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The X-Com Files / How to Capture an Alien
« on: March 26, 2023, 08:13:30 am »
Howdy! Stopping by again as I've gotten deeper in my game, all the cults are dealt with now and its nearing 1999. I'm in a good position to fend off the early days I think and have been able to take down a few scout class ufos. However, when it comes to capturing aliens, my poor electric clubs aren't cutting it anymore. I was thinking of upgrading to an electric prod/stun spear (in backpack once ready to breach) but I was curious as to what early game means y'all use to capture aliens.
Also, any recommendations for close range weapons? So far I've found that the smart magnums are absolutely delectable when it comes to a one-handed weapon but I'm curious if anything else is useful. I thought about using the pulse weapons since they're stated to do a lot of extra damage but considering almost everything now is armored to the point of only higher than average shots or snipers punching through, I feel like they wouldn't be super worthwhile.
Finally, if someone wouldn't mind, spoil what sort of damages ghosts are weak to? They said anything physical but I found that cutting works surprising well so I wanna just know.
Also, any recommendations for close range weapons? So far I've found that the smart magnums are absolutely delectable when it comes to a one-handed weapon but I'm curious if anything else is useful. I thought about using the pulse weapons since they're stated to do a lot of extra damage but considering almost everything now is armored to the point of only higher than average shots or snipers punching through, I feel like they wouldn't be super worthwhile.
Finally, if someone wouldn't mind, spoil what sort of damages ghosts are weak to? They said anything physical but I found that cutting works surprising well so I wanna just know.