Tip 3.4 extended: a mini-guide about training soldiers' stats (accuracy and reaction).Reaction is increased only when the soildier took some reaction shot(s) during a mission. However, it is extremely very risky to try and "train" reaction during usual combat, because by definition your soldier must see the enemy to take a reaction shot - which means that the enemy is likely seeing your soldier, too. And them aliens tend to kill people.
Accuracy is increased only when the soldier took some shots during a mission (both normal and reaction shots count), but misses do NOT count. While easy to increase by normal means bit by bit, it is still possible to "train" accuracy of many soldiers massively faster, if to use Tazer pitols and appropriate tactic. This is because it'd be quite impossible to have any large team - say, 10 soldiers, - to make a grand total of 110+ shots hit their target during a mission (which is the minimum required amount of shots to have all those soldiers' accuracy stat getting maximum possible increase). See,
Both stats will see the maximum possible increase if 11 or more shots are taken by the soldier during the mission: 2 ... 6 points will be given (random number). Do 10 shots or less per mission per soldier hit their target, and your accuracy stat gain will be much smaller (on average 2.5 points per mission, instead of 4.0 points average). Same for reaction shots: you want to do 11+ of those per mission to max your gains. So, if you're maxing out your troops, then you want each soldier to take 11 or more _reaction_ shots, and each of them hitting its target - in every mission this could be done.
Now how to do it and why Tazer pistols are so good for it. The latter is because shots from Tazer pistols count as weapon shots, thus allowing you to get those Accuracy and Reaction stat gains, - but in the same time Tazer shots do not kill, and aliens get back to life after few dozens turns, at which point same alien can be zapped to some more sleep again. And again. And again. As long as you need it. Cool huh?
There are certain things which make such "training missions" much easier and less troublesome than it may sound. Sort of "know how" i developed. Here it is:
- first, do not try to do "training" in any mission which involves Psi-capable enemies you want to _capture_ for research. So, that very large UFO you happily stunned some sectoid Commander with couple Leaders? Just pack up and head home, don't train your soldiers in it;
- second, do not do "training" in any mission with UFOs any smaller than "large scout". It's not efficient to do this if you can't easily have 5+ aliens stunned - and preferably, ~10 or more stunned aliens is the way to go. So, harversters and such - are perfect for this;
- third, obviously you want to kill as few aliens as possible, stun as many as possible. But the trick is to not stun _every_ living / moving alien - the mission will end if you do. So, go straight for the UFO, killing any aliens you deem difficult to stun, and then go into the UFO ASAP, with the whole team. Stun everything inside, using no more than 1 Tazer shot per each soldier (assuming your soldiers have 12 total shots - 5 spare Tazer clips - each). Stun Rods are helpful here, as are Small Launchers later on in the game. If the mission ends, this means no living enemy outside remained; well, bad luck. Otherwise, go on with the "training" mission as per the following;
- fourth, once you stunned every alien inside the UFO, - pick 'em buggers up and move their sorry butts into one single area inside the UFO, which will be your "training room". Except just one of them, - the one whom you stunned 1st when entering the UFO: this alien, move into a separate room with as few entrances as possible. Then put a soldier to entrance(s) to that isolated room and have them facing away. This guy will be "the last enemy standing" once he wakes up, ensuring your mission won't end prematurely. Make sure soldiers who block room exit(s) are standing inside the room, to prevent the alien from even trying to open any door. He'll get his portion of hot lead later on, when you'll be ready to finish your mission;
- fifth, if you play a game where aliens can pick up weapons (there is a setting for that in OpenXcom), - ensure no weapons are available for aliens to grab in those "training" and "last alien" rooms. You don't wanna 'em hurting your soldiers, eh.
Also, keep an eye on this area with couple soldiers who have stun rods, and stun any who wakes up with stun rods. You don't want to spend Tazer shots on non-reaction fire. OR, if you don't mind a bit of save-scumming (i don't), - save often and notice which alien would wake up, then load previous turn and move his body into that "last alien" room, while moving the other one to the "training room". This will allow to have "the last alien" to wake up sooner, which is useful;
- sixth, with everything secured inside the UFO, - have someone with a motion scanner near entrance(s) to the UFO. It's best if they would stand there right after your team getting in, too. Use the scanner(s) every turn to see if any enemy gets close to UFO entrance(s) from outside. If they do, then open a door and either blast or stun them, if you feel they could come in and kill some of your guys. But preferably, let them in, by retreating "back into UFO" - if your "last alien" is not awake yet, that is. In any case, your goal is to ensure you wouldn't stun / kill very last non-stunned alien. If you already have "the last alien" awaken in that "sealed" room - just stun anything which tries to get in, using tactical retreats if needed to lure 'em aliens into safe "stun from behind" and such;
- seventh, optionally you want to go out and hunt any remaining aliens on the map once your "the last alien" is securely awaken in his room. Stun ones which you can, kill ones which you feel too dangerous. Pick up stunned ones and move their bodies into the UFO. You'll know when you got every one outside by the time it takes to complete an alien's turn: it will become almost instant once the only remaining alien - is harmless disarmed "last alien" inside that sealed room;
- eighth, now the training proceeds. Arrange your soldiers into a line which "cuts" some 3-tile-wide corridor or any other "somewhat long" section of a UFO in two separate passages. "Seal" all possible "way out" doors by 1 soldier each, except just 1 exit. Move aliens' bodies to the side which is furthest from that 1 remaining exit, making it so that they'd need to run around your line of soldiers to reach the exit. Now, any alien which wakes up - will have to run around, allowing your soldiers to take reaction shots, point-blank range (always hitting), if done right. Then just skip turns, and recharge Tazer pistols as nesessary - and if any alien moves "too far" around the line with tazers, just pick its stunned butt and throw it back to the other side of the line. "Sorry, pal, you'll have to run around - again", hehe.
Once some soldiers run out of Tazer ammunition - send them to guard doors, while previous guards with more Tazer ammo go and take a spot in the "firing line". Make sure soldiers face directions in which they can't take any shots which are not point-black (to make misses impossible). Then just keep at it until everyone's Tazers are out of ammo.
This is it. Doing this will provide 2...6 Accuracy and 2...6 Reaction per every such mission to every soldier participating in such a training session, no matter how many shots and reaction shots they took during the rest of the mission. Turns are nearly instant when everything is done to the letter of the above, so it's very little time to skip each turn. If you "work" with as few as 5 stunned aliens and as big as 14 soldiers team, it'd probably take some ~700 turns to complete, but if you're doing some 10 soldiers and 10 stunned aliens, - chances are you'll be done before turn 250. I say that's quite reasonable for some 10 x 4 x 2 = +80 total stat gain on average per 10-man team to the two most important combat stats. +1 per ~3 turns.
But, of course, it's entirely your choice if to do this, or not. Just know that if you're not doing something like this, then your soldiers' accuracy will eventually grow itself, but their reaction will never increase oh so much. Unless you go and edit your save files to give 'em as high reaction as you'd want, of course. But there is no sport in that. Somehow. %)
Notes - continuationLate February: things get real wild! Some time 19th, seven UFOs appeared within less than 8 hours frame from each other. One very large, two large ones, and four small ones. I knew from past experience that it's most likely base-building fleet. I managed to take out 4 of them with my main team (two big ones which landed themselves, and two small ones shot down by my interceptors - later on, crash sites remain for fairly long while). And i took out 2 more small ones with my Interceptor-flying 6-man "backup" team. But one large UFO still managed to sneak away. After the dust settled, i sent my interceptors to patrol all around the eastern China (where those UFOs swarmed), "just in case". I thought i made their mission fail, but wanted to be sure. Good thing i did! Those bastards _did_ establish a base - one of interceptors spotted it to the south of mainland China.
Well. I took it personal and wiped that base out. Was one hell of a fight, from which i invented the 3.6 "High Explosive Trick", now added to the Tips section of the 1st post. 8 Cyberdiscs and all... Phew! %) Granted, i did quite much save-scumming to make it through without any deaths. But i probably would have to do times and times more of it to make through if not for Motion Scanners. Those things are excellent!
By this time, my main team is rolling out with 2 HMGs loaded with Alloy ammo, 10 anti-matherial sniper rifles with Alloy ammo (80 damage per shot, but no snap shot mode), submachineguns, High Explosive packs, Tazer pistols x12 total ammo, few Stun Rods, few Motion Scanners, grenade + flare on each soldier, and few medkits. It takes lots of strength to carry it all - some 80...110 is what they got for now, already. It really makes up one extremely versatile and powerful combat unit, this setup.
My economy really went wild, too. Via that custom -800k "upkeep" for every one of 112 soldiers i had when January ended, i got me extra ~90 million bucks. Well guess what, i ran dry of money February 21st! Had to sell some loot, and will have to sell yet much more. Most of it spent for building all the new 7 bases up - which is far from done yet. But it really feels right, this rapid expansion: hey, it's whole Earth building up those bases, after all. I'm sure in real life, given such situation, they'd do it in about that much time indeed - 2...3 months. And it sure feels right seeing those bases to shape up quick, too. That's the way leaders of Earth defense should be operating, me thinks.
Speaking of soldiers, i hired 350 more. So the total number of hired soldiers in this game is now 454 souls. But then i checked all new recruits and sent away every one who does not have above-average Accuracy starting stat and 50+ Bravery in the same time. Which was most of them. After that, i counted how many soldiers remained in service. Amazingly - 128 guys (and gals). Which is quite a coincedence, as it will eventually allow to operate 16-man teams in each of 8 bases, which can be split either to two 8-man teams or made into one 16-man teams which one of mid-game FinalModPack transporters can move around. What are the chances? And nope, i am not making this up. It really happened.
I also decided on my bases' specializations and i am developing them accordingly, now:
- HQ, Rockies and Libreville: 200 scientists, ~80 engineers, and "main strike teams" bases of operation, each. Scientists will conviniently be able to research any captured alien teams bring in.
- Tokyo, Lima and Coral Bay: ~280 engineers each;
- LagaLaga: will be dedicated storage space;
- AmundsenScott: hangars. Later on in the playthrough i may reconfigure this one for extra storage too, if that would be desired.
But it'll take couple more months to build 'em new bases up. Meanwhile, the HQ base already got ~150 scientists and 3 labs built, who are now working on fine alloy tech - so, gauss times approaching.
Gauss Sniper Rifle is a definite improvement, especially for unexperienced rookies, because of its lower TU shot cost and a bit higher damage (90, vs 80 of anti-matherial Sniper Rifle with alloy rounds).
If you find sniper rifles being your style - and i do, - then i recommend you to get those Gauss ones right after you interrogate an alien engineer. It then should allow to research alien power source, then elerium battery, which leads to Gauss tech. You'd probably need fine alloy mechanics researched, too. The gauss sniper rifle is unlocked after you research gauss rifle. One other neat thing about Gauss Sniper Rifles - they are relatively fast made, too. Heavy Gauss has certain bonuses over Gauss Sniper, but way lower accuracy.
Update: completed February, and had ALL 16 nations increasing their funding. 6773 score for the month. Was lucky to spot the 2nd terror ship in time to shoot it down, too. Very good luck for a single base radar coverage. But now, in mid March, dual large radars in all 8 bases are operational, and i hope now to remain at 0 civilian casualties for the whole game! Certainly one more goal i have set for myself, at least. Couldn't resist to make a link to the T2's corresponding scene. There is some dignity in it, even after all the years T2 film is around - remains unique to me.
In a mission March 16th, i got one of my best soldiers, Victoria Harvey, wounded very badly: 37 health left out of 118, that's after treating her fatal wounds. Night mission, floaters. Those are good shots. Definitely want to get good armor ASAP, but so far that's still far ahead, research not going fast enough. And that's with 200 scientists in the 1st base, now. Obviously my economy fix allows me to triple that quite soon - will be doubled in a few in-game days already as 4 labs in other bases are almost built now, - but for those who play with standard economy, i think it may be very worth it to focus on research in the 1st base, aiming for 300 scientists, ~35 engineers and ~15 soldiers in the 1st base, - _before_ building even the 2nd base. Assuming above described 1st base location which covers 9 nations with its large radar, of course. I definitely remember floaters were not that deadly in the original game, but here it seems they got some good boost. And colored capes, too (which is one cool feature). %)
May 10th, 1999.
Lots has happened since previous update. Hyperwave decoders became operational in all 8 bases. I shot down 3 more terror ships, keeping so far perfect record of 0 civilian casualties, preventing any terror attacks. Mind shields are now protecting every base. Twelve Raven interceptors are stationed in 6 bases, guarding whole globe 24/7, as so far no UFO they had to meet in combat had a chance to deal any damage to them (i continue to use dual-avalanche setup for each fighter, so far). Six advanced landing craft are built, each carrying up to 16 soldiers to battle, and teams to man them are set up. Each base now have two Gauss tanks just in case i'll ever need them, including possibly for base defense. And all the laboratories and workshops i planned - are now built and manned. The final setup is 2 bases with 290 scientists each, 3 bases with 290 engineers each, and 1 base with 200 + 80.
The massive boost to research from all those scientists allowed to already have psi-labs built in all 8 bases, training all 128 of my troops starting late April; psi-amp, railguns, all the best personal armor types, plasma beam craft weapon - are all available now, and further research will allow me to build Tormentors and Avengers, soon. And 950 engineers are all ready to get busy about it. Obviously i was quite successful in capturing and interrogating alien leaders and commanders to break through to all those end-game technologies, too. So far, so good.
July 1st, 1999.
Half a year done. Some 17k+ rating for June - my highest, so far!
This is because i am still going tactical to every last UFO, training my soldiers intensively. Going with full 26 soldiers squad using an Avenger, lately. Seven of them have "officially" reached "super-soldier" status by now, that's having nearly maxed TUs and other secondary stats; 100+ in firing accuracy, melee accuracy, reactions and Psi SKill; 80+ in Psi Strength. Those are truly Rambo-like personnel, able to take on practically any mission solo. Having that, i now start to relax overall training routines. Like, i don't use small UFOs for reaction training at all now, unless it's Chtonites (who are most easy to use for reaction training for their AI seem to ignore any danger of reaction fire/hits).
I dare hope those "superman" soldiers will be enough to handle any tricky battle / race / encounter the game may throw at me later on - and prevent any civilian casualties, whenever a fight takes place in any inhabited area.
Every base has at least one Tormentor and at least one Thunderstorm by now. And now i am reshaping my bases bit by bit, gradually phasing out now-excess engineers and scientists, getting more hangars and defenses instead. I developed a scheme for "universal long-term standard base" layout, too, check tip 3.23 in one of nearby posts to see it.
Science is nearly done, now. Navigators and Engineers in my alien containments can't be researched anymore - nothing left they could teach. Medics are nearly exhausted, too - i already learned about several units i never yet encountered interrogating those medics. Up to and including Sectopods, hovering artillery units, brain larva, etherials, cybermites, etc. It is amazing how much research is there in the game (with the final mod pack), seeing how even ~800 scientists need more than couple months to research it all.