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LOL in the end I just started to run away from Terror Sites after the Sectopods arrived. They are basically untouchable by any of the human weapons, even Rocket Launchers + Autocannons, doesn't matter what ammo you use, you will lose whole squads.
Crysallids are OK once you learn to use pistols instead of rifles, (as this can knock them unconscious as well as kill them) but mutons just own whole squads alone. Trust me, I tried it and I tried quite hard! |
Yeah I am really curious... :evil:
691 posts.... :whistle: I think it should be a challange like TT deluxe that was here some time ago... |
The TTD deluxe is still there. ;)
I think it's a good idea. Hard to judge who is better by a screenshot tough. |
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Hi again! I read a huge part of this topic (but not the whole :whistle: )
And i have some new questions, which will be pushed into my giga-mega walkthrough: -do i need small AND large radars to increase the number of succesfull detections, or is it enough to buy ONLY some large ones? -if stunning isnt succesfull at once, the stunned-ratio is seen in a grreyish bar inside health bar? -if one sees the target, but i shoot with an other man/tank, accuracy is affected? -is there always a commander on the base? even on fresh/newly created base? -i read that cautious attack is the most "engine-friendly" way of attacking. But does the altitude of the ufo affects the damages of the wreckage when it crashes land? -and a special problem of mine: i attacked even 2 bases in the late of '99, both had 1 sectoid commander. I stunned them, killed everyone else, but after finishing, i didnt see live alines captured in stat, and at home there was no researchable commander. Is it a bug? I can send my savegame, if anybody is interested. (i used win version with the modified executable of Collectors Edition Musix fix that has 1 time unit change/sec on geoscape) Thx to all! Ps. 12 years ago, when i first played the game as a kid, never thought that it is a so complex and amazing startegy game. Maybe, thatswhy i couldnt finish it without cheating :) I'd glad to see an IRC chat with the makers of the game, about tricks/interesting facts that nobody discovered till today :cheers: |
Large Radar are more efficient. If you can replace small radar with large one then it's better. Once you have the hyperwave decoder then you don't need any radar.
You got it. The grey bar over your HP bar is the stun bar. You can see it if one of your own soldier is being stunned or is trying to breath in a smoke square. You can shoot a target even if your squaddie don't see it if he have clear line of fire. I don't think there is extra innacuracy involved apart for the obvious part that you do fire from further than normal range. For the commander thing, make sure you don't already have 10 Aliens in your alien prison. If you are the kind of people who never do autopsy then it could happen that you don't have space in your alien prison and the commander is then killed before reaching base because you don't have space for him. I'd suggest launching an attack from a different base with a new prison or perhaps building a new prison at your main base and try again. |
Yeah, Careful is the most engine-friendly way to fight, and I think that all combats take place at the lowest altitude possible.
With UFO1 you really do need to do Careful attacks, as the engines get blown up really quickly. |
1, You dont need small and large radars.
I think the specs are that small radar has a 5% chance of detecting a UFO every minute in 160 nautical miles (approximations) And large radar has a 5% chance of detecting a UFO every min in 320 nautical miles (also approximations) so basicalls you dont need small radars. By increasing the number of radars you have all you do is simply increase chance you have of detecting a UFO, not the range. 2, Er im not too sure about the stunning thing, if the stun doesnt work first time then posibly the greyish bar, i think the greyish bar however can only go as high as the health left so a damaged alien is easier to stun 3, Accuracy is affected by range (i think). It is possible to shoot with a solder who cant see any aliens but stilll has a direct fire to an alien (ie out of the soldiers vision and no obstacles blocking the way). 4, There is always a commander, in the room above the room with a huge grav-lift. Alwyas a commander there, usually with a few other aliens as well. 5, Cautious is only engine-friendly when going against UFO's who cant shoot as far as your interceptor, i.e. a plasma beam interceptor can take down a large scout from cautious range without getting damaged. However when facing battleships i think it works best to attack using aggresive as the battleship can fire even out of your range, use multiple craft however when engaging and disengage the weaker dying ones, also only use firestorms, interceptors die in one hit against battleships. As for the altitude thingy, ive never actually tried that, it may be a factor but if you use a cautous attack less damage is done to the UFO. Dunno about your bug thingy, mabye the commanders died if you shot them before and bled to death or you didnt have enough storage space in alien containment, research the aliens to free up space. |
If you Agressively assualt a small or very small UFO with good weapons (Plasma Cannons) then there is a chance that all of the aliens will die.
This means none of the danger or hassle of attacking a downed UFO, which is always dangerous. |
Yeah,even to destroy the Ufo...Which isnt very good.
:ot: PrejudiceSucks I got 699th post,go! go! go! :D |
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