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XCOMUFO & Xenocide

Managing TUs


Timil

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The way I play I tend to use the reservations religiously. Seems like I reserve auto the most. If I run into a situation where I feel like my guy reserves for auto but will be in kindof a vulnerable spot, I'll usually reserve for snap at that point and try to reposition him. As a last resort I'll turn off reserve. Like in situations where I know it's going to be vital to get behind cover and I can make it to cover if I don't reserve.

 

Probably is going to depend on your playstyle mostly for finding the best times to use them etc. With my playstyle, they make it easy for me to manage things and get a good indication of how safe a soldier might be should an alien pop out near him on the alien's turn. As a result, I tend to value high reaction when determining who to sack or keep when I recruit new soldiers. Also seems like a good portion of the time I get most of the kills on the aliens' turn. Especially when attacking an alien base or taking on a terror mission. I also use motion scanners religiously, while other players consider them worthless to even bother with. I also value the different types of pistol for my scout (the guys I have toting around scanners or any equipment where they're going to need a free hand alot).

 

I think that's one of the things about xcom that makes it so great for so many people - that there's lot of different ways to play it. Also the amount individual players value different weapons and gadgets probably is influence by their playstyle and favorite tactics.

 

Personally, I tend to not be big on heavy weapons, but prefer different types of pistols and rifles more often. Of course, the heavy plasma is a must have. But I think of it more like a heavy combat rifle. I do however usually have a couple of heavy weapons guys, but they tend to see alot less action than my riflemen and scouts. The funny thing is that my scouts seem to advance the fastest and most of all my troops even though they're usually toting pistols. There again, I think it's my playstyle for why. I tend to use my scouts the most and bring in my riflemen to support them and cover their backs. My heavy weapons guys usually end up being there for long range cover and to demolish buildings etc.

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Well you can also have your players alligned in a straight horizontal line before moving forward on some missions. then you can move someone up to there max on the left most side and then move someone to their max on the right most. Then the center one and so forth. oing that you always have someone who will be able to shoot the enemy.
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I use auto shot reserve in most situations, I find that hanging back on about 20 TU's really cuts down on the "Not Enough Energy" messages you get after running your guys around at full tilt. That being said, I don't like to leave my guys exposed in the open so if I think crouching, or moving behind shelter gets my guy to saftey then I'll spend all his/her TU's doing it. Aliens don't shoot at what they can't see!
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Has anyone done tests to see how testing the limits of your soldiers abilities improves your stats? For example, what if I did just use only a portion of my TU's per round on one guy and only got the 'out of energy' message once or twice; and on another guy I kept running around getting the 'out of energy' message for like 10 rounds. Would the stats be that different when they advanced? ;)
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Guest stewart
Honestly it's not worth worring about. The main thing is that your soldiers survive, so play with that in mind as first and foremost. But, like I've said, if you can get yourself a conscious unarmed alien then you can extend the ground battle and train. Under these conditiions who cares if your soldiers get tired.
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Honestly it's not worth worring about.  The main thing is that your soldiers survive, so play with that in mind as first and foremost.  But, like I've said, if you can get yourself a conscious unarmed alien then you can extend the ground battle and train.  Under these conditiions who cares if your soldiers get tired.

LOL @ "the good ole' run like heck" comment.

 

As far as survival being the bottom line, that's pretty much how I approach it. I gave up on trying to figure out how to exercise soldiers. There always seems to be something that doesn't add up to whatever theory I come up with of how the game bases stat improvements. Seems the best way to bring soldier up in stats fast is to just send them in to fight and hope they survive. Also seems like losing veterans isn't as bad as I used to think. Seems, from what I can gather, that rookies advance real fast if later on if they're taking on some tough missions. So it's like if you lose some of your "badasses" it's not usually much of a loss and sometimes works in your favor. Usually the rookies will advance faster the farther you're in the game. Or that's what it seems like to me, because I'll be on some mission where I lose half of my squad I've managed to keep alive for months (in game time). Then have to recruit some rookies. Then after only a couple of missions (a week or so in game time) those rookie turn out to be as good or better than the guys they replaced.

 

On the other hand, I've never been all that great at collecting data to figure out how a game ticks (stat monger). I'm speaking mostly just from the feel I get when I play. So I could be way off base here.

 

sidenote: I wish in xcom1 they had the reserve for kneeling like in xcom2. Also would be nice to have that zero out TU function. While you can just crouch and uncrouch multiple times to lower the TUs enough so your soldier won't engage, it's just much more elegant the way xcom2 handles it. Granted, most of the time you want your soldiers to react, there are those rare special situations where you don't.

 

Also, one more thing. I wish you could see the soldiers' stat screen in the "equip soldier screen" like you can in xcom2. Then again, the ultimate xcom would be where it's the best of xcom1 and 2 in the same game.

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Guest stewart

Yeah there are plenty of good improvements in XCOM2, that should be adopted, the ones you list for example. Somethings suck (I won't talk about the graphics): cruise-ship missions, the artificial limitation placed on the equivalents of the Auto-cannon and Rocket Launcher, and Laser weapon clips to name a few. Overall I'd like to take the best of both and combine too.

 

As for training, over the last few days I just did some testing. And by the methods I've described I was able to improve all my stats as I state. The exception is Bravery. I'm not saying it didn't work, I just havent come across any mind control, to properly test it, thats all.

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  • 2 months later...
Honestly it's not worth worring about.  The main thing is that your soldiers survive, so play with that in mind as first and foremost.  But, like I've said, if you can get yourself a conscious unarmed alien then you can extend the ground battle and train.  Under these conditiions who cares if your soldiers get tired.

-You don't need to train a lot because every stat in x-com only increase by 4 in a mission

 

-Manage your TU's by your eyes!! It is not important to reserve the shots for auto, as you'll have to crouch, and turn to face the direction, and the tu's won't be sufficient...

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-Manage your TU's by your eyes!! It is not important to reserve the shots for auto, as you'll have to crouch, and turn to face the direction, and the tu's won't be sufficient...

Oh yes they will be! Maybe not every time when your guy has less than 60 tu, but if he has more, he has enough for a snap-shot if you set the reserve to auto-shot. And if not, then don't crouch. In the next mission, he'll be able to do it.

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