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Old 08-04-2006, 12:33 AM   #2291
Japo
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Quote:
Originally posted by Cockroach@Apr 8 2006, 02:19 AM
The standard pistol is about as accurate as it gets and the difference with the rifle in damage is insignificant. It only loses out at point-blank range, where the rifle can put all 3 shots on the target.
But I've told you, compare the pistol's damage (AP, laser, plasma, whatever) not with the rifle, but rather with the heavy cannon (or heavy laser, heavy plasma, etc.). Some aliens take great amounts of damage before dying, and I feel I can't afford to use but the most powerful weapon available.
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Old 08-04-2006, 01:46 AM   #2292
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I'd take something like a laser pistol any day over any 'heavy' but the heavy plasma. They just don't lay down the volume of fire, and you end up with a low reaction score after firing it to boot.

Bad frontline weapons:
Heavy cannon: 6 shots, 2 per round
Rocket launcher: 1 shot, can't move to cover
Blaster launcher: 1 shot, precious ammo

Decent weapons:
Plasma Pistol: well balanced gun, doesn't excell at anything
Rifle: great for about 2 weeks, replaced with lasers
Pistol: #2 reaction gun, it's accurate, it's fast, it's a tad weak

Niech weapons:
Heavy Laser: slow, inaccurate, fairly weak, only useful against sectopods
Plasma Rifle: #1 sniper, outclassed by heavy plasma and laser rifle in assault rolls

Excellent frontline weapons:
Laser Pistol: #1 reaction weapon, 12 shots per turn, eats anything up to about chryssalids and ethereals
Laser Rifle: all around good rifle, good power, good accuracy, no ammo
Heavy Plasma: Muton killer, door breacher, a tad slow, ammo can be problematic at times
Small launcher: awesome area effect, drop sectopods like flies
Any grenade: don't need line of sight, cheap, don't trigger reaction fire as easily


Your best bet with the X-com games is a mixed squad. 2-4 heavy plasma, 6 or so laser rifles, 2 high reaction grenadiers with laser pistols, and either a tank or some guys with supporting weapons like autocannons or rocket/blaster launchers (with pistol backup). Going all heavy either gets expensive on your elerium or you end up with lots of dead troopers who were to weak to move under the load.
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Old 10-04-2006, 11:01 AM   #2293
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hmm, this game looks fun, very fun.. but problems.
I rnu the game in windows using UFO. exe and build a base, some aliens come along so I go to intercept, i get there and click start the misison or whatever and it encounters a problem and needs to close
                       
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Old 10-04-2006, 07:25 PM   #2294
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Good advice cockroach but plasma pistols are better than laser pistols?
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Old 10-04-2006, 08:04 PM   #2295
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But they also need Elerium and have a limited ammo supply.
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Old 10-04-2006, 08:15 PM   #2296
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they are still better
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Old 10-04-2006, 09:40 PM   #2297
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You know, this may be off topic, but 174 pages + of responces to this topic. It's a tribute to the sheer power of this game.

I wonder if there's a way to see what threads on this board has the most replys, etc.
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Old 10-04-2006, 09:52 PM   #2298
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Why dont we use ufo2000 for multiplayer?
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Old 10-04-2006, 11:25 PM   #2299
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There's a topic for that, keep this to UFO : EU.

And MasterMC, yes, Laser anything is infinite ammo.
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Old 10-04-2006, 11:43 PM   #2300
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Quote:
Originally posted by Cockroach@Apr 8 2006, 01:46 AM

Bad frontline weapons:
Heavy cannon: 6 shots, 2 per round
Rocket launcher: 1 shot, can't move to cover
Blaster launcher: 1 shot, precious ammo

These are not frontline weapons. They are support weapons and are used for support purposes. The blaster launcher is for making extra entrances in UFO's and for clumps of aliens. The rocket launcher is for clumps of aliens and four square sized terror critters, it is also good for clearing away the jungle and widening windows to allow your troopers to shoot into buildings. The heavy cannon is a trade off of extra rounds and higher rate of fire in exchange for reduced effectiveness. The autocannon adds more rounds and autofire, but lacks the punch to knock open brick walls.
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