Misunderstandings continue:
- if a player throws something under him, he necessarily turns to the south before that and one is spent per turn, although I did not ask him to turn. therefore, if you are facing north, you can throw it on the cell to the north for the same number of odes and then stand on it.
- If you shoot at the target without first highlighting, then the projectile simply flies through the invisible target and flies further. This means that on unlit targets you must use bombs or guided missiles in order to shoot exactly at the place, regardless of what is on it.
- shooting from a pump-action shotgun, you can hit an ally and inflict damage to him in 1hp - friendly - get a black order for this (you had to duck, Karl, so as not to get a slap on the head) and ... My soldier does not go to the hospital for one day - a cuff 1 from a friend does not need treatment. What can I say - I was lucky, the system forgave me.
- strangeness with a dog. It turns out that it can be additionally equipped before the battle and in the battle itself. That is, you can give her a grenade and she can cock it (a full turn is spent) and on the next turn throw it by 2 cells and move away by 5. Moreover, the dog can be given a pistol (regular, pocket, short free, laser, nuclear laser, plasma ) and she will be able to shoot from it, though almost without moving, but maybe you can throw this weapon at her, force her to pick it up, shoot and throw it. Accuracy is 0%, but the main thing is that she can do it. With its 80 odes at the start, this is a very useful unit, especially when defending a base, when someone needs to open the gate and move away.
- many write that the best layout of the base is all 3 hangars on top and the airlock connects to one of them and then the rest of the buildings go through it. There is a more successful configuration - three gates. Hangars are placed from below, the gateway clings to the average at coordinates 4.4. And the radar is 4.2. This gives passages covered by the gates of the hangars themselves, and thus in the airlock you have three gates and in the passage with the radar - 1. You have a decent delay to regroup after the first wave and before it and an alternative passage to eliminate difficult opponents. But for quiet maneuvers, you need 2 cells, and therefore I place the workshop, laboratory and living areas in a 2 * 3 rectangle next to these two buildings. I get a very compact and well-defended base.
- I built a corridor and it turned out to be an absolutely useless building - really, it would be better to place a storage there - and it will add space and build it faster. Maybe it is worth changing the construction time (ideally 2 days) and adding something there for defense, such as gates at all 4 ends or turrets or additional passageways on the second floor with stairs to the first. That is a tactical advantage.
- Oddities with a reconnaissance drone - he knows how to shoot with smoke, but with 0% accuracy (!) That is, he cannot be asked to smoke someone, only himself. This would be very helpful when attacking 2 * 2 with enfilade fire, when you need to shoot someone under the cover of smoke. In other words, the drone should be given the accuracy of the shot, otherwise it makes no sense to buy it even as a scout - a dog with a smoke grenade can handle it cheaper and better.
- pharmacy oddities - it does not heal for non-fatal wounds. That is, if there is a fatal wound, it heals it and cures 3xp, and if there is no wound, then it does not heal anything, even if it spends one. The bottom line is that I do not yet know how to treat scratches. And by the way, I was able to heal the alien with a pharmacy and get a field doctor for it. Yes, the alien was under control and without a weapon, but I suddenly wondered what would happen if I came up to him from behind and stuck a stimulator ... Fallout Foreva.
- a multi-rocket launcher is an imbalance from the start and its power would be reduced for balance. Damage from 70 to 58-60 and the number of shots in the queue from 4 to 3 and cut the size of the magazine from 8 to 6. Otherwise, the whole campaign is passed without any difficulty with this installation - after all, it weighs only 17 kg with a box and we add a bulletproof vest. Many soldiers have 25 strength at the start. The bottom line is that we get a single-celled pumpable rocket tank, which can be regarded as cheating. Well, there is a desire to equip it with a box with incendiary or smoke rockets and thus receive an additional type of damage (68-70 if balanced) and a replacement for a reconnaissance drone.
- the final ending is one, no matter how I wet this brain (!). They write to me that I treated him to plasma, but I did not. It is worth in the text of this ending to indicate exactly how you hit the brain, otherwise it’s not clear.
Well, the brain is a building, an inanimate object that I cannot probe or take control, although I would like to. This would allow you to get an alternative ending in which you enter into a contract with the brain and become similar to MHF or their subdivision (half-loss).
- Your base cannot be determined if there are no buildings in it for living soldiers - living quarters, workshops, laboratories. I checked on the base with a hangar, an airlock and a radar - even having caught aliens three times near it, I did not get revenge - the patrol ship simply did not smell it. On the other hand, if there are living quarters, workshops, laboratories, but no soldiers, then even if there is air defense, the base can be captured without ground combat.
- Air defense - suitable only for the defense of the base and then it is worth remembering what it is attacked with - only with a battleship with 3200 hp. And the defense deals 500-800 damage with a hit probability of 50-80%. The bottom line is that you need to build from 5 to 13 (!) Such air defense systems - to glue the base with them in the literal sense. This made them useless in the old hsom. Maybe it is worth changing this in a new one by making attacks on the base even with a patrol ship and also doubling the damage done. Otherwise, even an anti-gravity shield does not greatly reduce the bulkiness of such a defense - you need 4 cells for it at least so that you can shoot down a battleship. Well, or give the air defense the ability to shoot down the same UFO at a certain distance from the base, which will allow you not to fly after them in fighters or a fighter plane to lure the UFO under the base so that the air defense will deal with it.
- an interesting question arose - why should I fly to Kydonia on the avenger? Why can't I get there by any ship using Elerium-115 with a cargo hold? That is, lightning (8,1,30), firestorm (10,1,20), fist (18,4,60) avenger (26,4,60). This will add more alternate playthroughs for the final battle. You will say that 26 people are difficult to get through there, but it was difficult for me to transfer them all to the elevator while part of the team was covering and my move lasted a long time because it was necessary to move everyone. Therefore, many times I flew with an incomplete composition or actively used tanks.
- well, and one more thing - I just can't see the full map of any base except when defending. I would like it. But for now ... What is not there is not and this is sad.
- a feature was noticed when defending the base. If you have wounded at the start of her defense at the base, then they are healed instantly and go into battle with full characteristics.