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Messages - Mrvex

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The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 03:03:14 pm »

I am not 100% sure about this, but I think you can take agents on missions and still train them in the gym at the same time. The gym only checks, if an agent is assigned at the end of each day. Having an agent assigned to the gym does not prevent assignment to a craft and vice-versa. Only healing time can interrupt training. So you don't have to constantly shuffle around your dudes between the gym and the transport craft.

You can pull them to missions even if they are training but i mentioned it due to the fact that the 10 guys will be training while i am training 2-4-6-whatever guys by going to missions with them. So in fact i am training 16 guys at once, just 6 of them from missions while rest are training.

The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 10:14:41 am »
Alot of stuff can actually cause stun damage, you can look at weapons in ufo pedia which generates stun.

Hitting someone with a sledge hammer can stun, but you are also most likely smashing his brain out of its skull.

Batton does exist but for some reason XCOM doesnt start with it. But electric baton seems to be a better way to subdue something like a giant spider than trying to mash it with a stick, because if its alive, then electricity will do something to it.

Not sure about the vest but the standard one should increase the capacity

Tracking works by showing nearest entities that have recently moved, you should use it at the start of the round. However this and motion scanners are things i have never used in any useful way.

Gym works this way. If you go to your agents list (from base menu) there will be a sorting option but if you bring it up you will see more than that. You will see possible trainings or upgrades there and you can assign or upgrade your dudes. Gym can hold up to 10 agents at once which will train anytime they are at the base. Training permamently increases their stats to a certain level.
Eventually, more features will be added. For example Bioupgrades or Tactical implant instalation. These are permament stat upgrades for a fee, you will unlock these as you progress and there is alot of this  so by the end of the game, your troops will be abnormally strong, fast and durable. Though these upgrades usually have requirements (In short, your agents need to be able to survive it so they need some training beforehand)

How you use Gym in practise is to slap 10 dudes there all the time (Or 20 if you make 2 gyms) while you use the guys not assigned in gym to train them in missions. So when you reach the point where you can field more than 6 guys, you will have reserves of atleast average troops. Not sure about exact numbers and timers of improvement so i wont comment about it.

About chemwar suits.... yes you cannot know what you are against so unless you want to abort the mission everytime you fail then i would suggest ignoring this type of armour and just rolling for the most universally strong armours you have. Froggies have short range and their attacks are rarely lethal and your guys can wake up on their own so its possible to do their missions but you need to have long range capabilities or better yet just evac and fight somewhere else. Once you will get Tanks they will make this enemy absolutely irrelevant because tanks have too high armour to be damaged by their attack. Hazmat suits have a sidegrade variation called Bio-Exo suit which has alot of protections geared towards creatures in particular so it gives protection against creature-source damage like slashing so they become more versatile but i still prefer Coveralls against creatures due to mobility bonuses and here is another important thing, Creatures will one or two shot your dudes anyway (if they hit), unless you start running around in something like a powerarmour, then the best defence against creatures is to maintain distance (or flight once you can) While this exobio suit will protect you from rats and beetles it wont protect you against things like werewolves who have enough damage to even damage a tank and will most likely one hit KO your guys from full health.

So the chemsuit is only useful if you know you will face long range chem-based enemies and there is a mission type where its most likely useful called "Exobiological Contamination" if you see this mission, get everyone in chemsuits for this one and pray for the best.

I am not sure about research time but yes, you need to put someone on it to give you an estimate time of finishing. And yes the more people you assign the faster it will finish.

2H weapons are usually well things you would use with two hands IRL, rifles, rocket launchers, sledgehammers but if you are not sure then you can check it out in the UFO-Pedia which will tell you if the weapon has 2H penalty.

Nope, duel wielding is possible with ranged and melee as long as the weapon doesnt have a penalty (ufopedia)

Aimed mode tends to ignore or be more tolerant towards the distance falloff, in UFO pedia you can see the maximum range before the average shot will start falling off in accuracy

One thing i actually learned is to remember misisons by their music, because missions have only 1 track assigned for it you can easily memorize them and know what you are up against.
Day or Night will show up before you launch the mission, if its night (if your craft arrives and its night on the geoscape) then there will be a moon in the mission launch screen before you get to your gear.

Yes, Backpacks are tied to armours, most stronger armours have it but flying armour doesnt due to the space being occupied by a jetpack.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 11, 2020, 08:12:04 pm »
Yeah, it's not very fleshed out yet.

Can someone tell me why Dr. Hadriex is in the list of X-Com's Friends on The Council ? He was missing and is hostile towards X-Com upon discovery.

When a bunch of MiB or WH40k guardsmen lookalike's board a ship with a helicoter or some military dropship and start shooting everyone (including ghosts). Then i am pretty sure them being XCOM troops is the least likely explanation. They could be the actual Mib, Exalt, Syndicate or some SpecOps from NATO or PRC who all spell trouble for the murderous doctor.

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 28, 2020, 09:37:52 pm »
Part 3 of my tips (Yes i hit the 20 000 character limit again)

53) Synth-Muscle Suit is great for new troops
This is a armour you can make by extracting muton corpses. This armour turns your troops in to superhumans by giving them large bonuses to time units, strenght and melee accuracy. Normally you would want coveralls for your new troops when hunting monsters but this thing replaces it by a long shot. Even new troops will be able to fight at close range with good hit chance and if you give them something like a Tritanium sword they will kill most enemies in the game in one or two slices. This is a perfect armour for melee combat and it provides good enough protection from damage though its not exactly bullet proof. But it should stop low caliber weapons.

Once you will get underground missions, it is actually a good idea to give everyone synthsuits and turn them to samurai warriors because its not like you will shoot that much and you will one or two shot anything with reaction fire anyway.

Synth suit gives +20% melee accuracy, this turns even the biggest noobs you have in to having 50-70% chance to hit and that hit will hurt alot. One of the drawbacks of melee is that if you do fail to kill them (Iek missing 5, 40% attacks in row) you just better save scum because what happens after that isnt nice. With +60% chance to hit, even if one hit lands it might kill the enemy on the spot. And once you will get really good melee troops you will be able to mow down people way more quickly than any firearm in the game.
Lets do some math to see actual numbers
Tritanium sword will be your to go to weapon you can mass produce, katana's and eventually energy melee weapons are also good candidates. But lets look at the sword alone.
Base line damage is 50 cutting, + 0.6 * Strenght + 0.2 Accuracy

Lets look at mr. Gerrit, who has 80 strenght and 86 melee accuracy
50 + 48 (0.6 * 80) + 17 (0.2 * 86) = 115 damage a hit. Thats almost as much as rocket blast of cutting damage (Cutting in general is anti-armour, not many armour types protect from it)
At cost of 12 TU a slice, Gerrit has 89 TU's, that means 7 possible stabbs, if all hit (86% to hit), then Gerrit can produce 805 points od damage in one turn. Gerrit is also a scrub (4 months in service), but synthmuscle armour turned him in to a terminator

54) Melee weapons have flat TU costs, firearms and other items have percentage based TU costs.
TLDR you can do alot of stabs with melee weapons with high TU soldiers.

55) Floater autopsy gives you the option to extract grav modules from them.
Unlike other autopsies which are generally useless (Shoot them till they die, autopsies in nutshell, also this x creature is vulnerable to flamethrowers is also quite common) this autopsy gives you access to flying suits which you will want. I can assure you. Though before you can make armoured (And i mean really armoured versions) that will take some time too.

56) Research captured ayy Engineers and Leaders last
Given the shitty in my opinion way of aquisition of essential end game tech (iek anti matter contaiment, delta radiation) which is a giant RNG rullete.
Let me explain, as you capture enemy aliens, you can capture different types of them, you can capture Engineers, Navigators, Soldiers, Medics, Commanders/Leaders and some elite variants. By slapping them on a chair and screaming at them for multiple hours and days you can extract RNG based reward from them.

Soldiers have few reward options so you can start selling them to the council's own funhouses once you cannot question them furthermore.
Medics give you random creature autopsy, so you can know that this creature dies when you shoot it with shotgun at point blank, or that its vulnerable to fire. You can also get autopsies of enemies you havent seen yet. If short on change, Medics follow soldiers to the workshop of information and joy.

Navigators give you intel on Alien ship types. This isnt as useful till you get hyperwave decoding tech which is a late game tech and even then its not that useful to know that. That that UFO over there is Harvester. The only thing you have to look for are "Terror Ships" and Troop transports and you dont need to know from navigators what these ships do. You know that if you dont shoot them down you are facing a possible Alien Terror mission... or XCOM base defence.

Engineers and Leaders/Commanders give the best rewards for XCOM, mostly essential tech you must have to advance. But they can roll for other stuff, stuff like ship types or enemy types. This is a total waste of a capture. So to maximise the chance to roll for useful tech, integoriate as many non engineers/leaders as you can before you start the questioning of them. So you eliminate the trashy rolls as low as possible.

Rather than this meta gaming for essential-to-progress tech i rather be raiding alien bases for data banks, or other major cults/faction HQ's but i have doubts this will change. Alien data slates are also a way to get good tech but these are very rare.

Note: Use mind reader to check out which sectoid is which, other alien types (well most of the time) have visually distinct roles, sectoids look all the same

57) Its irrelevant if you cannot cram a HWP through tiny corridors in 2 phase missions.
Sometimes you will be in a mission which is 2 staged and its in something like the caves. You might be tempted to simply get 4 or 8 dudes instead of 1-2 HWP's but consider this, if you kill everything on the map, your squad will proceed, with HWP's.
Not sure how did they manage to cram a sectopod through 1 title thin passage through multiple staircases but i guess XCOM called for a magician and he made these 2 planks of tritanium go *puff* and then he summoned them at the destination. Or they dismantled them and constructed them over there.

Just saying that some 2 stage missions can be brutal without something to tank the enemies on the other side.  One mission against doomsday preppers made me really happy that i did bring those tanks to the caves since now they were tanking quite damaging attacks that would quickly kill my troops even in tritanium armour.

58) Have soldiers walk in two pairs most of the time.
While grouping up can bait explosive attacks, there are benefits in massed combat at some point you will have armours strong enough to survive explosives just fine. By the time you get tritanium suits frag grenades shouldnt even dent your dudes.
One soldier can always crouch and the other can fire over his soldier but actually why you would want for them to travel in pairs is simple:

A) So they can medkit each other (Healing spray and gell can self medicate, but the large medkit requires someone else to use)
B) If one of them gets knocked out his comrade can pull him away from danger and like toss him behind a wall or fence.
C) If one of them is mind controlled, the other guy will engage in close range combat with him, either knocking him cold if he has something like a power armour. AI loves to blast your troops with MC'ed troops at point blank. But otherwise his comrade will foil his attacks against rest of your team.
D) So they can cover each other's back armour, literally. Infantry armours have weaker backside armour but if you slap two guys back to back, any attack against either of them would hit their frontal armour. This makes the difference between few days in infirmary and taking no damage from attack. This is most notable with Cyber and Tritanium suit which will easily tank balistic weapons from front but a hit to the back could do enough damage to overpower the damage treshold.

59) Utilize the fact that projectiles have to travel to its target.
Compared to modern XCOM 1 and 2, using obstacles to catch projectiles is possible.... or other people as meatshields.

But this becomes practical with heavy weapon platforms. Just like in real life, simply advance behind your tank and let it absorb attacks indended to hurt your soldiers. Sectopod takes the cake because  its the largest XCOM unit in the game with massive hitbox and massive armour.

60) Turbolaser weapons
Turbolaser weapons are step up from laser weapons, they deal more damage and have more weapon types covered. However the best features about Turbolaser weapons is its infinite ammo and decent accuracy.
Infinite ammo will turn this weapon type in to the longest lasting weapon type you will be using and this is a sort of weapon that is perfect for long missions like HQ raids or base asaults. And its damage output is like double the Blackops weapons with good accuracy on top. For example, Scatter Turbolaser (Laser minigun) deals 50 damage per hit and fires in a volley of 15 beams. Most human enemies have 50-120 HP. This is how you can mow down 5-12 people in a single volley if they line up and the damage it can do is no joke. This goes for most turbolaser weapons that they will kill most enemies in roughly two hits.

One of the drawbacks however is that they are very heavy. Its not impossible to use without power armour but dont expect to carry something else. For example, Scatter Turbolaser has weight of 51.  This means only your strongest dudes in your squad can carry it in something like heavy tactical armour. With cyberarmour you should be better off, it has better protection that tritanium armour but doesnt penalize you that much with carry weight. Turbolaser rifle has weight of 16 so thats not a problem but the hard hitting variations like heavy turbolaser or scatter will require strong hands to wield but boy they are worth it. Especially the scatter laser which actually has solid accuracy even on medium range.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 28, 2020, 08:49:58 pm »
I'd agree with this. As far as I can tell - at least from my latest playthrough - is that the Taser Cannon is a pretty niche weapon given the stats and when it (usually) becomes available. The only early game mission I could have imagined using it is against Black Lotus - specifically to stun the Avatar when it's flying. But I was able to bring her down with Tasers just fine, so I didn't actually need the cannon. Everything else is probably better served by lighter weapons that can carry more ammunition or by melee (Stun rod etc.). But maybe I'm missing something here.

When i was studying its stats in UFOpedia it seems that Taser cannon has splash damage ? Well not sure when was the last time i was trying to capture 6 dudes at once, if its flying, i'll swat it out with baton shotgun shells, if its crap at melee (iek sectoids) then i will bash their skull in. If its dangerous up close, then i will snipe it with tranq darts and baton shells. If i need one guy out of group of 5, i'll just stun the one i need and mow down the rest with auto fire. Its not like you even need to capture bulk enemies, most of the time need you need one specific enemy which is usually visually disctinct from his mates and doesnt go in mobs of 5 or more. And selling them for pocket change isnt worth the risk of them waking up and shooting you in the back, i'll rather stun one, handcuff him (even multiple times, just to be sure) and then start killing others. They will surrender eventually so its not like i wont have any other captures aside from my VIP.

Another bonus for other weapons is that you can usually carry something else. Stun Rod can be in your inventory while your dude has assault rifle in his hand and can switch at any time. Baton shells can be quickly ejected and real buckshots can be loaded in when its time to kill. If you have taser cannon, what else you can bring ? So only the top % strenght agents can carry atleast a pistol ?.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 28, 2020, 08:17:57 pm »
Can the ammo weight for taser cannon be reduced by half atleast ? Like its 22 for 2 shot magazine and that is abit ludicrous. Look i guess the batteries to power this thing aint gona be light as a feather but...

Lets compare it to the standard Taser
Weight 5
Max range 5
Clip size 2
Clip weight 2 (So a loaded taser has 7 weight points)
44 electric damage.

Taser Cannon
Weight - 16
Max range - 10
Clip size - 2
Clip weight - 22 (So a loaded Taser Cannon alone weights 38 points, which is more than loaded multi rocket launcher (8 rockets) which stands at 32)
65 electric damage.

Since the statistic jump isnt anything ground breaking, damage boost isnt even double the default and range is doubled. Shouldnt battery pack weight only like 2.5x - 2.7x as much as the standard tazer clip ?

It really makes it quite unattractive option since only with powerarmour or synthsuits you can carry it, with already heavy armours like Tritanium Suit you wont have room for anything else and at the point where you will be running around in power armours and synthsuits you can simply grab the electric prod and smack them for 72 electric stun points or throw barrages of stun grenades... or snipe them with tranq darts.

The X-Com Files / Re: Gang Wars
« on: June 18, 2020, 01:01:10 pm »
And you should be happy that it does actually, atleast you have plenty of cover to hunker behind. Getting this in a countryside map was one hell of a fight.

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 14, 2020, 01:13:48 pm »
Part 2 of my tips

35) Learn weapon silluetes, or atleast this one.

This is heavy plasma.

This thing will one hit KO most of your units in most cases and it has really large damage output, pretty much only tanks, sectopods and juggernaut power armour users can even think about surviving a single hit. This will be the thing massacring most of your troops and you will encounter it alot.

36) Damage and armour numbers
This is really important to remember so you know if your soldiers can take a hit from the enemy or not.

Lets look at heavy tactical suit

Due to how armour works in old XCOM's compared to XCOM 1 and 2, if weapon cannot hurt you, it wont. It wont cause chip damage.
You also need to know that weapons have a RNG damage spread. So weapons always do more or less damage than is written in ufopedia

Tactical suit will be the first armour where you will see constant bullet reflections and 0 damage taken. Cult missions will become extremely easy with this.
It has 32 frontal armour, so a weapon that does 32 or less damage per hit wont do any damage (No matter the type) unless it rolls for higher damage. But it also has 65% kinetic resistance so the actual treshold for bullet damage is higher.  You can safely say that only sniper rifles, rocket launchers and armour piercing weapons like cannons can punch through. Pistols, smg's and shotguns wont even dent this thing.

37) Quickdraw and belt slots on the inventory requires the smallest TU to draw from.
Backpack has alot of space, but taking stuff from it takes more TU than from belt or quickdraw. Quickdraw is perfect for pistols, clips or melee weapons. As it leaves you with enough TU to shoot, or reload and then shoot.

38) Sanity
While for most of the game, if you dont take too long to finish a map. You shouldnt have a problem. But in case of low sanity but your troops are still needed. There are ciggies (Golden Dragons) or combat drugs (Nobelons) you can give to your troops to boost their sanity. But this takes a toll on their health so use this only in emergency. Low sanity degrades combat stats and makes them more vulnerable to panic, you dont want that when facing aliens who can one shot your troops from behind.

39) Stay a while...and listen
Do you hear doors slamming , UFO doors opening ? The wooden door slamming means that there is alien outside somewhere....

40) Mechanical units are repaired instantly when you return from a base.
Since tanks and drones arent living being, repairs are done by XCOM mechanics extremely quickly. So even if you bring home a tank with 10 HP remaining, mechanics will weld it back together within hours. This really means that you should use your tanks as cannon fodder since they are reusable.

41) Alot of armours and vehicles can be repaired in workshop if you lose them in combat.
Most high-end armors and vehicles if destroyed/soldier is slain in it will leave a broken wreck of whatever remains. You can, for a small fee repair them to fully functional state in the workshop.

42) Force fire
In case you dont know, if you hold CTRL before you order an attack. The soldier will shoot, even if there is something (or someone) in the way. This is useful if you are shooting at somebody in cover under the idea that your weapon will destroy the cover. Furniture can be destroyed with most firearms, trees and stumps can be blown away with high caliber weapons and walls, doors and sturdier stuff can be destroyed with lasers or plasma weapons (depending on damage output). This is useful for full auto since it tends to be slightly more effective with time units than trying to use snapshot.

43) Miniguns
While miniguns may look crap, they are not. You might be put off when you see that your attacks have like 15-25% chance to hit but few things to consider
A) Miniguns fire in large volleys
B) They only take 5% armour damage reduction. So they pretty much ignore armour up to the heaviest foes.
C) To put it bluntly, in this XCOM, you can miss +100% hits, but you will also hit low chance hits more often that you would expect. Especially miniguns seems to make it the most noticable when you mow down 4 dudes on the other side of the map  Minigun is, despite being a large weapon god-tier close range weapons if you shoot it one title away at enemy since you will hit and it will hurt alot. Majority of the game's enemies will die in one volley, only the toughest and largest can think of walking it off. The blackops minigun for example does 35 damage a bullet, multiplied by 15. So thats 525 damage if all bullets hit.  (But it will be more or less due to damage scattering).

44) Orange, stationary dots
At some point you will encounter them. Intel says its large and at 0 speed. This "UFO" wont lift off and you can assault it with no problem.
Though, if you do, depending your tech level, prepare for one of the hardest fight in the game.
Why ?
Well this isnt UFO, but rather MiB base. Once you will go down the assault ramp you will be assaulted by rocket launchers, psionics, tanks, Sectopods, laser weapons, plasma grenades and accelerator weapons. Well thats quite alot so lets go through that all

Well if you havent fought flying enemies before, then you will encounter them here. Men in Black stormtroopers will hover around the map, often armed with rocket launchers. Make sure to get their corpse in one piece since you can use it for your troops.

Since Men in Black are Ayy helpers they will be armed with plasma grenades

Tanks ? Yes, MiB will deploy 0-3 tanks around their base. They are the same as XCOM's laser tanks. So that means they will one shot most of your dudes and will easily wreck your own tanks.
Sectopods are just a cherry on top, also MiB version of it. Prepare for absolute hell if one of them just stomps out of a garrage and one shots your tank and 2 other guys.  Use rocket launchers or miniguns to attack their backs where their armour is the weakest.

Psionics, base can have a psi-trooper who even has a shield.

Accelerator weapons are step up from blackops weapons you been using. They do more damage. Sucks to not have the heaviest armour to tank it. And most of the enemy here will be armed with Blackops weapons or Human-grade laser weapons so unless you have heavy tritanium tactical armour for your whole squad. Dont even bother.

MiB troops are quite tough (endurance wise) but the powerarmour operative takes the cake. These bulky guys in black have one of the best armours in the game (Only Juggernaut power armour is better) and after you will see them eat laser tank blasts one after other you might panic. But if you do kill one of them with explosives or hits from behind you can retrofit the armour for XCOM.

You might see enemy dogs around the base, though they are nothing when compared to the Human troops you face.

And then comes the base itself. The welcoming party is quite something already but you might find the base daunting too. Especially if you discover that the basement has a tank like doing circles in the hallways. Its also made as a maze but i said fuck that and i use explosives to make my path. And then the final room with more enemies (usually the commander and some guards).

You do get alot of loot from this and alot of ratings for the council. Also btw, dont really bother that much with live captures because at this moment, you cannot permamently destroy MiB.

45) Speaking of curve balls the mod can throw at you, here some more

"Clinic raid"
At some point you will encounter these clinics, if you done hybrid convoys then you will be familiar with the enemies you can encounter there. This is absolue save scum fest because even leaving your assault ramp will be difficult as you are attacked by a large number of hybrids and Advent agents armed with plasma grenades and laser weapons. This one is absolute hell because plasma grenades will be landing between your troops and constant laser fire aint gona make things easy. Having a tank helps alot since they can atleast take hits from laser weapons but plasma grenades will destroy them in few hits. Then the clinic itself, once you like killed 20 dudes outside you can enter it and mop it up, prepare for short range blasts from chemlaunchers and chemrifles while hybrids are trying to mind rape your troops. Though this mission gives very good loot since you can reuse laser rifles, heavy lasers for your troops and you get a really large council rating from this due to the number or enemies killed and loot gained

"Early visitors"
Even before 1999, you can, on rare ocassions get a landed UFO, if you can manage to capture it then you will get a massive leg up on the tech race. There is a rarer variation of this that military managed to down it. This mission is hard because you can only bring 2-4-6 guys and you have no clue about their psionic power so its roll of a dice. Though sectoids arent exactly tanky so shotguns should suffice.

Hunting party
Another early game alien mission. You will encounter Anthropods here, armed with warp weapons. If you can kill them all, you can get alien biochemistry tech which unlocks the dart rifle, which is chemical based non lethal weapon.

Arctic Horrors
This is one of a time mission, have you seen the Thing (movie) ? Well, this mission alone justifies the paranoid flamethrower in your car.  You will get a autopsy from the metamorph and that autopsy gives massive council rating boost, pretty much so much you can do nothing for the rest of the month and still get positive opinion from them. Whats so hard ? Well Metamorphs are tanky and they will turn any victim to one of them and ofc there are civilians on the map, a good warmup for Chrysallids. While they can be shot to pieces with shotguns, it will take alot of buckshots so its better to one tap them with flamethrower.

Your first cult HQ
It will be a massacre, but victory means promotion for XCOM. Red Dawn is the easiest to do when compared to Exalt, Dagon and Lotus. Exalt is well armed, Dagon has psionics and really shitty HQ map with little cover and Lotus has ninja who are invisible unless you are close enough to them, that paired up with your shitty armour means you will lose soldiers

HQ of the other organisation
Syndicate HQ is one of the most brutal faction HQ's. For the simple reason that your troops will need to psi-disguise as Syndicate personal and that means you will lose your armour, at the point when you face Syndicate i assume you will have Cyber armour and maybe few powerarmour pieces stolen from MiB. And this close range fight will be a bloodbath, a rocket tag gameplay as both sides will be in the range of one or two shotting each other with the weapons you have. And theres what, like 50-70 enemies in that base ?  And aside from supersoldiers, soldiers, minotaurs and CEO's you can also find the security mech. I think it took me 3 hours to do it with save scumming because those casulties were relentless and those were my best troops i had.

X Ship
This mission is brutal, +70 enemies on open place. What i am talking about ? About the Cyberweb ship HQ in X Dimension, this mission will be bordeline unplayable without Sectopods and tanks because you cannot bring your Tritanium or Cyber armour here because the atmosphere is unbreatheable so you need enviroment suits which DONT protect against lasers and warp attacks. So tanks and Sectopods will need to soak fire from +20 enemies at once. I did it with sectopods with no problem but not sure about tanks having same results.

46) Kitsune and Ironfist have unique advantages over other landing vehicles
Ironfist is heavy infantry transport with staircase, so its possible to shoot explosives through that to the outside.
Kitsune though takes the cake because you can walk under it. This means you are protected against grenades and other explosives thrown in arc.
Skymarshall also is slightly better at dealing with landing zone ambushes because it has side doors you can camp or use to scatter your troops.

47) Training your troops
At some point you will realize that you have a bunch of really good guys and gals but the ever looming threat of losing them is ever present. But the rest of your units are quite crap. Like 30-40% chance to hit someone standing in front of them with something like Blackops rifle. To prevent disasters you need to constantly train new units with "Milk runs". Missions against monsters are a really good way of training firing accuracy because they are melee (most of the time atleast) so its just you taking potshots at them from safe distance.
This is also why you should reconsider researching
The Final Solution, as that will over time eradicate creature missions, forcing you either to train your rookies against Aliens or high-end Human factions

To add some safety, you should spice up the rookie squad with few elite troops acting as sergeants, just in case...

Creatures will be a good way to grind up aim and throwing accuracy, cultists will be a great practise with melee weapons because you can actually survive melee attacks from them.

Training should be done either with Blackops weapons (Cheap and effective) or turbolaser weapons (Infinite ammo). Once you have access to Stormtrooper armour (Or any flying one) creature missions will become impossible to lose.

Dont forget to have the gym occupied, making 2 gyms so you can have 20 agents (And dogs) training at the same time can help and you can demolish them once their training is complete. Also check out possible upgrades for your troops so they have the best stats possible.

48) Enemy/Allies will pick up weapons if they lost them for any reason.
They will either try to pick up their own weapon but they can grab anything on the ground. Civilians will pick up weapons off the ground too. If you want to save as many civilians as possible, you can, pack up a backpack with weapons you will drop in a city so civilians can pick them up and shoot. Oh and civilians will pick up stuff from the pile in XCOM's craft if they wander in it. I saw a woman picking up a rocket launcher and walking out of my Kitsune to one shot 3 cultists across the street. Or a engineer who walked to Kitsune and walked back out with Blackops SMG in hand. Not sure if there are any preferences or random. Not enough data to make any claim yet.

49) Sectopods
Sectopods have the highest armour in the game. So much so that if you get one, he can pretty much solo Alien base missions because not even heavy plasma can even touch his health pool. The only thing that can destroy him are heavy gauss cannons or flank shots from strong laser weapons. One way to quickly destroy a sectopod are Laser tanks, because laser does whooping 120 damage a hit, you can destroy a sectopod from behind in one burst fire.
And yes, once you get a wreck, you can rebuild it and slot your AI to it. Game will become extremely easy.

50) Some robotic enemies will explode when killed, destroying their loot/corpse.
Certain robotic enemies will self destruct when shot to pieces. Most notable are cyberdisks who will happily take out all of its comrades that are standing nearby.
But, if you destroy them with explosives, it will drop a wreck instead.

51) You can toss weapons, bodies and items across distances.
Well how is that even useful you might say ? Its very specific
  • You can reinforce your men with supplies at different elevation's quickly, iek Marius, throw that magazine at me

  • You can throw away confiscated weapons somewhere inaccessible, like when you are fighting sectoids you can either stuff their weapons to your backback or just toss them on the top of the UFO or top of the tree

So its abit specific and gimmicky way to skip some TU's steps

52) MAGMA Corporation quests
You will meet this corporation one way or the other and they can provide XCOM some of the harder hitting weapons in the game and cool gadgets in general. Though some live captures and particular items researched are a needed for these "quests" to spawn. These missions are, once you research the outcome of the mission, one of a time. But they are bitch hard and require good gear and manpower to pull off.

The first mission you can get is by researching live infestor (And the 2 lesser variants) you can catch one in major infestations. This will spawn mission at some point. Dont bother with this mission unless you can haul atleast 8 dudes here armed with miniguns and shotguns and atleast armoured vest /w vest with a shield. This mission gives 2 rewards, tactical implants and heavy shotgun. The tactical implant is the important thing here.
This is a producable item that can be used to upgrade your troops (Sort of like bio upgrades) but most importantly it lets you build Cyber Armour, which is pretty much an upgrade of Tritanium Suit which has no penalties to movement and gives a slight boost to reaction fire at cost of being only slightly worse at stopping bullets (by 5%)  and this armour will be probably the longest used across the game because its just good. Before you whip out power armours for everyone. Your entire squads will be composed of Cyber Armour troops. Oh and also Cyber armour only takes 80% plasma damage (Tritanium suit takes full 100%).

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 13, 2020, 01:53:39 am »
I have upgraded my original post with more stuff.
And i discovered there is 20 000 character limit, to cram more tips in i spend like half an hour of culling words.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 09, 2020, 03:27:49 pm »
Was Chainsaw added recently ? I am playing this mod like since February and only now i discovered it and oh good lord check out its stats

The X-Com Files / Re: Troop Deployment: Unfair?
« on: June 06, 2020, 08:44:58 pm »
Maybe would it be possible that vehicles would create smoke cover on arrival ? It would make sense when you are fighting cultists that your Firefly or hell even the chopper would smoke the landing zone to prevent this exact situation ?.

Or atleast making smoke grenades accessible more early ? Like some cheaper, weaker version the XCOM can either buy ? (Like some illegal fireworks from Asia or something)

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 03, 2020, 06:28:45 pm »
Thanks for the advices! >So by the end of 1997 i have managed to gather some staff components, alo some decent transpostation vehicles and some basic weaponry, but objectives neede to be planned more carefully, UFO interception will come later...anyway i'm very very low on money!!  :'(


Have you sold any excess dead bodies and cultists ? Because if you have like 40 corpses of some monster, then thats some nice cash there, sell excess weapons there, bones, phones, access cards and you should scramble enough money to get something like Firefly (Though you need contact to UAC to get it)

Another good idea is to simply sell off all irrelevant weapons. As cool as it is to have lugers and Mossin Nagans in your stock. Once you get access to the Blackops Industry, all those WW1,WW2 and Cold War weapons are obsolete. And the performance jump is considerable. Cult raids are also a good way to get captives (Which you can sell if you dont want dossiers for council ratings) and also just plain out cash. Recieving Promotion also increases your paycheck.

The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 31, 2020, 04:48:08 pm »
    I guess i will chip in with one thicc of a post.
This is spoiler free unless you peek at it

1) Shotguns are the best early game weapon vs most enemies
Shotguns in X-Files have larger range than you would think, not the small one. The one you can unlock very early on, the long one that can fire AP rounds.
  • Can kill most enemies with snapfire in 1-2 hits, pretty much one hits smaller creatures like spiders and most low-tier cultists, also low TU to snap fire compared to what it can do
  • Cheap ammo, can switch to AP rounds
  • Can fire baton shells that can stun targets so you can simply switch ammo on the flight if you want to take someone and you dont need to bother with tasers or stunrods

Shotguns also have advanced variations so its not like this weapon type will disappear. There are also some weapons that are actually pistols or cannons that can fire shotgun ammo.

2) Dossiers give council rating boosts
You know, if you are lazy, you can spend an entire month doing the absolute minimum and focus on research and training and make up the score to be in positive by researching dossiers.

3) Dont ignore melee weapons
As trashy as they might look like, stabby and smashy tools are actually insanely lethal because a damage type like Cutting is hardly protected against. Against sectoids you might even see that your agent simply caved his skull in with his weapon stock or just with hand to hand combat.
Mini tip - Give your heavy weapon troops something like a knife when you enter close quaters like UFO interiors. They will use their secondary weapon instead of trying to smash the enemy with the weapon and a precise Tritanium knife will eviserate sectoids extremely quickly and its really cheap TU wise so there will be many stabs.
Mini tip 2 - Your armour dictates hand to hand combat damage.
Mini tip 3 - While
plasma swords and energy lances
look cool i think they are abit of a overkill in the game and have absurd TU costs. Tritanium swords and stabbas are enough.
Mini tip 4 - The best melee weapon in the game is the
Master's Zhu (Or whatever his name is, the ninja grandpa) katana,
this thing recieves damage from psi strenght on top and can be used in one arm compared to 2 with normal variation. And this thing will kill majority of the game enemies in one or two slices.
Hell you can even destroy things like sectopods with them. Just like he did with mine....

4) You can reverse engineer armours in general from certain enemy...
the MiB armours if you get their corpses and you can get absolutely amazing armours from them.

Mini tip - thermal weapons (Lasers/Plasma/fire) or really large explosives can destroy bodies so try to switch to melee, stun or balistic weapons if you want the corpse
  • The flying Stormtrooper armour, aside from really hefty stats, aim boost and also jetpack !
  • The powerarmour you get from the black hefty gents with gasmasks, this is one of the top tier armours in the game btw that has bonus carrying capacity on top of massive armour so your soldier can carry entire inventory worth of rockets, mortars and blaster weapons
Mini tip 2 - When fighting monsters, give your stormtrooper a flamethrower and simply hover over enemy heads and boil them. Facing melee enemies ? Well too bad for them, even if they have ranged attack like Quil boar they wont even dent his armour
Mini tip 3 - The tech behind power armours and Stormtrooper is ....
complicated so MiB bases will be the only source of income of these armours for some time.

5) Some weapons you should NOT overlook
Mortar - Requires really strong soldier to carry and set up time, but its not uncommon to fire a mortar and then hear the screams of 6-8 enemies dying at once on the other side of the map as a mortar shell just leveled a floor on a clinic. Can fire incendiary rounds and smoke rounds too.
Mine - This is rather specific tool for specific job. You can actually throw mines, use them to secure possible doorways, the mine should be able to one shot pretty much any humanoid enemy par for the heavy armour dudes. Mines proved themselves during Lotus HQ raid since you can turn those corridors to death traps for ninja's to trigger. See that door there ? Chuck a mine there... just in case.
Tank/sectopod's laser cannon - This thing actually.... have you seen how much damage it does ? Like it will one hit KO majority of game's units. Yours included unless you are decked out in powerarmour or
juggernaut suit and laser weapons on vehicles have infinite ammo.
Flamethrowers - High risk, high reward weapon type due to low range.
Most creatures are vulnerable to fire damage
and it also causes panic. Once you get a flying armour of any kind, this weapon will ascend to god-tier weapon since you pretty much eliminated its main weakness. Also burning enemies is a good way to prevent any unwanted... "Turning" so they stay dead.
Incendiary weapons in general - Despite their lower damage, them being able to panic enemies is just great. Its also a great way to flush people from cover
Flashbangs - Causes hefty stat penalties and reduced TU's on victims, can be used in undercover missions.

6) Read carefully what you can bring.
Some missions require specific arsenal, for example you need scientist outfit to enter
asylum to bust some ghosts.
Mini tip : Delay
cyberweb ship HQ raid until
you get a sectopod. Sectopod has such a absurd armour that he will be pretty much invincible to the small laser fire,
Mini tip 2: Powerarmour is rather universal, like until you research it yourself you dont even know its stats, let alone that it can be used ... like underwater

7) You can pretty much overpower everything with any weapon type if you try hard enough.
Like shooting ghosts with machineguns until they go away,
robots getting riddled with buckshots, massive monsters being withered away by pistol fire.... but i would suggest having more diverse arsenal.

8 ) Diverse but focused troops.
Due to the absurd number of enemies in this mod, having your vehicle loaded with various weapons is the key to victory. And due to how soldiers can improve their skills when fighting with particular weapons you should consider making your own classes. I do it by simply renaming my troops with the role. So they are like Ronald "Sapper" Mcburger since X-Files doesnt have stat strings you can do it yourself.
In general
Rifleman - does rifle stuff, good at short to medium range
Assault - Does the SMG job
Support - Shotguns and smoke cover
Sapper - Battlefield control, to lay mines and to create new doors with dynamite.
Grenadier - Rifleman with grenades
Demolisher - Grenade launcher,
Gunner - Machineguns, Heavy Weapons Operatives you get the idea how these classes work.

Since you see these "nicknames" on the agent overview menu you can easily draft a specific squad.
Do i face monsters ? Then gunners, HWO's and rifleman should be present due to large number of melee enemies
Am i about to raid a cult HQ ? Then sappers, assaults and supports should be present in larger quantity.

Thankfully one of the good things about old XCOM's when compared to XCOM 1 or 2 is that your classes are all made up, nothing stops a sapper from picking a minigun, supports using rifles...
9) It might be better to not research certain things until you know you wont need them.
Like the Final Solution, once you get this research subject, think about it what will it cause. Fighting monsters is a really easy way to train your troops with low risk and a good way to create specialized troops. The alternative is fighting ranger xenos with strong weapons or armed human factions. I think i'll rather be hunting zombos in the woods than dodge heavy plasma fire with rookies.

10) Your starting position matters !
Cults have bases around the world, most vehicles have limited range of operation.
Bad spots
South America - Too far away from Europe and Asia
Africa - No cult starts in Africa
Arctic - Too far away from cults

Good spots
Europe - Somewhat central access to most places of the world, i had my base in Athens, Greece. But will slightly struggle with reaching the US mainland
Asia, Japan - This is a really good spot, you somewhat have of a access to US to get Exalt personal, Red Dawn and Lotus are at your doorstep but Europe is harder.
The starting position in Japan is also essential since you can reach the Red Dawn HQ with larger- capacity vehicle like the Helicopter so its not 4vs+60.

Once you have a hefty income make new bases to cover other continents too. Having a base in Europe and US is suggested so you can launch mission from there too to take out the cults

11) Go for Red Dawn first
Red Dawn is the easiest cult to destroy, they are ex-USSR personal and they dont use psionics or high tech weapons. You also get a essential tech from them. I saw that in the newest patch note that they will have armoured cars outside so thats... abit harder but still easier than other factions. You will need to raid outposts to gather explosives for this then. Some dynamites, maybe a RPG launcher there to take out those cars. You cannot buy these things yet so you will need to loot them from their safe houses.

12) Night missions ?
I would say, NO. Especially against creatures.
BUT, against Humans, then thats different story since they wont see a shit either.
First thing, from top of my head, Dagon cultists have better eye sight in the dark than your troops by default so they will be able to fire at your barely armoured troops out of your line of sight. Some armours make you more stealhy (like XCOM coveralls, but you need a tech from Red Dawn to make them).

13) Skip your turn number 1 when facing ranged enemies while you are in your vehicle
So on turn 2, you wont get riddled with bullets from reaction fire the moment you exit your vehicle

14) Rush for Kitsune once you research it.
Kitsune is a super, one of a kind aircraft you can make. This thing has global range, can carry alot of troops at once, even heavy weapon platforms like tanks and can fight back if you give it some weapons. It also runs on standard aircraft fuel.
Not Elerium or Zubrite. It can also fly to space
Protect this ship with your life since you wont get anything even close to speed and carry capacity until later on.

15) Use spare med-packs on civilians that are about to die
If you have spare reserves, you can prevent civilans from dying from bloodloss by just stabilising them like your troops.

16) Fighting alongside AI
Some missions will have more than 1 party involved, police or military will fight against whoever is their enemy and XCOM will be there to help them. So be aware of the fact that AI is dumb as a stump and you might see the military personal accidentally shooting your troops in the back or with your troop reaction fire so try to scatter and get in to positions like next to a wall so these dumbasses wont walk behind them and accidentally shoot them.

17) No reason to stockpile dead bodies once you butchered them up, the blood plasma for the 20 charge medkits is quite later on and you can simply sacrifice some elerium to make it anyway. So sell them for cash. Live captures sell for more.

18) The whole capturing alive thingy
Well it tells you more about the thing and some story lines require live captures but in general what it tells you are details that i havent found that interesting, most things you will hear that this creature is vulnerable to fire. But its not like thats a relevant information if it dies to 2 snap fires from a shotgun or a single volley from a machinegun. And you can guess which enemies wont be easy to kill with guns the moment you see them. Heavy armour ? Better whip out that C4 or RPG, this thing is hundreds of small entities ? Get the flamer ready !.

So TLDR - Dont push yourself over it too much, until X-Files adds more incentive for live captures.

19) Panicking or soon to be MC'ed troops
If you see aliens attempting to mind control your trooper (They only try this if there is a chance for them being able to do it, so if your entire squad is really mentally stabile they wont even bother) you must disarm him to prevent massacres. Drop his inventory and move him somewhere, lock him up in a barn or a house. If he gets MC'ed then he will either wander around aimlessly, trying to pick up his weapons and wasting TU's or he will try to punch your troops which is a really good alternative to an elerium rocket one shotting your entire squad of 14 guys.

If the soldier is loosing it due to low sanity, disarm him too so he wont shoot your own.

20) Disarming and assisted suicide, weapon theft
Once you get your own psiops, if you know your mind control victim wont be killable by the squad, either pull the pin from his grenade and throw it under him so he kills himself or throw his weapon away and drop all of his stuff on the ground.

If you mind control ayys or you would find panicking aliens, steal their weapon to your backpack. I am pretty sure sectoids dont even have a punching attack so once they wake up they will stare at your troops they cant mind control due to high stats and they just stand there, without weapons. So your guy can walk to them and swing his stun rod at them.

21) Get a sectopod or two when possible
They are the best thing since sliced bread

22) Spread out if fighting enemies you know use explosives
Its better for a single guy to die from a plasma hit, rather than 8 dudes from a plasma grenade.

23) Dogs
Dogs are rather underwhelming, they cannot wear sufficient armour to not die from a first plasma weapon that hits them but their teeth will melt enemies extremely quickly, their bark ranged attacks also reduces time units so you can use them to protect your ranged units against charging enemies. So in close quaters they are absolute beasts since their bite does ALOT of damage.

24) Using your tanks as meatshields
Lets face it, once you get access to them you should use them to tank enemy fire. Their high armour makes them invincible to small arms fire and even some energy weapons aint gona even scratch them. Sectopod has such a large armour that the only weapon that can kill it are multiple rocket hits or heavy gauss cannon. Or heavy laser weapons.

Tanks should be enough against human enemies.
In combat, crounch behind your tank to let it soak damage aimed at your soldiers. Its also better to simply lose a tank than a good soldier

25) Which weapons should i put on a tank ?
Laser cannon is by far the best weapon i found. Infinite ammo, good medium range and massive damage (It will one hit KO most humans and creatures).
One thing you need to know is that some melee enemies have such a high damage per hit that they can even destroy your vehicles so still avoid melee combat.

26) Capturing Ayys
Most of the essential research is gated behind commanders and engineers. Live Engineers will give you research for better weapons. Use Mind Reader to check out which Alien is who.

27) Explosive entrance
Sometimes its just better to blast a wall. Tanks can destroy concrete walls with rockets or cannons (Laser too) but high explosives should be used first.
UFO hulls cannot be destroyed with standard explosives but Elerium ex and Elerium Rocket can do it so if you dont feel for charging in, simply open the UFO like a banana with elerium explosive set to 2 turns to explode while you run away with your troops.

28) Make sure to turn on "Advanced Movement" in settings (Advanced tab)
This unlocks strafing and sprint for your troops. Running is essential (Less TU to move but costs more energy). Strafing is less important.

29) Reaction fire requires "Snap Fire" mode or else the weapon cannot fire via reactions
So dont expect to see your troops using miniguns to return fire. This is also kinda why you need to give your dudes either back up weapon (Like pistol they can holster) or a melee weapon. They smack enemies at close range but they wont fire at them.

30) Most enemies will panic
This is a nice touch of realism, in short and in gameplay terms. If you kick their ass so much, you have half of the mission done for you already. The more asskicking you cause in the shortest time span the more chaos it will do to enemy morale. This will become apparent once your weapons and armour gets way better than what enemies can stand a chance against. Even aliens can panic so use them running around to steal their weapons and capturing them with stun weapons. Even animals can go berserk or rattle on the spot but this is rare.

31) Enemies can and will surrender
If they are human/Human-ish, then if you kick their ass hard enough or you massacred most of them on the map. The survivors might surrender to XCOM. I would suggest turning on the automatic battle end in the advanced settings so you dont like spend a turn massacring enemies that have surrendered.
Its sometimes hard to spot if the enemy without weapon has recently panicked or he has surrendered, if he stands still during their turn then he is your captive now and he will go to your funhouse for questioning via research.
One important thing is, if there is even a single robot enemy on the map, enemies wont surrender. So if you face human and robot fighting force. You need to ensure that all robots are destroyed.

32) AI units need abit of aim grinding
AI driven vehicles you can build start with awful accuracy but they can improve by simply hitting stuff and killing them.

33) Always have these items in your landing craft
- Medkits (Self explanatory)
- Explosives or some sort of terrain removal tool. Some melee weapons like Kukri can remove some terrain like folliage while laser or plasma cutters will destroy things like walls. There are certain levels where you must destroy terrain to reach enemies.)
- Flamethrower (Some enemies have massive resistances towards certain damage types, but fire tends to work too well against them)
- Melee weapons ( Great backup weapons, also worthwile if you discover that the map is really closed up so using rocket launchers and miniguns isnt worth it)
- Some backup ranged weapons (Like if you arm your entire team with laser weapons, drop in some rifles and machineguns, you know, in case you encounter an enemy that takes like 50% only damage from laser weapons but gets 120% from bullets)
- Flashlights and flares (Self explanatory)

34) The ultimate mindcontrol
If you want to squeeze as much mind control potential your soldier has then equip him with Stormtrooper armour. There is an advanced version of the amplifier that lets you, just like ayys mind control dudes through obstacles. This amp requires both hands but you can give your soldier a pistol that can be quickly holstered with low TU cost. With Stormtrooper (Or any flying armour) you should simply land him on a rooftop, he should be able to mind control everyone in that building. You can capture small UFO's with this because once you psi-cap a Sectoid you can use him to psi-spot other aliens (Through obstacles) so your psioperative can get em too. Like with 2 psiops you can capture around 6 aliens in one turn, great way to clear out the final rooms of UFO.

Edit1: 04.06.2020 Added more tips (24-29)
Edit2: 08.06.2020 Added more tips (30-32)
Edit3: 13.06.2020 Added more tips (33-34)[/list]

The X-Com Files / Re: A few doubts
« on: May 03, 2020, 08:17:03 pm »
Overstun can happen if you hit someone abit way too much, this happens if you hit really wounded enemies with stunweapons or if you overwhelm a healthy enemy with superior stun weapons. Overstun can also happen if the enemy falls unconsious in smoke as he will asphyxiate. You can remove overstun from friends, allies and foes via medkits or painkillers.

Close Range Combat works by some parameters, targets and attackers reactions, energy, melee accuracy and weapon type. Generally, pistols have the best chance to shoot someone in the face, the longer the weapon is, the more likely it is to be parried to the side. By the time Sectoids will appear, your agents will be bordeline unkillable at point blank since they will in 9/10 move their weapon away so charging them isnt that bad of an idea if you know there arent more of them around the bush.
Also, CQC will activate even if you are shooting at someone else but there is somebody next to you... they wont let you shoot at their buddies.

No, AI cannot run hit the gas to conserve TU at expense of energy. Dogs and Rats can run and this will be esential so they have as many TU as possible when you get them next to a door or corner. Dogs in particular can maul most enemies and their teeth has actually some large damage output and they can also bark at enemies to shred their TU so if you position him behind a door and a baddie comes in the dog will drain all of his TU and he wont be able to act at all and if he aproaches the dog in proximity (like the dog is directly next to a door the dog will bite him. This bite can take down most human enemies in 2-4 attacks and the bite is really cheap time unit wise and somewhat accurate.

There events are bound to happen, good or bad, removing certain factions from play will delete some of these but for a good chunk of the game, if the game throws alot of bad events at you, you need to do extra work to get a good rating and increased funding, how much the game shits on you will tell you how many extra miles you will have to jump.

The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 03, 2020, 08:07:17 pm »
I would like to request a small (maybe ?) but convenient QoL feature, would it be possible to have some more obvious sign that enemy has surrendered ? Like i dont expect sprites for them to kneel and put their hands up but maybe a small white flag above their head ?

I am asking for this because in the heat of the battle i get to mow down people that were trying to surrender because i have no idea if they panicked before and are weaponless due to that or if they surrendered and wont pick up that rifle lying over there and shoot my soldier in the back if i leave them alone.

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