother with it till later game when i can just spam rockets until i get
>later game when i can just spam rockets until i get
better stats and upgrade loadout, i kind of like upgrading to a laser pistol for sidearm, rocket primary, then laser rifle, but i play around a lot with heavy cannons too
i've never used a blaster before but my guys that are left resisted the mind control, a few panic'd and went beserk but i think they would of fell under control if they were not psi hardened to some extent it's just that i lost my captain during the attack he was the highest rank along with all but one of my sergeants that ended up getting promoted to captain after the raid. I need to name him he was just named as "sniper" because he had good aim and decent all around stats in everything but reaction so he was going to be a suicide stun rod unit and backup as a long range rocket or heavy cannon gunner to fill spots if good units got wounded or killed i wasn't expecting him to ever really be needed besides stun rod fodder trying to find a navigator
I personally completely disagree with your use of 2 tanks. I find 1 tank fine, however 2 seems overkill. For explosive power I just pack lots of HE packs as 1 pack easily kills anything that could hope to threaten you, as well as being fairly portable as all your troops can carry 1. If you have excess soldiers, you can just sell them as you don't need them.
>flying suits wont even protect form a single plasma pistol shot
xcom works on a 0-200% damage scale. It's possible for your rookie to kill a chrysallid with a pistol if he's lucky, and its possible for a sectoid to one-shot your commander if your unlucky. You have to manage your risk and better small arms and armor is good to negate your inherent firepower disadvantage against the aliens. Also Tanks can't gain skills, while operatives can. That said I do agree that I don't bother with higher tier craft until usually like may/june
by excess soldiers I meant alien soldiers in captivity
>however 2 seems overkill.
there's no overkill in this game user, remove ayys.
I use to run 1 tank but it's a lot easier to afford aircraft and start building radar bases if I just outfit 6 guys instead of 10 even though I try to keep enough stocked for 14 if base falls. i lose a lot less soldiers having a second scout, i hate night missions and im a bit afraid to use incendiary ammo so the tanks are practically indispensable for the extra spotting range.
I use to try to carry a second rocket like 1 launcher+1 spare but I only do that on anymore on missions I feel are really high risk and I won't try to take prisoners. If it's a downed ufo I'd have so many left over rockets it's just not very efficient and eats into my item count since I'm playing on regular version not openxcom.
Second tank i can spam 4 quickshots from the rocket tanks and level any cover the aliens want to hide behind so the guys i want to train to get better have an easier time getting a shot without losing a lot of TU repositioning and risking reaction fire.
>by excess soldiers I meant alien soldiers in captivity
How do you do that??
Opened up TFTD since I don't have any captured ayys in UFO. Not sure if it's an openxcom thing, but I know that if you scroll down to the bottom of the sell/sack list you can sell your live aliens for both TFTD and UFO.
>tfw no ayy POW's
I accidently just saved over my game in the 3rd month with this new one it was my 5th game slot I lost australia like the second month but I'm a bit worried it was the game I caught a sectoid leader early on in a terror mission somehow he ran out of heavy plasma ammo and I managed to stun rod him and grenade the last guy that was hiding in a corner with him
a tank can only fire a couple of shitty rockets, while 4 soldiers can fire 4 heavy/incendiary rockets every turn and get more ammo at the skyranger
retreat back to the skyranger?
absurd! we might as well just hand the earth over to them, we must launch suicide waves of violence prone testosterone driven ape creatures at the ayys until they learn what fear really is!!!!
you don't need to retreat, just have the rookie guarding the ramp trow HE and rockets to his sqadmates
That doesn't make sense, rookies are just cannon fodder unless they have good stats or they survive something interesting like the base assault that just happened.
I need names for those 9 survivors.
Second tank comes in handy when getting ambushed getting off the skyranger, drains reaction fire tu scouts out most everything, taking out a few baddies, baddies drain their tu primarily targeting the tanks. Getting off the ranger is like the biggest part of the battle for me most of the time, otherwise I'm having to hunt down 1-3 guys scattered across a huge map I'm not getting lucky with small maps on downed UFO's until mid to late game it seems like. Slowest part of new games is hunting down a few of those guys that want to play hide and go fuck xcom
Do you not smoke the ramp?
ALWAYS
SMOKE
THE
LZ
These soldiers need names.
Heck no, that just wastes tu and fills the map with smoke on tiles I'm going to be off of. I tend to hit the smoke limit really fast so i need to save it for when i get into the ufo to take captives, most of the time a smoke grenade wont even work because the limit for smoke tiles is already reached.
if you smoke the lz you just get stuck in the ranger and will get gunned down by the 3 facing the ramp and run out into full tu reaction fire from the other ones on the side. smoking the ramp is suicide, rocket spam turn one and two is the only way to swing the battle in your favor
Hey I recognize that version, I played that one a few years ago. What was that one called? Was one of the first xcom games I played even though it's just a clone.
UFO: Alien Invasion.
Dafuq is this? High res? please explain!
It's basically a free XCom clone made on a heavily modified Quake 2 engine. It's a very old game that is still being updated to this day.
Man it was so awesome getting those rail guns right away in the start they make everything else look like crap. Once I got those I'd start blasting things through walls.
That really wasn't a bad attempt at a xcom type game, although I think xenonauts was a lot more fun.
Name your squad leader Adam Selene