Disrupter Armor still needs shields, it's just tougher and very light. The armor parts also have enough durability to withstand the effects of 1 entropy missile. A complete suit of Disrupter Armor also provides nice High Explosive protection. If you find your shields are broken and a popper suddenly shows up, you won't have to worry about it at all. At least, as long as the durability holds out.
When assaulting the mothership, I kept thinking your unshielded guys should have picked up some shields a lot sooner since they seemed to be the first team the aliens could see as they exit the ship. Quite lucky you didn't have too many entropy missiles.
You've probably already recorded the next part, but see the alcoves on either side of the entrance to the Mothership. Megaspawn, for whatever reason, seem to end up here. With a bit of smoke, you can often sneak right up to them and they'll start running away from you. A great time to go full auto with whatever gun you have and gun them down quickly.
That strange noise you're hearing is quite likely from the next large alien the aliens like to employ. One I think will make you wish you had some androids on the team.
Oh, and do start thinking about having someone carry a Stun Grapple on each mission. That super important alien (plot-wise, at least) that you need to capture shouldn't be too far away.
For your live Skeletoid that you've been longing for, the easiest way to capture one now is probably to use psi. However, your troops haven't lasted long enough to develop a really strong psi soldier so that might not be that easy to do at the moment. Still, it couldn't hurt to start switching one of your hybrids to the psi gym. With X-Com Armor, the hybrids no longer have to be as strong as they had to be to wear Megapol Armor.
silencer_pl, on 13 February 2016 - 07:49 AM, said:
I don't remember but I don't think standing on aliens don't make them wake up. Pretty sure it doesn't work as I remember having to have someone with stun grapple guard duty.
The do stay stunned. Just make sure you're standing directly on the same tile that the alien is occupying. The trick is to ensure that your agent doesn't move off the stunned alien. If they so much as move off the alien, it could get up. So aggressive stance by default. I'd not try this on an injured popper though as I think it explodes if it dies from wounds.
As for Biotrans, I don't know is it worth making, sure it looks neat, having by default 4 bio modules and 4 cargo modules, but the game only needs 1 per mission (maybe in OpenApoc they will change that). If you can have straight path to Annihilator why waste money on something inferior? Although I think he is missing bomber for Retaliator, or does he needs destroyer (which he already got)?
You only really need one of each type of storage module, plus maybe some seats.
I'm thinking of it more as a dedicated troop carrier with lots of extra shielding. For combat, definitely the Annihilator's the sensible way to go. No sense in wasting the defensive potential of the Annihilator by outfitting it with seats and cargo/bio modules when you can completely outfit it with shields.
In any case, all the advanced ships sell for a profit so engineer time isn't completely wasted if you choose to build any of the earlier advanced ships.
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!