Jump to content

Rataxes

Members
  • Posts

    5
  • Joined

  • Last visited

Rataxes's Achievements

Squaddie

Squaddie (1/5)

0

Reputation

  1. Rataxes

    Tanks/Cannons?

    Raiding supply ships is an exception, you really have to get there fast to catch them unless your base is really close to the alien base, or you see the ship coming 12 hours in advance. I find doing supply ship raids with a Skyranger next to impossible.
  2. Rataxes

    Tanks/Cannons?

    Yep, you got it. It even says in the UFOPedia that it's HWP capacity is 0.
  3. Nope. I keep 200 Elerium in reserve, but the rest I spend freely. All that unused Elerium does is clog up my stores I personally think the difference between the Power Suit and Personal Armour is staggering. When hit by Heavy Plasma with the PA on, you can, with barrels of luck leave your soldier crippled with fatal wounds that'll kill him in less than 10 turns. PS more often than not absorbs the entire hit, not even being dented. Of course PA is better than nothing, but I can't be bothered with it when PS is so close at hand and relatively cheap for the protection it provides. I mean, a single raid of a small ship provides enough materials for 10 suits, and when you take into consideration that the number of casulties probably will decrease a lot once you get your entire team outfitted with Power Suits (thus less need to get new suits) I think it's a sound choice financially as well I also play Ironman (actually my current is my first real one, no reloads in either Battlescape or Geoscape) and my casuality rate isn't that high. No armour yet, and I get maybe 4-6 rookies killed per expedition, I expect casulties will decrease once I get them outfitted, so maybe 15 Elerium per battle? I can deal with those costs
  4. I always skip the Personal Armour, since I find them too weak to give my crew a decent chance to survive a direct plasma hit. The Power Suit is only one step away in the research tree and only costs a measly 5 Elerium, I think that's a fair price to give all my troopers a decent chance to survive enemy fire. Must be quite a chore to outfit your crew at the start of every battle with that mess of an equipment list NKF Don't find the Psi Amps that overpowering. At least on Superhuman, it's pretty damn hard to crack the psi defence of any alien. I'll bombard a Floater with 8-10 Psi attacks from Psi Troopers with 80-90 Psi Strength and 60-70 Skill, and they'll be lucky if his morale has even dropped to half.
  5. Very early on (usually just the first mission) - Rifles + Clips for all my designated Snipers (FA 60+), Stun Rods and Grenades for the rest, the Infantrists. Early on - Laser Rifles for my Snipers, Laser Pistols or the Stun Rod/Grenade combo for the Infantrists. Mid game - Heavy Plasmas for the Snipers, the Infantrists inherit the Laser Rifles. Power Suits for everyone. Medi-kits for about half of my Infantrists. Late game - Heavy Plasmas for everyone. Flying Suits for the Snipers. A few Psi Troopers equipped with Mind Probes and Psi Amps. A few Blaster Launchers and Stun Launchers distributed among all of my crew. Snipers are the ones that usually last to improve, since I keep them close to the ship to take out any aliens that my Infantrists discover in the terrain, the interiors of ships are entirely left to the Infantrists. Those are the ones I consider expendable and that part of the squad mostly consists of freshly recruited rookies, veteran Infantrists are rare, even when they are protected by state of the art Power Suits :/
×
  • Create New...