This is something I was half expecting to happen in one of the earlier missions. Hostile organizations have a habit of posting guards in their building as if you were raiding it. There's no real way of avoiding causing more damage to your relations if you fight them, but then again you can't deal with the aliens to stop the infiltration without fighting the guards. Quite a Catch-22 situation. You have to fight both forces, but you can indeed just kill the aliens and run away without dealing with the guards. You forfeit any loot you would have picked up though.
You'll find the same happening with the Cult if they get infiltrated (yes, they're not 100% controlled by the aliens yet!). Only in their case, I'd recommend Raiding instead so that equipment is generated in the various loot spawn spots. If you don't plan to be friendly with Nutrivend for the rest of the game, you can do it with them as well.
You experienced the bug where a Brainsucker will stun itself if it jumps onto a prone agent. When this happens, remember to take the time to get off the brainsucker and shoot at it so that it doesn't wake up later and jump on one of your troops from behind.
Smoke does work, but it wasn't working in this instance because the enemy was already firing on your agent. They basically already knew where to shoot and were firing blindly - and hitting. Since they were hitting, they kept remembering where you were. You can also do this if you fire off blindly into the distance (or smoke) and just happen to hit something that you could not see. If hit, the unit becomes visible for a few moments. You can then get everyone to target it and keep shooting at it during this time.
The line of red dots by each gun show the ammo levels of your guns. If you leave your disrupter gun in your backpack (or anywhere else, for that matter), it'll keep recharging. Since a number of your soldiers were storing them away, they were recharging so will have had some juice restored by the time they had them out again. .
Prone's great for long range fighting, but don't try to fight enemies up close while prone. Your agent has to kneel, get up, turn, and then get back down again. All the while, they won't be able to fight back. If an enemy gets close, quickly stand up or toggle kneel so that you can respond to them without having to do that little dance of theirs just to face the target.
AP grenades are only really useful for personal protection against weak enemies like brainsuckers and hyperworms, or as a detonator to set off other explosives. For fighting, you'll be wanting the Boomeroids that the aliens like to use in great abundance, or the ridiculously powerful Vortex Mines. And by the way, when you right click to arm a grenade, you immediately get put into throw mode so you can click on the destination right away. If you can't throw for whatever reason, you can still hold onto the grenade, move into a better position, then throw.
What could have gone better in this mission would have been to have everyone pull back behind the trees earlier rather than stay out in the open and duke it out with enemies on two sides. You can't always sit out in the open and hope for the best.
Also in the case of the aliens that you could not see on account of the smoke: neutralize the smoke with stun grenades. Okay you didn't have any left at that point, but it's still a good example of where stunners are useful.
NeptunesNookGames, on 09 December 2015 - 10:24 PM, said:
Oh, I didn't know that would work, I was about to sell him.
This only works if the tech is still on the move. Once they've stopped walking, they'll stay in the building they stopped at, move in and keep drawing a paycheck without showing up for work.
May as well fire him and hire someone new. The trick is to immediately go into ultra fast for a moment after you come back to the cityscape after hiring the tech.
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.