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« on: May 10, 2020, 04:36:28 pm »
I agree with all that was said earlier.
My reflection about early weapons and later
About early human technology
- Flamers of all kind are wonderful with the "don't come in the flamethrower range".
- the 45 pistol was my starting weapon (and still in the late game it's still the most used weapon even if I abandoned it long ago). Later it's replace by the magnum or,the Desert Eagle (depending of the drops) then by the BlackOps Magnum (if you're lucky you can have it fast on an MIB infiltrated farmer mission). Carry plenty of ammo.
- Land Mines: a very underestimated weapon. The key to survive Black lotus HQ.
Melee Weapons:
- The kukri for it's ability to destroy landscape even if it's not the best melee weapon it's small and can be carried just in case
- The Pickaxes for digging underground especially where using HE explosives is too dangerous
Grenades and explosive
I use them if I need a different type of damage in a one time solution
- standard grenades are cheap and buy-able quite fast. And they can arc so sometimes it's the solution
-incendiary grenades same as above. Once I dropped a grenade at my soldier feet with his last 2 TU and he has just discovered too many enemies in the vicinity. Better be wounded than dead
- Flashbang grenades to avoid reaction fire
- HE explosive as the last resort weapons against cyberdiscs, MIB in too tick armors for actual weapons and pre-primed against chrysalids
- later in game napalm genades against zombies in armor, stun grenades, EMP grenades
Also dogs can carry pre primed grenades, drop them at their feet and gain gre,adier commendation (that increase strength)
My standard unit in mid gale carry; 1 flashbang, 1EMP (sometimes depending of the mission), 1 stun grenade, 1 napalm (sometimes more depending on the mission), and 1 incendiary as cheap napalm. If the soldier can a standard grenade too for. 1 HE explosives too
Launchers
You must have one in the group
- The basic grenade launcher with incendiary ammo.
- some other models later
Sniper rifles:
A special mention for the VSS Vintorez that has the concealable quality and therefor is usable in some missions
Shotgun:
I equip psi operatives with shotgun for the TU increase of the commendation. Shotgun ammo number is always a problem... think turbolaser shotgun later.
On mid late game I like the somic version of shotgun for its firepower
The toxigun is a shotgun and can sometimes be fun
The smart shotgun for a size 2 weapon.
Cannons
special mention for the Gas cannon, with incendiary ammo sor underwater missions
Blackops weapons
- Blackops magnum a must have, with tritanium ammo for your undercover unit
- Blackops sniper rifle a must have, until you get turbolaser sniper rifle
- Blackops auto sniper rifl. Your target is too close to you ? time to use the auto mode !
- Blackops LMG smartgun a must have for the gunner commendation (with tritanium ammo)
- Blackops Minigun a must have (with tritanium ammo) solution to heavy problems
The spypistol is usable in many undercover missions but I seldom use it
UAC weapons
Usable in space
UAC Nailgun one of the best range weapon usable in an industrial mission
Some people like the UAC rifle but I seldom use it
Turbolaser weopns
Rush for them ASAP, it's the solution to your ammo stock limit
Plasma weopons
- The heavy plasma gun is the anti muton weapon
Artifact weapon
- Plasma gauntlet, light, easy transportable, arcing plasma damage source. Against zombie in armor
- storm rose. too much damage to stun, usable in dreamscape. Usually I give it to my snipers for short range heavy damage solution
- Vibroblade wonderful melee weapon that trains bravery
- Heart grip staff, for heavy armor target and complicated maps since you can target through walls
- crossblaster from the meridian mission is a must have
- Incinerator as the ultimate flamer
- Sadly I couldn't found enough neural whips or flame launcher to use them but I really like them
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