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XCOMUFO & Xenocide

Looting?


G.Wood

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HELP IS HERE! ARGH! ^_^

 

1. You only need to pick up the equipment if you intend to use the dash and grab method of stun-raiding. That is to say, you rush in, grab the equipment you came in to steal (in my case, it's usually power swords or plasma guns) and then rush to the exits. Short, sweet and simple.

 

2. If you manage to knock ALL the guards out (some may even leave the mission area on their own free will), the mission will be over and you'll get anything and everything that's not bolted down to the floor (i.e. scenery).

 

3. More agents does not increase the booty. This depends on what building modules the game generates in the map, as the equipment spawn points only appear in certain modules. Some players say that squad sizes influence the map size. I haven't seen this personally, but it's worth a shot if you really want to try it. I'd advise going in, getting a few of the more valuable items (like psiclones/elerium pods, marsec torso plates, expensive or useful weapons like plasma guns, autocannons and power swords) and then keep re-entering the building to find more of the same. The one thing you do not want to do in a stun-raid is to get a massive score. With too high a score, you will only end up unlocking new technology for the aliens. For example, you do not want to be facing entropy and dimension missiles before you've got the disrupter shields. The key is moderation.

 

4. Don't worry about the 50 unit listed on a cargo pod. They in can fact carry an infinite amount of equipment (or, well, 65536 if they're using 16-bit integers, or 4 million for an unsigned 32-bit integer). So one cargo pod is all you'll ever need in order to recover any loose objects on the map when a mission ends. Same goes for the bio-containment module, by the way.

 

- NKF

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Yep. A little rule of thumb, though. For the most part, every 10 bits will give you a number with 3 more digits (i.e. a comma). 10 bits = about 1,000... 20 bits = about 1,000,000... etc. So, instead of 4 million cargo space, you'll have about 4 billion.
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Sweet thanks for clearing all that up for me!!!

 

:beer:

 

About power swords, are they really that useful, does anyone use them? and to what effect?

 

And what is a good squad assignment? At the start i usually have 4 people in a squad, and 3 squads

 

each squad consists of

 

1 Double Laser Sniper on Aim

1 Double Machine Gun on Auto

1 Double Heavy Cannon on Snap

1 Single Minilauncher on Aim (or a Psychic with Plasma Gun and Mind Bender)

 

All units have 2 ap grenades and 2 stun grenades, also a medikit.

 

is that pretty good???

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Almost any equipment setup and squad makeup should do fine. Just don't go sending in solo androids armed with two power swords like I do. ;)

 

As for the power swords, two power swords on full-auto can kill a fully shielded alien in only 3 hits (from each sword) (about 1 - 2 game seconds). That's how good they are.

 

There are many tricks you can use to put them to great effect. Having three soldiers (two kneeling, 1 standing) in a triangle formation next to a corner can be very effective (like in those tunnels in the temples). Enemies that run around the corner will get cut to ribbons before they can even react. Even if they have shields.

 

The real trick is getting your soldier up close to the enemy. Apart from ambushing enemies around a corner, the fastest method is to have multiple soldiers running straight at the aliens at the same time. Have them abreast or at least spread out so that they don't get in each others' way. While this does make you vulnerable, each alien will only be able to attack one soldier at a time. By the time you surround the alien, it's all over. Oh, you might even want to consider dropping smoke grenades to mask your charge.

 

Then you can also use cover. Just run behind cover and have some other soldiers distract the enemy while you creep up on them.

 

Also, one additional trick with the swords are to actively attack your enemy rather than let your soldiers use their reactions. Your soldiers seem to pause for a few seconds before attacking. So if you force-attack, they'll start attacking right away. Also, stick to using full-auto.

 

You can actually extend the range of the swords, but you simply cannot aim them. That's by attacking an angle in an upwards direction. The attack will just go on and on until it hits something.

 

Once you get to the stage where you can get the personal teleporters, swords are even better. You do end up having to compromise and carry less shields and teleporters so that you can carry the second sword, but it's well worth it.

 

As you can see, I'm a bit biased. But that's only because I forced myself to play a game entirely with swords and stun grapples at one time. You end up developing strategies to work around all the problems with the short weapon ranges.

 

- NKF

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Personally i prefer to keep my distance and sinpe. Aliens have generally very poor accuracy even on superhuman, and my shock troops can easily pick them off without fatalities. Some injuries will occur, they do get lucky shots, and there is a problem later on with cloaking device+homing weapons combo. I still use this style, as vortex mines scare me more. Just keep cover near, and tactical retreat whenever needed. Keep your soldiers alive, and they will be superior shooters quickly. And don't stick with just one doctrine, situations and terrains change.
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That's exactly right. Change and adapt.

 

Do weigh up the odds between close combat or sniping though. One method will always be more useful than the other depending on the situation.

 

For example, sniping a lone multiworm is an excellent combat strategy. But prolonged firefights, especially with enemy rockets, can prove to be very dangerous indeed. On the other hand, getting into close range combat is excellent in that you can use auto-fire and not worry about missing too many shots, often resulting in a much faster kill (and a faster kill means less damage to you and your shields). However, this can be a very bad decision if you run into a popper, or the alien decides to use a vortex mine on you (note, it's still great against terror units like multiworms and hyperworms, who do not have vortex mines).

 

So do spend some time and consider your options. If one doesn't work, try the other. Combine several strategies even and come up with variations of your own.

 

But eh, this thread's about robbing organisations, right? ;)

 

- NKF

Edited by NKF
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okay getting back to the subject.

 

what you said about a cargo hold having basically infinite space, does that mean i could raid a building multiple times without returning to my base, and still have all the loot from each mission.

 

and does the equipped items on your troops, take up cargo space?

 

Also, I could use some help with research and ufo tactics, if you have any advice,

 

oh, and when is a good time to build a second base?

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Just thought of another question. With the mini launcher and the heavy launcher, it says they are guided missiles, can you set way points or guide them manually??????? I know the missiles turn a lill towards the target, but i wanna use them like blaster launchers from ufo defense.
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Re: Cargo: Yes. Exactly. Also equipment in your soldiers' inventory is not counted as cargo. So if you sent in a blazer turbo bike with only one soldier, you'd only collect the items that the soldier carts out with him/her/it.

 

Research tips:

 

Well, buying top-notch scientists is a good start. 70 - 100 are quite nice to start off with.

 

At the start, you might want to build two small labs. Later, when you get the large labs, you can move all the scientists into them right away.

 

Try to keep all research done at the main assault base. If you do decentralise the research facilities, here's an interesting tip you might find handy. If you start the research in one base, and then cancel it. It'll become available at all the other bases as well.

 

For bio research, research all the live aliens post-haste. Make the live multiworm a priority as It'll give you the large bio-lab.

 

For quantum research, just research everything and anything that comes along. A few of the UFOs are also very important for advanced ship research. Make absolutely sure you get a the purple type-3 early in the game. It'll be the first medium sized transporter you'll face. They're almost impossible to get later in the game, and are a crucial reseach bottleneck for the hybrid aircraft line of research.

 

UFO combat:

 

Hoo, this could take forever. At the start, swarms of hoverbikes and bolter lasers/lineage plasma cannons are excellent. Later in the game, smaller groups of heavy gunships (i.e. ships that can carry really big guns) are more useful. Yes, a bland tip, but I'm short on time at the moment. :)

 

2nd Base building:

 

Any time as long as you have the money to build it.

 

re: rockets

 

Nope, you can't. The homing system in the rocket is present in ALL rocket weapons. The genius is, even if you somehow got a completely hopeless soldier with 0 accuracy, the soldier will not need to worry missiles don't use accuracy to determine .... well, their accuracy. They're guided.

 

Rockets will actually do their best to turn towards their target. So if you manage to teleport away from the missile, if it's a wide open space, the missile will literally turn in a wide arc and come right at you again.

 

Hint: Androids, seeing as they don't raise their stats, make good rocket soldiers, especially since the launchers ignore the unit's accuracy levels.

 

- NKF

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Go on less missions.

 

Seriously! Only go on important missions, like terror sites and cut back on the raids on enemy organisations. In that same line of reasoning, shoot less UFOs down and only attack the ones you really need.

 

If you like to raid for experience and goods, then stop. Raid for a few goodies, okay, fine, but don't do it on a regular (i.e. hourly) basis. Let your training facilities train your soldiers up instead (as long as your soldiers stay at 100% health they'll work fine).

 

And yeah, blow stuff up. Especially the loot you find in a raid. They are a major part of your score, so the less loot you get, the lower the score. You can lose even more points by bringing the stuff in from your own stores, then destroy or just dump it in a map, any map, and then exit. (Great way of getting rid of that mountain of smoke grenades...)

 

However, while doing that, please remember to NOT damage the building. Or at least, damage as little of a building as possible, especially if you want to stay in good relations with the company.

 

More importantly, DO NOT open fire on buildings in the cityscape - unless they're your mortal enemies (like the cult). While shooting on anything in the cityscape is a sure-fire way to lose points, it's also a surefire way to make a lot of enemies.

 

Note: Alien technology changes are only felt at the end of the week.

 

- NKF

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Well, you won't know until you meet the aliens again in the new week.

 

Someone's compiled a list of when certain technologies are unlocked, but I haven't a clue where that was. It's probably somewhere deep in the old posts.

 

As for your score, just keep it in the positive and it'll be fine. Even a small increase is good enough in the early stages until you can get your research up to speed. You'll want to find ways to keep your funds up via other means (like buying Stormdogs, hoarding some of the parts and then selling them at full market value before the price drops - this won't give you copious amounts of cash, but you do get back more than you spent).

 

Just don't go overboard and get 3000+ points a week.

 

- NKF

Edited by NKF
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Well, you won't know until you meet the aliens again in the new week.

 

Someone's compiled a list of when certain technologies are unlocked, but I haven't a clue where that was. It's probably somewhere deep in the old posts. 

 

As for your score, just keep it in the positive and it'll be fine. Even a small increase is good enough in the early stages until you can get your research up to speed. You'll want to find ways to keep your funds up via other means (like buying Stormdogs, hoarding some of the parts and then selling them at full market value before the price drops - this won't give you copious amounts of cash, but you do get back more than you spent).

 

Just don't go overboard and get 3000+ points a week.

 

- NKF

 

Don't know if you're talking about this list here : http://www.xcomufo.com/forums/index.php?showtopic=3948, which is, unfortunately, far from complete :(

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You are correct, it's the sum.

 

- NKF

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  • 3 weeks later...

Looks like I'm in a bit of trouble then. I've finally become able to take down those big UFOs like the mothership and the other one. Now that I can, I bring them down, grab all the equipment and hoard it, then sell. Also, I bring along four guys with devastators and six with toxiguns for alien missions. For building raids or base defense, all of my guys are the same except one:

 

1 devastator cannon (I like the accuracy afforded by 1rather than akimbo)

1 medi-kit (just in case)

1 handy-dandy personal disruptor shield (thinking about using 2 each)

1 vortex mine (not a big fan of grenades as a general rule, but sometimes handy to have around)

All soldiers now use rockin' disruptor armor. This stuff is great; my guys can take hits with little or no damage even after the shields are downed.

 

And my psychic hybrid has all of this and a mind bender. BTW, how do you have so many power swords? Raid Marsec? 'Cause I can only buy about three (I never do, but I used to) in week 8...maybe I'm working at a slow pace, but I'm still prepping for my invasion of the first alien building. I haven't seen dimension missiles yet.

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I generally 'borrow' a few at the start of the game. Probably up to 4 at first, as I tend to dual them with grapples for a while. I then buy the rest when they become available. They are indeed only sold in small quantities.

 

- NKF

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Well, where do you think you are going wrong?

 

The one thing you've always got to remember when using swords is that you're always going to get hurt. The trick is to minimise that damage. If you start getting really badly damaged, it might be a good idea to have that soldier hang back or even retreat.

 

At the start of the game, humans and hybrids do not make good swordsmen. They don't have enough health to stand too many attacks. Androids on the other hand make excellent swordsmen because they start with a lot of health and can thus soak up a lot of damage - and they've got excellent stamina to boot and won't get targeted by brainsuckers - meaning they can break off and go on solo expeditions if necessary. Later in the game, humans and hybrids make better swordsmen after they've trained up in the combat lab.

 

The best strategy I find is to get in close as quickly as you can. Either by charging several soldiers at a solitary alien or to use cover and either wait or use cover to get closer to your enemy. When doing this, send the healthiest and most well protected (full Megapol armour, for example) unit first and then have the weaker units keep pace. The game really turns around once you get disrupter shields, as now you can willingly sacrifice some shield energy to get close to the enemy and kill it quickly. Then have that soldier hang back a bit to recharge before jumping into combat again.

 

Also, when you're up close to your enemy, consider walking instead of running. You can keep attacking while you're walking, but not while you're running. At this close range, every attack counts.

 

And since every attack counts, use two swords, or a sword and a grapple (use two swords once you're up against disrupter shields), and always use full auto. There is no sense in using aimed shots with swords. If your soldiers are not reacting fast enough to a nearby enemy, have them force attack the enemy.

 

Just keep at it and see where you're going wrong and try to think up ways to work around them. The best thing I've learnt from trying to play well with swords is that it trains you up to be a better player with your ordinary weapons.

 

- NKF

Edited by NKF
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A side note: If you are far enough that you have disruptor armor and shields (along with toxiguns), you can stop worrying about "too much score giving aliens new tech".

 

IMHO, you should get toxiguns before/when aliens start using shields, and research shields before/when aliens start using entropy guns. You do not necessarily need toxiguns against shields, but they make capturing shields and killing shielded aliens a lot easier. Without shields, you really start having trouble with entropy guns, since a single shot can put an agent out of action.

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