Re: [Let's Play] UFO: Alien Invasion
Posted: 2011-07-05 05:01pm
Ahh, yes, sorry. Concur on dropteam movement. Provides more equal coverage of planet (at least in my sleep deprived mind) and allows us shorter trips to New Vegas.
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Thanks for the info Edi. Change order:Edi wrote:Stun rod is single-handed, so a pistol + stun rod combo allows using both weapons simultaneously without switching. The stun rod is fairly big, so it's backpack storage only for riflemen and takes a fair amount of time units to deploy from there.
More likely a meat popsicle, with the original in cold storage and clones sent out on missions. I mean, really, with regular updates to your memories, they could do that for, well, ever I suppose. Me, I'm Prince Albert in a Can. This is metal sarcophagus I wear will be my final resting place whenever the power cells for the cybertech run dry or a xeno hits me with a nice burny ball-o-plasma.OmegaChief wrote:... you mean I've been a Cylon all along?
Remember that huge honking rocket launcher and carrying it around too long? Perhaps the Director is a latter day Arnold Schwarzenegger and can use this thing one-handed, but the rest of us ain't and can't. Try to use this thing with just one hand and you won't hit the broad side of the barn from two feet away while facing it. From the inside. This little piece of crap requires you to use both hands if you wish to fire anywhere close to the general direction of the general direction of the enemy. And it only takes flechette shells. If you absolutely positively need to use shotgun, see Primary Weapons, Riot Shotgun.JonB wrote:Now, for the promised weapons. Remember guys, you can have a Secondary weapon AND (a Primary OR a Heavy) weapon. I'll sort these by Name as they appear in the UFOpedia, giving my ranking out of 5 for each, the type of skill required and a short description of them.
Secondary
- Micro Shotgun
3/5, Close Combat
For when you don't want both hands on a proper Shotgun, this is your substitute. I may have used it in the early game with a Medkit or Stunrod or Grenades, but now into the Midgame, it's lost it's lustre.
This thing can score whatever it thinks it wants, but the one thing it can't score is reliable kills. It'll hose down an unarmored taman from close range all well and good, but try it on an ortnok or one of those mechanized spiders and you're lucky if you get off as lightly I did the time I nearly died. Stick one of those lighter body armors the aliens use on a taman and you can walk right up to one and empty clips from this thing into it all day and all the bullets will do is go *ping* on the armor. And then you'll get a face full of plasma or a gut full of kerrblade and that'll be that.JonB wrote:
- Submachine Gun
2/5, Close Combat
DAKKA DAKKA DAKKA. Except this weapon requires two hands to use, and thus is rendered irrelevant in the face of an actual Machine Gun or an Assault Rifle. Scores higher than the above due to sheer damage output for a Close Combat weapon.
Essentially correct, but unless you're firing from a ridiculously long range, you're going to need a lot more on target hits with the laser than with this baby to score a kill. And if you don't score a hit with every laser pulse, chances are the xeno and his buddies will send enough Plasmatic Pesticide downrange that you'll be in serious danger of turning into melted goo. See the Director's notes on the laser rifle and keep this in mind.JonB wrote:
- Sniper Rifle
3/5, Sniper
Another excellent early-game weapon, it's starting to fall behind with the advent of the stupidly accurate Laser Rifles. Still has a place though for people in the back though.
The Director at least has the grace to admit his bias here. While the riot shotgun is by no means an optimal weapon, it can be situationally very useful. It suffers from being a short range weapon, but at that range it packs quite a punch. It's quick to use and the saboted slugs will ruin a xeno's day in a hurry if you can place them correctly. You can also use this to take down a xeno in close proximity to civilians without resorting to a long pig barbecue as a side dish. This is not a weapon for the open fields, but for quick, dirty close quarters work. Oh, and forget the damned flechette shells. Any xeno wearing armor is immune to them, but the unarmored one's don't like. You just need to get to flame thrower range with those, while the sabots carry further.JonB wrote:
- Riot Shotgun
2/5, Close/Assault
I'm not a fan of the shotgun in general, so I may be biased against it. It's best used at the same ranges that the Flamethrower is used at, which is a better weapon in general. Close skill is used for Sabot slugs, while Assault for the Flechette. Range or Damage, take your pick.
Remember: Long range work. If you're relying on this for close quarters work, you're doing it wrong and you only get so many chances of doing that before it catches up with you.JonB wrote:
- Laser Rifle
4/5, Assault
High Range. Stupidly high Accuracy. 8-5 shots per clip, depending on the firing options. The only downside is, like all laser weapons, it doesn't hit as hard as others. Great for reaction fire, and harassing enemies at long range.
If you're not carrying a sidearm with this, you're sooner or later going to become a prime exhibit to the efficiency of the Plasmatic Exterminator Agent. I would nearly always take a machine gun over this one, but that comes down to personal preferences and how up close and personal you like to get. I don't like to get THAT close. Not unless I have somebody for backup who has at least a riot shotgun or something with slightly longer range to deal with aliens popping out out of flamer range.JonB wrote:
- Heavy Weapons
- Flamethrower
7/5, Heavy
You read that right. The Flamethrower is such an awesome, inhumanly brutal weapon of mass Xeno killing that it's goneBEYOND THE SCORING SYSTEM in terms of how much I love it. Force Lord has been camping this since the beginning of the game, and he's one of my star characters. Only downside is the short range, but with good armor, and cover, it shouldn't be an issue.
This is one weapon I've never personally liked, but to each his own. Hats off to the Director for having the balls to pick this one, since extra ammo takes up so much space fitting in a sidearm is a challenge.JonB wrote:
- Rocket Launcher
3/5, Explosive
Longest Range of all weapons (Sniper has a range of 90, the RL a range of 250, the Rocket suffers now from lowering damage when compared to other weapons, and alien armor pretty much guarantees a survivor. It's also the cause of all three Civvie casualties in the game so far. With Eternal Freedom dead and re-born, JonB is the only person with any good skill in this weapon (and one other, below).
Requires a side arm and you can only use reaction fire with flechette grenades, but other than that, this weapon is the God-Emperor of the battlefield bar none and allows a wide variety of tactical options, such as bouncing a timed burst of grenades of a building roof and onto the other side right on top of xenos your squadmate just scoped out for you. It doesn't have a long range, but if you do get in range and have even half an idea of what you're doing, you'll more likely than not be top of the scoreboard. A man with this weapon can singlehandedly take out entire squads of xenos.JonB wrote:
- Grenade Launcher
4/5, Explosive/Heavy
The other 'Explosive' type weapon in the game, this does exactly what you expect it to. Throw grenades around. There are two types, High Explosive and Flechette. The HE goes BOOM, while the Flechette hits a wider area. I prefer the HE rounds instead. There are also two very different firing modes. One is Air-burst, which is my preference, and sets the 'Nade to explode in the air over the enemy. The other mode is Timed, which allows you to make bank-shots better. Just don't use it when the 'Nade can roll or bounce past the target and they get away unscathed.
In the hands of a skilled soldier, this weapon beats the assault rifle handily, especially if the xeno has armor.JonB wrote:
- EM Rifle
4/5, Assault
The replacement for the Assault Rifle here in the mid-game. Suffers from a small clip, and piddling accuracy at long range, especially when compared to Lasers or the Sniper Rifle. We should have this or the Assault rifle on every team just in case Kinetic damage is called for.