When setting up an ambush at UFO doors, spread out to the sides so that anyone leaving will not be able to immediately shoot at you from inside the UFO. Take the time to individually move each agent into position.
One problem you had when attacking the UFO was the smoke in the entrance obscuring your attackers. When that happens, use a stun grenade to quickly clear up the smoke.
Similarly, if you accidentally drop a stun bomb at your feet, you can drop a smoke grenade to neutralize the stun gas.
To make a new squad, select the team members, click on that button with the man and winged shield, then click on the squad you want to shift them to.
If you want to train up a good psionic, remember that they can only have a maximum of 3 times their starting psi stats. Say they start with 25 in one stat, then the max for it will be 75. So pick out the ones with the highest stats and mark them for psi training. All the stats are important, though try to get as much psi energy as possible. In real-time, you have to pay an extra maintenance cost on top of what it costs to perform the psi skill. So the more energy, the better.
Real time's not a bad mode for capturing poppers as long as you are aware of the popper. If you see one, have the nearest agent (or agents) pull out dual stun grapples and set them to auto-fire and focus on it. The poppers are weak enough that a well placed grapple hit or two should knock it out instantly. Try to set down some stun grenades in its path if you can as every bit helps.
A really cheap way to capture a popper is to fly high enough to not trigger the popper. Then drop a stun grenade on it. Requires most of the team to be wearing Marsec torso plates, but certainly one of the safer capture methods.
On ammo, your agents have been running empty over the last few missions. There will be some missions later where you'll be facing a huge number of enemies and possibly even huge enemies. I do recommend packing two or three extra clips on everyone.
NeptunesNookGames, on 26 November 2015 - 05:42 PM, said:
I know Toxiguns are pretty OP and pretty much carry you through the game, do think I should avoid them and try something a bit more challenging?
For the purpose of your game, I'd say keep going as you have been for the time being and see how you go.
Try them out at least. Once you have more alien tech, you can make the call if you'd like to keep using them, drop them, or use them to a limited capacity. Your personal disrupter shield supplies will most likely help you decide how you want to proceed.
silencer_pl, on 26 November 2015 - 08:44 PM, said:
If you want more challenge then don't user alien weapons.
One of the more memorable challenges I've attempted was the power sword challenge. All gear as normal, but limit ranged weaponry to just the Power Sword and Stun Grapple. You have to steal a few from the Marsec Arms Factory at the start as they don't appear for sale until late into the game. Even then only in very limited quantities. It's a mad and frustrating challenge, but also lots of fun once you get into the swing of it.
Still, I wouldn't recommend doing anything silly like this for this play through.
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!