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Dammit DIE


Saber123

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Well what can I say? S it happens. The Marsec MG is a great gun as it allows an absolutely massive amount of shots per turn. The problem with it is as you've found out the power. It isn't very strong against many of the aliens. Brainsuckers, all of the worms, cocoons etc. Fine. But Anthropods, Skeletoids and other large freaky alien things, just don't seem to mind it that much at all...

I don't pretend to know what I'm talking about I just say it! :)

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They aren't wearing shields are they? That tends to put a few crimps in things. :)

 

Did all of the shots hit?

 

You might also want to try dual law pistols as an alternative since they're more powerful on a per-shot basis. Sadly they're not as fast as the m-4000's and have smaller clips.

 

Alternately try the plasma pistols. They deal 35 damage and can go 56 meters (Disrupter guns can do 42 and go 50 meters).

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The problem with it is as you've found out the power. It isn't very strong against many of the aliens.

 

Which is a crying shame. really. Some of my oldest, best and most-enduring memories of Apoc revolve around dual M4000-related hooliganism. There's just something class about one guy standing in the middle of a corridor hooning three mags a minute from the hip :angel:

 

/me wipes a nostalgic tear from his eye.........

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  • 2 weeks later...

Does anybody use sniper rifles? There awsome in turn based (because they don't move). Also don't forget the all might gernades and stun gas (i still use gas late into the game even when i finished alien research). Plasma pistols do rock early on. (tip to new people. Raid the cult two times before any ufos show up. They have good weapons. If your lucky you can even get alien weapons before the aliens get them)

 

-PSY GUY- :power:

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i use sniper rifles. i tend to use them early in the game... about one person out of every squad gets one. cause i usually have one sniper per squad, and i give them 1 sniper rifle & one pistol (as a back up). either lawpistol, or plasma pistol.

 

these guys tend to replace their sniper rifles with devastator cannons later on tho. (more power and almost as much accuracy).

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I use the MGs mainly to boost the accuracy of poor aim agents. Just let them unleash full throttle and they will improve. It's usually the first weapon (MG) I ditch. Most of the firepower I rely on comes from the Awesome Cannon...er I mean Auto Cannon. Generally 2 clips of HE and 1 each of AP and Fire. I use AC over disruptors even and only start to phase them out when the D-cannon becomes available. As for sniper rifles I tend to equip 3-5 agents with it and form a sniper squad. It's a good long range weapon with a decent rate of fire/accuracy. Give this squad a good field of fire down a corridor or center them into an open room or up a level on a walway and they can cover a good portion of the field. Generally find them useful until force fields become standard. People with a MG are fine for shooting down brain suckers, but give them some stun &HE grenades plus a mine or two if you want them to have fire power. Once you get plasma pistols junk MGs, imho of course. Question I got is does anybody use the sword??
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Quite a useful device the plasma power sword.

 

In close quarters, it's far more effective than the devestator as it is much faster and can also deal 15 extra points per blow. One soldier with two of these can do in a cultist (or anthropod/skeletoid), starting at full health and shields, in under two seconds.

 

It's also thin enough to slip snugly in the side of your pack, not getting in the way of any shields. Makes it a good 'last-resort' or 'close-combat' weapon for soldiers carrying guns with limited ammunition.

 

On the other hand, it's pretty useless as a long-range weapon (2 tiles!), and it is rather wasted on your soldiers if you let them attack via reaction fire. The pauses in between the reaction fire is somewhat discouraging. Luckily, force-fire gets around this.

 

No, I admit, it's not a good group weapon, and it does get pushed aside once devestators are at your disposal. But with just one agent, and some clever footwork, you can deal tons of damage with the swords.

 

Teleporters and swords are also a very nice combo. Just port in, make a kill, then port back to safety for shields and swords to recharge.

 

- NKF

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  • 2 months later...

i tend to go for a mixture. my troops are specialists.

 

most get toxiguns, all get ap grenades, stun grenades, vortex mines, cloaks, and shields.

 

about 1 in each squad of 4 gets a devastator cannon for long range demolition.

 

and the squad leaders in each squad get a plasma sword (just because :power: )

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  • 1 month later...

In my squad, when raiding say the Cult of Sirius, my entire squad has dual Devastator Cannons, and I hardly ever use grenades!

When Toxiguns become available I begin to give them different mixtures, some having a toxigun and every space filled with clips, some having shields and devastator cannons to counterract those nasty entropy launchers!

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While we're still going about weapons, a little more info about the plasma sword:

 

It can actually attack a little further than 2 tiles, but not straight forward. It has to be done at an angle, which means attacking upwards. Great way of bringing the roof down over your enemies heads... or attacking large structures. Your minimum firing range is two tiles, but if the 'bullet' doesn't hit anything, it can still go on further for a bit.

 

One good example are the mission targets in the first alien dimension building. While full suits of X-Com disrupter armour tend to be impervious to explosions caused by dimension missiles (!), and they can often shrug off vortex mines if not standing directly on top of them, you can actually get killed by the mission targets if you're standing too close to them when they explode. The explosive power is just too great for the X-Com armour. Tried to cut one down with the swords, and boy was I in for a surprise.

 

If you want to cut one down with the swords, you'll have to stand about 3, 4 or maybe 5 tiles away. Face the mission target, then force-fire at the tile directly above and in front of you, or maybe two tiles in front and above you. You might have to reposition yourself a bit, but eventually, you'll either bring the roof down over the mission target, or you'll clip the top of it.

 

I think this might work with the megaspawn. It'll definitely work with skeletoids, but you're going to have a hard time aiming the sword.

 

Oh, and just FYI, four direct hits with the sword will not only destroy a disrupter shield, but will instantly kill a superhuman anthropod. This means dual swords and two teleporters would make a terribly effective combination for quickly taking out enemy snipers.

 

(Sorry folks, just on a roll here. The X-Com armour and the disrupter shields are truly a godsend in my current power sword campaign.)

 

- NKF

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