16
Playthroughs / Re: [LP]Hardmode Expansion - Glory or death! (Likely much of both)
« on: November 05, 2016, 10:50:57 am »
LOL!!! Well as I said alien base raids are always LOL. But was exiting episode nevertheless.
To add to what was already said:
1. Teamwork- stick together as already said- linking up the two x-com groups should be your first priority.
2. You should get in the habit of finishing your turn with any trooper on the front in smoke cover (this means all troopers excluding perhaps the sniper(s) and launcher/heavies should have minimum- one-to-two smoke grenade in his inventory). Too many times you end your turn with guys totally exposed & at times from multiple directions.
3. Vanilla its 20 turns (but your mod might be different), before aliens know your position. Albeit from my assaults on large ufos- whereby I tend to wait outside till most of the aliens come out after turn 20, i still get aliens not shooting when smoke between trooper and alien (albeit i might have to test this more but still good idea to get into habit of not leaving any trooper on front without smoke cover).
4. Never stand in front of elevators/lifts (even more when not under smoke protection- but just don't do it period), elevators are good locations for proximity grenades/HEs (you might want to prime your HEs to explode on turn 1 (instead of turn 0 ), throw HEs then hide behind corner wait till alien turn, once the HE explodes rinse-repeat this way you can cover the lift indefinitely/until you run out of HEs- or just use prox grenades.
5. Don't rely on reaction fire- if you moved your guy- you can be he/she wont react (if he has poor reaction stats under 50 then forget about it). So really no point in leaving just enough time units for x1 snap shot in the hope of reaction fire because 99 out of 100 when that alien comes through your trooper's gonna get shot at first- albeit thing start turning to your favour somewhat once your reaction stats hit 100+.
To add to what was already said:
1. Teamwork- stick together as already said- linking up the two x-com groups should be your first priority.
2. You should get in the habit of finishing your turn with any trooper on the front in smoke cover (this means all troopers excluding perhaps the sniper(s) and launcher/heavies should have minimum- one-to-two smoke grenade in his inventory). Too many times you end your turn with guys totally exposed & at times from multiple directions.
3. Vanilla its 20 turns (but your mod might be different), before aliens know your position. Albeit from my assaults on large ufos- whereby I tend to wait outside till most of the aliens come out after turn 20, i still get aliens not shooting when smoke between trooper and alien (albeit i might have to test this more but still good idea to get into habit of not leaving any trooper on front without smoke cover).
4. Never stand in front of elevators/lifts (even more when not under smoke protection- but just don't do it period), elevators are good locations for proximity grenades/HEs (you might want to prime your HEs to explode on turn 1 (instead of turn 0 ), throw HEs then hide behind corner wait till alien turn, once the HE explodes rinse-repeat this way you can cover the lift indefinitely/until you run out of HEs- or just use prox grenades.
5. Don't rely on reaction fire- if you moved your guy- you can be he/she wont react (if he has poor reaction stats under 50 then forget about it). So really no point in leaving just enough time units for x1 snap shot in the hope of reaction fire because 99 out of 100 when that alien comes through your trooper's gonna get shot at first- albeit thing start turning to your favour somewhat once your reaction stats hit 100+.