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Top Killer Method


Squamry

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Just thinking back to the older Xcom games which each had a preerred killing method:

 

original UFO: Jury out between plasma or laser rifles.

TFtD: GEt close and drill them:

Apocolypse: Tox guns

 

So what's the top killer in UFO and the research tree required?

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Not sure really. I tend to use the shotgun (the automatic one, can't remember the name) inside bases, and quite a bit of sniper outside. Depends on your tactic I guess... (but in the end I guess the PSI stuff were the top killer)

 

Oh, and welcome to the boards by the way!

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The advanced plasma rifle is quite a nice weapon vs most transgenants, combined with other troopers carrying either a hard or warp damage dealing weapons they can take out any transgenants.

 

Splash damage weapons are also good, I remember blasting about 9 transgenants in the 1st few seconds of a base defense mission with a corrected burst mode SuperStriker. The guy managed to empty the magazine in less than 2 seconds and all 12 grenades wiped them out. Quickest mission ever done by me.

 

This game has proven to me that a variaty of weapons are needed depending on mission type, terrain and enemies you're facing.

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Early days yet, so still finding various rifles, a misture of assult and sniper, the best for most circumstances and a few auto shotguns for bases. Just started experimenting with the plasma rifle and this seems reasonable except for the amunuition requirements.
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  • 2 weeks later...
  • 2 weeks later...
Well... One of my favourite methods, especially when someone is wielding either plasma gun or missile launcher is to run directly towards the alien and then gun him down with CAWS or neostead. And the glossary is right, CAWS deals horrific amount of damage to enemy. Apart from that, in base missions I like to use flamethrower... not the best of weapons, but certainly one of the most painful, LET THEM BURN!!!!
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well, I usually move all my soldiers as one single group and have mostly long-ranged weapons like sniper rilfes and steyr aug's. I can pick off most enemies in no time. especially since I usually concentrate my fire instead of spreading it out. I also have a grenadier for groups of enemis and a guy with a shotgun if the enemy would get dangerously close. what I have problems with is enemies with rocket launchers. those really fuck up my group tactics. but I meet those in bases or ufos 99% of the time and usually get up close with the shotgun and assault rifles before they can do much damage.

 

long ranged hard damage seems to be the most effective anyways.

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When I fight transgenants I prefer to use a combination of sniper rifles, hybrid laser rifles, hybrid plasma rifles and grenades.

 

When I fight the Reticulans I give top priority to getting hold of a few psi projectors once the Russian base mission becomes available. Mind control is the most effective weapon avaiilable for close combat with the Reticulans.

 

I never bother with the weapons that can only be used by somebody wearing heavy armour as they take too long to deploy and he has no chance of outrunning a morelman or Reticulan with a rocket launcher.

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I never bother with the weapons that can only be used by somebody wearing heavy armour as they take too long to deploy and he has no chance of outrunning a morelman or Reticulan with a rocket launcher.

Outrun? Excuse me while I laugh, ha ha. :-)

These guys never run. They don't have to. They will blast away every Gray before he can fire. If not, they can survive a single rocket thanks to the heavy armour. And a good tactics calls for a screen of other soldiers that protect against surprise rocket or psionic attacks.

The collapsible machine gun deals 1500 damage PER SECOND. And it has range that equals sniper rifles. That means you can shoot farther than you can see, and you don't really need to move them often. And it packs 5 times more ammo than the gatling gun.

A single CMG has enough firepower to finish most of the missions by itself. The rest of the team is there for support, mostly.

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I tried that, but the Reticulans and transgenants always seemed to aim for my heavy guy protected in a corner. I suppose I'd better work on my tactics a bit more.

 

The MP7 was awsome at close to medium range, until Altar realised that they had made it more accurate in burst fire mode than single shots. Now it's merely excellent.

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Heh, maybe your aliens have higher AI (Alien inteligence) then mine. Or maybe it is question of visibility - they will not attack the guy in the back because they don't see him.

I'm now playing a campain and can't wait when I will get the machine gun at last. I already have the railgun, gatling gun and double barrel gun - they just don't compare.

Btw, I have just witnessed something wery encouraging - an alien fired a rocket at me, and he missed so much I didn't even need to move my men. I was rather amused.

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  • 5 months later...

First of all, let's state that I'm talking about unmoded game, cause some of the mods make the game experiece change very much.

First of all i'd like to disagree with some of you who said that heavy armor + big bad guns rock. Usually they don't for your guys are sitting ducks for aliens that tend to use microslug/psi whatever and warp the heavy armor doesn't protect you from. And the weapons weight so much that even a guy with superheroic speed and strength get quite slow (if you don't want all your teammates work as packmules). And the most important drawback about these guns is that it requires marksmanship as a special trait (I mean who on earth would give a gattling gun to a sniper).

The laser and plasma weapons are also quite if not completely useless. Using alien weapons in general has never proven worthy in UFOAM, if not trying to make special victories (like finishing the game only with laser pistols). Only good thing about them is ammo, but even then it's not worth the trouble.

 

BUT there are weapons that really make aliens feel sorry for coming to this planet

1. MP7 is good. Even after the burst fire accuracy bug was fixed it still is the best MP in-game. But because of the short range MP's are really good only in indoor missions (and it makes sense to me).

2. Steyrs are really good for they have great overall stats and can deal massive amounts of damage if given to the right soldiers.

3. Sniper rifles ARE good, especially with a sniper with heroic+ in markmanship.

4. Super Striker is the best in base defence missions (i have already defeated 4 alien attacks on my bases with just two guys with superstrikers).

5. Shotguns - well noone can survive a cloud of lead. CAWS and Neosted, combined with MP7's make all alien base and craft missions quite easy.

 

So, stick to the real existing weapons (or prototypes). Real men use lead to kill their enemies.

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UFO Enemy Unknown: My preferred weapon of choice for much of the game was the rocket launcher. Aimed shot has 115% accuracy. Add in another 10% for kneeling and your soldier only needs an accuracy score of eighty to have perfect accuracy. You usually get a least two upper sixty accuracy soldiers in your first squad. Add in the the large rockets do enough damage to one hit KO cyberdisks, reapers, and chysalids then add in the lovely splash damage and you almost never need more than two guys with four shots each. Finally, with a little training your guys will learn to reload and shoot in the same turn. The rocket launcher completely redefines devastating.

 

UFO Aftermath: I finished the game with improved hybrid plasma rifles and collapsable plasma turrents. By the way, all collaspable weapons use the launcher skill. You're thinking of the double barrel machine gun which uses marksman for some reason. But in any event, it doesn't matter anyway because they do such absurd damage that nothing will survive anyway. I didn't make a specialist to man the turrents, I just used my normal Rifles/Aliens soldiers. Two of them in turrents was more than enough to clear the first part of the final mission without anything getting off a single shot in responce. And for the final mission I posted both turrents outside the final room and had my fastest guy open the door and haul behind away. NOTHING got down the hall, although I did need to apply plenty of first aid.

 

Think of them like siege tanks in Starcraft. One turrent stays deployed while the other moves up. Then he deploys and the one behind moves up. Leapfrog like this with your riflemen scouting ahead.

 

I don't really like the laser or plasma weapon types. Just about everything ignores it. It's just that the hybrid plasma rifles are long range shotguns! That uniqueness makes them good. In addition, the plasma turrents were lighter than the rest of the collapsable weapons, which is exactly what my low strength soldiers needed. The laser weapons always struck me as gimps. I didn't even use the alien laser rifles before they were toned down in the patch! Same for the plasma thrower.

 

Earlier I use G3s and Neosteads. When they become available I add in G11s or Steyr AUGs. I don't use CAWS because their autofire range is pitiful and aimed shot damage is pitiful. Neostead gives the best balance in my opinion. If the soldier is a rookie, I'll give him a sniper rifle until he can get his rifle skill up. Doing it again, I'd add throwing to the mix over the aliens skill. That would give me all three attack methods (Long Range, Short Range, and Thrown From Cover) in the same soldier for less attributes spent. It would also give me more capacity for the normal soldier to use with collaspable weapons. Finally, even though I didn't lose many soldiers during the game, only one soldier actually made it to Superheroic/Superheroic in two skills that used different statistics. Throwing and Rifles share Agility, so I have a good shot at getting a full team of Superheroic/Superheroics!

 

I don't really like submachineguns or pistols. They are too short range. Sure, they do a lot of damage but what good is the damage if you miss half the time. Rifles don't do as much damage but the accuracy is great, so you end up doing more damage at all but close range. For close range you can bring up the shotgun dude and still do more damage than a submachinegun. Finally, you don't get much else from dexterity, but willpower has a number of very useful abilities. All in all, submachineguns could have their place, but rifles just give you so much more utility for your stat points...

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  • 2 months later...

I'm in the early/mid game, so the best AR is the G3, the best sniper rifle is, IIRC, a Remington one, and the best Shotguns are Neostead and CAWS. Shotguns are DAMN GOOD against certain enemies (Crab Cars most of all, but also Reticulans), and especially in the single-shot mode. Snipers are VERY good for most open and semi-open terrain outdoor missions (long city streets, steppe, anything but very tight forests), as they have a DAMN LONG RANGE, longer than most of the guns the Transgeneants use and some of the guns the Reticulans use; in flat terrains (very long streets, ice-shelves, open deserts), they simple RULE this part of the game - they take out enemies before they can do any damage to my troopers.

 

G3's are good as an all-around gun, both for medium-range "sniping" in single-shot, and for close-quarters lead-spraying, but they are rapidly losing effectiveness, especially against Reticulans.

 

Grenades work VERY WELL against low-ranked Reticulans and most Transgeneants, but aren't very effective against yellow-shielded Reticulans. Haven't tried any Heavy Weapon except for the RPG-7 (which is too slow IMHO, though it kills Reticulans easily), and haven't tried the newer grenades yet - are they worth it?

 

And I'm considering the possibility of having one or two soldiers carrying pistols and grenades, so that they could throw these easily; but how are the handguns when compared to rifles? worth investing in the skill at all?

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I never used the pistols much. The Desert Eagle is fairly powerful I seem to remember, but not really worth it I think. So I think I'd go for G3 or Neostead and grenades.

 

Regarding new grenades, what are they? Can't remember the other grenade types...

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Not sure really. I tend to use the shotgun (the automatic one, can't remember the name) inside bases, and quite a bit of sniper outside. Depends on your tactic I guess... (but in the end I guess the PSI stuff were the top killer)

 

Oh, and welcome to the boards by the way!

 

M8 i restarted this game many times (i am X-Com addict) but I hate it,is there a way

to make it playable?

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M8 i restarted this game many times (i am X-Com addict) but I hate it,is there a way

to make it playable?

What would it require to be playable for you? There are mods to change it somewhat, but the basics of play remains the same. Use the X-Com Music Mod from our files section. Takes you a bit closer to X-Com :D

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  • 4 weeks later...
  • 4 months later...

My tactics narrowed down pretty much as a began to reach the end of the game. Snipers & Steyr AUGs outdoors fighting transgenants, neosteads indoors base/craft assaults and defenses. A few fire grenades for fun.

 

Then the very final missions I gave everyone the heavy armor, collapsible plasma gun and neosteads in the backpack just in case. Moving slow, covering angles and alot of waiting for reticulans to appear.

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