Yes, but that means kinetics shouldn't be an issue.
Yeah, but that's a function of BL team composition and smokes, not any armour you may or may not wear.
They literally can't if you have 70+ health, and practically won't if you have 65+ health. Which you should.
That's true, but a solid veteran with 20 health left isn't much better than having been one-shot. He's probably bleeding out, too.
Now, how about those knives with ~56 power? Max damage to heavy tac can be 65, about the same as arasaka, but knives are thrown in a succession. And then there's katana with 95 power...
More like ~58. Knives have 130% armour effectiveness. Average is ~14, vs ~8 for the Arasaka. Bio-Exo has those at ~7 for knives and 28 for Arasakas, a much bigger difference.
Melee is always a crapshoot until very high armour values. Katanas will frequently kill you no matter what armour you're wearing. And Katana for an Assassin is 91 effective power, how did you get 95? That means an average of ~23 vs Bio-Exo and ~40 vs Tac Suits. ~22 if they hit you in the face. Not a gigantic difference, really.
But it's not 50%, it's 0%, so total protection. Gas damage type is choke.
Indeed. My bad.
I do think you're right and Bio-Exo is actually better for BL missions than the Heavy Tac Suit, but the differences don't seem to be very big. Except for the choke resistance. That is indeed a gamechanger.
I see there's much overlap between radars, so you can cover that giant hole. And then there's maybe 10%, maybe 5% in gaps, it's hard to tell exactly. They're further decreased when you build hyperwave decoder. Also detection chance is just 20%, so you can as well just build extra radars.
The only base that has significant overlap and can be moved to mitigate this is in North America. And since I can't put it into the Pacific, there'll still be some overlap. Maybe 50% of the original. And in a pretty inconvenient location, trying to cover both of the Americas at once.
And no matter how you slice it, the non-covered area is not 5% or even 10% of the globe, i.e. 95% coverage with 6 bases.
Basically, I don't try to tile the Earth. I try to cover the continents where most of the action is, for both radar use and shortened aircraft range. Yes, maybe the 5% or 10% or whatever stragglers don't bother you. It does bother me as the commander supposedly in charge of defending the Earth against alien incursions.
Building extra radars means using base slots I have other uses for. One radar get both advance warning and covers any potential sneakiness going on outside radar range.
Then again, sure, you can roll with 7 bases, they aren't harder to defend and don't cost too much, they just are not necessary.
So you're saying my super-secret Elerium storage and 'two hundred aliens in containent tanks' Antarctic base is not necessary, then? Nor the mass laser rifle manufacturing facility? What kind of slapdash secret alien-fighting organisation are you running there?
So you don't even need to assault battleships in particular, I did it just once for fun and that's it. Same with terror ships. There's just not much to be gained from them.
100-200 Elerium, turret corpses, lots of Alloys and other swag? Alien Commanders? (I really wish they didn't come down to your bases to be captured like sheep.
)
Only the tactics of running into the house and playing open-close the door work.
That's cheese I got more than enough of when I played Urban Chaos (JA2 mod).
Firstly, I don't see much point in covering the water with radars. And secondly, it doesn't work the way you think. Even if you cover only 50% of the sushi with radars, you will detect 95% of the plates. And flying out on each one is also a rather deviant tactic. Personally, I drown 95% of the plates in the sea.
AFAIK, crashed UFOs don't give the aliens any score, so crashing the saucers into the sea is just aesthetics.
Full coverage is not about detecting them
at all, it's about finding them early enough that a early mid-game craft has a good chance to get to
all possible landing sites. Full radar coverage helps with cutting down on time to first detection. Finding them when they've already landed, or on the return leg to outer space isn't half as useful.
The alien colonies in the files appear after the landing of a certain type of battleship. And only after that the country signs the pact. Since my tormentors have knocked down 100% of all the plates, no more alien colonies have appeared.
No, they appear when the country gets infiltrated, which happens when the final Battleship enters the atmosphere. Whether it lands or is shot down matters not (without using 'interruptPercentage', which the mod does not). This has been discussed to death already. What you're seeing is random luck of not getting any infiltration missions since your last one.
If you play with save loads, then all this ceases to be a problem. You can take battleships with your bare hands as trainees without losses.
All right, challenge uploaded. Feel free to save and reload to your heart's content to win the attached mission with zero losses. Post your results - preferably intermediate saves, like one per 5-10 aliens - when you're done.