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#1 Jonaleth Irenicus

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Posted 17 March 2004 - 04:48 PM

I know most of us prefer crawling a group of soldiers in front of the UFO gates and waiting for the aliens to come out. Well, a few things about that approach always bothered me. First, when the gate opens up, the aliens that are in the elevator start firing at you. Also, most of the time, you end up being a bit close to the gates. Sometimes poppers end up getting through (admist all the chaos), and we all know the Antropods that love smoke grenading and boomeroiding your squad. Skeletoids fly high and cause more problems than necessary.

I tried doing something different in the last few UFO recoveries: I didn't camp right in front of the gates. I camped my guys in an area that was to the right/left of the gates. I don't mean positioning your men in front of the gates but a few squares to the sides, I placed my squad almost to the side of the UFO, facing the area in front of the UFO gates.

Some UFOs have their gates down in their "crash valley" (the low level created by their crash). In such UFOs, if you place your soldiers one level up right/left of that valley, the aliens come out of the gates, but they have to climb the walls in order to open fire at you, and you can rain them with all you have as they make their slow progress. Also, since you are well away from them (and one level higher than them), they can't throw grenades or boomeroids (if they try, they have a big chance of hitting the earth wall and thus getting themselves killed).

The only problem with this tactic is sometimes you have to position your squad so that they can't see the gates, and in such cases, certain "sneaky" poppers will go all arund the UFO to surprise your squad from behind. It's fairly easy to deal with this: have one soldier facing your flank/back at all times.
Passenger ship terror site, first turn, I open the door of my Triton, there is a Tasoth up on the next floor (his back is facing the screen so I don't know what weapon he has).

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.

#2 Rob Beaux

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Posted 22 March 2004 - 09:25 AM

I use a similar tactic. I usually set a squad on both sides of the doors at roughly 45 degree angles to it. Then wait for them. I never had a problem with the poppers sneaking around. If you get the squads in the right spots you cant see the elevators ( so no firing by aliens on them) and the aliens are usually caught in a crossfire that shreads them to pieces in seconds.

#3 Robo Dojo 58

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Posted 22 March 2004 - 09:54 AM

If you press "tab" you can see the map. From there, it's much easier to make sure your guys don't line up with the doors.

I found Marsec Proximity mines to be extremely useful at UFOs. They have enough power to break the UFO doors, which can come in really handy. The proximity ability is a bonus. It works great for alerting you of poppers, which are usually the first ones out. :)

I like to have one squad hold the door, while another squad uses vortex mines and devastators to make a door into the UFO. It's so fun to do. ^_^
Posted Image Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
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#4 Jonaleth Irenicus

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Posted 24 March 2004 - 10:49 AM

I never really tried entering the UFOs by digging through their hulls. I mean, they have a door for you, it's not like they use teleporters to go out of the UFO themselves.

Besides, I think before you get to breach the hull, enough aliens have died trying to get out from the gates that the ones inside have panicked (and probably running around like chickens with their heads off).
Passenger ship terror site, first turn, I open the door of my Triton, there is a Tasoth up on the next floor (his back is facing the screen so I don't know what weapon he has).

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.

#5 floater medic

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Posted 17 June 2004 - 11:30 AM

how the heck are you sposed to take out the crew of a battleship ??

i have 8 guys armed with boomeroids devestator cannons and marsec armour (with the megapol chest)

i survive up to the point were the mega-spawns leave the ship

they wipe me out in 0 seconds flat

HELP ME
-WHEN THERES A WILL THERES A WAY WHEN THERES A WHIP THERES A GAY-
-STICKS AND STONES MAY BREAK MY BONES BUT WHIPS AND CHAINS EXITE ME-
-MOTHER ALWAYS SAID LIFE IS LIKE A BOX OF EGGS......STUPID COW-

"a plastyc bag??? we cent tayk a plastyc bag if it hasen` got a speshel mark! doos eet hev a speshel mark????? oo it dont hev a speshel mark!!!!! we cent tek that eet cud strngle a lil kiddie that cud!!!!!!!"

#6 Puasonen

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Posted 17 June 2004 - 11:34 AM

Megaspawns are a pain in the a-s-s, you need toxiguns to deal with them. Toxiguns are the greatest weapons of the game! Have you researched them yet? "biological warfare"
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#7 Tuoppi

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Posted 17 June 2004 - 12:20 PM

Give them smoke, Megaspawns are very vulnerable to it... then throw/shoot their general location with everything you have got.

At least up to average difficulty you can stand and shoot a megaspawn from square next to it and it cannot see you. Just keep the smoke thick.

#8 Puasonen

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Posted 17 June 2004 - 01:10 PM

Give them smoke, Megaspawns are very vulnerable to it... then throw/shoot their  general location with everything you have got.

At least up to average difficulty you can stand and shoot a megaspawn from square next to it and it cannot see you. Just keep the smoke thick.

Really? I didn't know that! I have to start using that then..
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#9 dipstick

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Posted 17 June 2004 - 01:39 PM

I always use the above tactic, works a charm.

Except when there are 2 doors, then I place my men right in front of both, but quite a way away. Then, if one squad gets swamped into a massive firefight, the other squad does an 'emergency rush'. I estimate the number of aliens left in the UFO, and it usually isn't many, so I rush the other squad into the UFO to aid the dying squad.
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#10 NKF

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Posted 17 June 2004 - 02:40 PM

You know, you don't have to charge into the battleship or wait in front of the door of the battleship to fight the megaspawn. You do have two tunnels on either side of the entrance. Wait and pick them off at a distance with force-fire. They cannot follow you, and you can shoot at anything as long as it's in range of your gun and you have a general idea of where they are. Kind of like using the smoke grenades, in a way. In fact, use the smoke grenades as well if you're not too comfortable with the idea of hiding in the tunnels.

Even if a few aliens do make it out of the exit, don't worry about it.

For the mothership, you have a wide open space in front of the door. Having your soldiers spread out and go prone, you can pick off anything from a great distance with your toxiguns and devestators. You do need someone close to the doors to spot any aliens though, or you can just fire at random.

If you're feeling brave, having a couple of soldiers creep up to the door and pull out a pair of power swords on full auto tend to be able to deal with megaspawn very well. They're more powerful than the devestators at short range, so it shouldn't take too long to cripple a megaspawn with four or more swords going off at once. And I've noticed megspawn seem to have a little trouble fighting at close ranges, even if they do occasionally let off a dimension missile or disrupter beam.

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#11 floater medic

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Posted 18 June 2004 - 12:40 PM

Wow lots of replys...............i dont have toxins B or C yet

i seem to have missed quite a bit of stuff (small shields,personal shields,toxins )


i did it soon after i left the forum though

i love IC ammo now :D
-WHEN THERES A WILL THERES A WAY WHEN THERES A WHIP THERES A GAY-
-STICKS AND STONES MAY BREAK MY BONES BUT WHIPS AND CHAINS EXITE ME-
-MOTHER ALWAYS SAID LIFE IS LIKE A BOX OF EGGS......STUPID COW-

"a plastyc bag??? we cent tayk a plastyc bag if it hasen` got a speshel mark! doos eet hev a speshel mark????? oo it dont hev a speshel mark!!!!! we cent tek that eet cud strngle a lil kiddie that cud!!!!!!!"

#12 Jonaleth Irenicus

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Posted 18 June 2004 - 07:19 PM

Megaspawns are stupified in close quarters. Even if they try shooting their missle, they sometimes miss badly and the missle draws circles all over the place banging into something random.

NKF has a sword fetish, but what he suggests is useful sometimes.
Passenger ship terror site, first turn, I open the door of my Triton, there is a Tasoth up on the next floor (his back is facing the screen so I don't know what weapon he has).

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.

#13 Blehm 98

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Posted 18 June 2004 - 11:35 PM

I barelyahve anything. all the ufo's i attack are unmanned....
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#14 NKF

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Posted 18 June 2004 - 11:52 PM

Those are scouts and probes. They can insert a few crewmembers at a dropsite, but they aren't manned themselves and their wrecks are collected automatically as long as you've got a transport module. All other UFOs are manned.

Type-3's and Type-4's will be along shortly. The type-3's are a doozy, but the fast attack ships can be a real pain in groups (they always escort an alien troop transport of some sort, often in threes). They've got some pretty heavy hull armour and powerful weapons for a ship on the lower end of the UFO scale.

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#15 floater medic

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Posted 19 June 2004 - 02:06 AM

i cant get personal shields!!!!!!!! do you need the small disrupter shields first?
i got the large ones LOL
-WHEN THERES A WILL THERES A WAY WHEN THERES A WHIP THERES A GAY-
-STICKS AND STONES MAY BREAK MY BONES BUT WHIPS AND CHAINS EXITE ME-
-MOTHER ALWAYS SAID LIFE IS LIKE A BOX OF EGGS......STUPID COW-

"a plastyc bag??? we cent tayk a plastyc bag if it hasen` got a speshel mark! doos eet hev a speshel mark????? oo it dont hev a speshel mark!!!!! we cent tek that eet cud strngle a lil kiddie that cud!!!!!!!"

#16 NKF

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Posted 19 June 2004 - 04:07 AM

You have to find one first before you can research one. Toxiguns will leave the shields intact, but if you're having trouble getting one, try using psionics or stun bombs (grapples won't work). You'll know when you're fighting against shields when your disrupters, lasers, plasma bolts and plain bullets start to flash blue when they hit anthropods or skeletoids.

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#17 Blehm 98

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Posted 19 June 2004 - 09:02 AM

i tried a type 3 i think, and neither of my craft could take it down. I almost got it dowm. NOw i have a griffon AFV adn am hoping to someday get a hawk thingy
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#18 floater medic

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Posted 19 June 2004 - 10:36 AM

Wooooooo these shields rock :D

die aliens muhahahahahahha

the alien dimenstion is hard !

i flew in 3 anihalators with out shields and it was like :blink: --- :o --- :crying:
-WHEN THERES A WILL THERES A WAY WHEN THERES A WHIP THERES A GAY-
-STICKS AND STONES MAY BREAK MY BONES BUT WHIPS AND CHAINS EXITE ME-
-MOTHER ALWAYS SAID LIFE IS LIKE A BOX OF EGGS......STUPID COW-

"a plastyc bag??? we cent tayk a plastyc bag if it hasen` got a speshel mark! doos eet hev a speshel mark????? oo it dont hev a speshel mark!!!!! we cent tek that eet cud strngle a lil kiddie that cud!!!!!!!"

#19 NKF

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Posted 19 June 2004 - 08:01 PM

blehm: What vehicles have you got at the moment?

The Griffon AFV is a good tank, but the UFOs can blow it up easily by just destroying the road. It's got one of the most powrful human vehical weapons in the game, but it needs to get in close for it to be of any use. Or you could use the Griffon's plasma cannon, which is heavy on the elerium but very powerful and long ranged, or the surface to air missiles, which are a bit more practical as they have some homing ability and considerable range.

In general, the road vehicles are a wasted subset of the vehicles in Apocalypse due to the gravroads being made out of tissue paper (unless someone can come up with a mod to harden the roads).

At this early stage in the game, try using a combination of big ships and small ships. A Valkyrie Interceptor or later two or three Hawk Air Warriors, and a swarm of hoverbikes or even hovercars (4 or more). The hoverbike/hovercar swarms will work throughout the game. The only time they're useless is after they've destroyed the shields for the capital ships (the two really, really, really big UFOs). Smaller groups of powerful larger ships are a lot better later once you've got medium disrupters, shields and better ships.

Note, for the smaller ships, set them all at various elevation levels. This allows them to fly one on top of the other. If they all fly on the same level, they tend to get in each others way and friendly fire becomes a serious hazzard.

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#20 floater medic

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Posted 20 June 2004 - 03:08 AM

i use ........... 4 hover bikes

8 hover bikes

2 retaliators

3 annihalators

combination of last 2
-WHEN THERES A WILL THERES A WAY WHEN THERES A WHIP THERES A GAY-
-STICKS AND STONES MAY BREAK MY BONES BUT WHIPS AND CHAINS EXITE ME-
-MOTHER ALWAYS SAID LIFE IS LIKE A BOX OF EGGS......STUPID COW-

"a plastyc bag??? we cent tayk a plastyc bag if it hasen` got a speshel mark! doos eet hev a speshel mark????? oo it dont hev a speshel mark!!!!! we cent tek that eet cud strngle a lil kiddie that cud!!!!!!!"

#21 Blehm 98

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Posted 20 June 2004 - 09:06 AM

So get rid of teh Griffon thingy? I have the two APC's i started out with(don't use em so may as well sell em) a hovercar, and my Valcyrie interceptor
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#22 j'ordos

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Posted 20 June 2004 - 11:32 AM

well, you can keep the griffon, now you bought it already anyway. Best to sell those APC and stormdog vehicles you have tho, could be used to buy an extra pair of hoverbikes. Put the tank in a building nearby a dimension gate, so it can assault the UFOs faster (it's mostly too slow to reach the UFOs if it has to travel from the base).

I think ground vehicles should be made cheaper (as long as the roads can be destroyed, but finding that value is rather hard, for me anyway :D ), as I find a pack of police cars (=stormdogs) works pretty well, although you lose alot of 'em, but right now, they're hardly cheaper than hoverbikes, iirc...
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#23 Robo Dojo 58

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Posted 20 June 2004 - 11:38 AM

I think that the griffons are useless, without a decent supporting fleet. Once the UFOs attack your hoverbikes and hovercars, your tanks can shoot away without trouble.

Even so, they're only good for the biggest UFOs. If you find that you don't have enough firepower to take one of those down, you really should buy a few tanks. The hi-powered cannons are capable of punching through the thick armor, and deal a decent amount of damage.

The default tank weapon is garbage. There is an invisible stat, that the Rumble cannon only has about a 90 degree field of fire. The plasma cannon has a 360 degree field of fire, and you'll notice the difference immediately.
Posted Image Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.

FMIX-The General Stores

#24 j'ordos

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Posted 20 June 2004 - 11:45 AM

ah yes, I do know how to change that one :) . Also, there should be a Disruptor based ground weapon, I tried once to turn the unused dimension shifter into a weapon but I didn't get far :D .
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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GRRGH RGGHH SNORRTT GHACKHGG

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#25 dipstick

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Posted 20 June 2004 - 02:08 PM

I have now discovered the tanks to be very useful. I plant them in two groups of two, one in each cult place. then I place a squadron of hovercars in each place too, and then I use them in tandem. I use the tanks to take out transports first, as they have a greater chance of hitting them. With plasma tech, a tank can take a type three transport down in a matter of seconds. Whilst this destruction is taking place, the type 4 attackers are busy dealing with the hovercars. When the transports are gone, I use the tanks to take out the rest of the UFOs, and then the job is complete. As I usually use beam weapons early game, I merely put all players back into their places, without R&R at the base, unless damage has been taken.

I also have a hawk as a transporter. It also comes in handy when dealing with three groups of UFOs - I give the hawk an escort of 2 hovercars to add a distraction.

One tip though, is UPGRADE THE ENGINES!! You will notice a HUGE difference. Each vehicle can be upgraded at LEAST once, and the cars can be upgraded twice. Then they really go :D
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#26 Tsereve

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Posted 20 June 2004 - 06:10 PM

how does that work out? :huh?: i keep running out of elerium, even if i dont use rendor plasmas. :crying:
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#27 Blehm 98

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Posted 22 June 2004 - 12:13 PM

I already sold it. And i lost more than half my scientists, almost all of my engineers, and a bunch of new recruits because of a surprise assault by diablo(taken over by aliens) I was really wondering, is there any way to make it so that the game pauses when the enemy vehicles appear(such as the sirius people, diablo etc.)
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#28 j'ordos

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Posted 22 June 2004 - 12:47 PM

it already does so automatically (at least with combat vehicles). Seems to me raiding parties prefer to travel on foot. Would be pretty fun to see a Diablo gang with rocket launchers marching through the people tubes :)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#29 Blehm 98

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Posted 22 June 2004 - 01:55 PM

Let's see, I lost my griffon on it's first mission, and my valkyrie not too long after that(same mission) I really am deep in this hole, aren't i?
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#30 Blehm 98

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Posted 22 June 2004 - 02:07 PM

does anyone have a save game editor that works for xcom 3?
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#31 j'ordos

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Posted 23 June 2004 - 01:48 AM

check this topic : http://www.xcomufo.c...?showtopic=2886, it has the latest version of the midnight editor which does the job well :) .
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#32 NKF

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Posted 23 June 2004 - 06:10 AM

Blehm: Have you tried checking the options? It has a whole bunch of auto-pause options that I usually turn off.

This early in the game, rely on hoverbikes and hovercars. The valkyrie is good and can carry powerful weapons, but it's not good in an intense firefight. Keep it back and use it mainly as your transport while your other ships deal with the aliens. Hoverbikes and hovercars are quite easy to replace if lost, Valkyries and Hawk Air Warriors aren't (at least this early). Bolter lasers and hoverbike miniguns are actually quite good when used in numbers.

Don't send all your ships at the enemy in one big gang. They get in each others' way. Spread out. Try going in from several different directions. This is easy if you've parked squads at various points around the city. You can use waypoints, but they're not that well implemented.

Also, remember to set their elevations to different levels.

With the bigger ships, there's a trick that I find very effective, although very hard to pull off in the city (it's easier in the alien dimension). That's to set them to aggressive and then have them stop flying in mid-air (just move-to a location). They'll stay stationary in the air, and as long as the UFO is in their firing radius, they'll open fire. Since they're not flying about, getting in each others way, and not turning away from their target, their guns will make full use of their rate of fire (not much on a small ship, but with a ship with three hardpoints...). If you can form a semicircle in front of a UFO that's heading your way, they can often cut it down with ease. With the right weapons, you can even cut it down within a few cityscape seconds flat.

Finally: If it's too much for you, retreat.

There are many ways of playing this game. If one method doesn't work, try another. One method I found to work was to just deal with ground missions and only take down new ships that you've not had before. This early, it's okay since you won't be recovering any energy shields. This method keeps Transtellar happy, as you won't be held directly responsible for any damage done to the city (you'll still need to make up for the damage to keep the govt. happy, but relations with transtellar will be good). By the time your tech level hits the Explorers, small shields and medium disrupters, you can turn around and start to seriously prod buttock.

As long as you can hold off long enough by excelling at ground missions, you should be able to keep going indefinitely even if you fail to achieve air supremicy.

- NKF

Edited by NKF, 23 June 2004 - 06:22 AM.

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#33 Blehm 98

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Posted 23 June 2004 - 12:43 PM

what about pheonix missile things? So buy lots of pheonixes is hoverbikes?
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#34 j'ordos

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Posted 23 June 2004 - 01:03 PM

Phoenix Hovercar, you mean? Or do you mean the missiles (Janitor and Prophet)?
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#35 Blehm 98

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Posted 24 June 2004 - 11:47 AM

sorry, I mean prophet missiles and hover cars(i was in a rush
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#36 j'ordos

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Posted 24 June 2004 - 12:29 PM

You're better off with Janitor missiles. Even though they're less powerful and accurate, quantity makes up for quality in this case :)
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#37 Robo Dojo 58

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Posted 24 June 2004 - 02:35 PM

I usually have an ammo shortage, so I don't really discriminate between prophets and janitor missiles. ^_^
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#38 Blehm 98

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Posted 25 June 2004 - 03:10 PM

Okay, good game now. 6 hoverbikes, and everything else(minus the ground vehicles)

edit: The editor doesn't work for me

Edited by blehm, 25 June 2004 - 03:11 PM.

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#39 j'ordos

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Posted 26 June 2004 - 12:45 PM

would be surprised if it didn't work, what's the problem?
But well, since you're doing fine now, why bother ;)
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#40 Tiberius_51

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Posted 15 July 2004 - 10:37 AM

I just tried this tactic on an assault ship, placing my 9 guys at the top lip of the trench, facing the door. It only took 2 turns to get everbody in position. Everyone was using toxiguns on aimed shot when the first aliens started to trickle out. It was all over in 5 turns, 30+ dead aliens, not a single injury.

This tactic works great! :happybanana: