i suppose them are civiliana and in general neutral and/or friendly units?[/li][/list]
Not necessarily, government people if you attack them would be unfriendly and tank the score by hundreds
- the mag munitions decription says:
Instead of expending effort in trying to develop full-fledged rail weapons, we drew inspiration from the Rail Driver and prepared self-propelling magnetic munitions that can be fired from sufficiently robust firearms. As the ammo needs a power source and magnetic coils, the ammo is heavier, but the firepower increases by 25-50%. The Armor Penetration, if any, is lost, however.
so these are more a rifle verison of the slayer bullets - a conterpart of expanding bullet - but both seems to be pretty useless against decen armoured enemies, let's say 20+ right?
Normal armor piercing on guns that can use those ammo ignores around 10-15%, so an upgrade of the 25% damage minimum would be an improvement in general. Not only that, but piercing damage above 60 actually damages armor, so machinegun with the MAG ammo (HMG has 82 damage) might allow you to strip armor where normal ammo would do nothing.
I recall beating a mechtoid (60 armor, 0.8 piercing multiplier) with the Eagle pistols.
- In the guns of the patriots misison reinvorecemt came after the fifth turn and then every five turns or it happens randomly, that is no necessailry after a certain amount of turns, but following the mess player causes during battle, eg: intense use of explosives, tha alerts the patrols?
Missions with reinforcements are coded by placing invisible mines that detonate on expiration and summon enemies as the "explosion". You might skip turns, and they would spawn, you might baby nuke the city, and they would spawn in the same order and amount.
- Building an hideout in certain countries has effect on how enemy has chances to spot and assault it? Might be better an island ?
no, spread your hideouts to cover land with the radar.