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Coelacant Forever


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#1 Timil

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Posted 04 November 2002 - 04:07 AM

First: Buy a coelacant with gaz cannon.

Next: Put it in the Triton.

Coelacant can't be destroy in a single shoton the front, even from a Sonic Cannon.

But coelacant never gain XP.. so don't use it too often as a head hunter, or your squad will be in deficulty if it's destroyed.
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#2 Guest_stewart_*

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Posted 04 November 2002 - 10:44 AM

It's like tanks. You use them early until you can get a core squad of good soldiers going. I use tanks for this purpose; I go through a lot of tanks in the beginning.

#3 Scipio

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Posted 08 November 2002 - 05:40 AM

Basically i use ceolocanths as armored scouts. they just go out and spot, then one of my guys in the rear drops the alien with an aimed shot or a grenade.

If it takes a couple hits, send it back to the sub and send the regular cannon fodder types forward.

#4 Mark0

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Posted 15 November 2002 - 11:14 PM

Basically i use ceolocanths as armored scouts.  they just go out and spot, then one of my guys in the rear drops the alien with an aimed shot or a grenade. 

If it takes a couple hits, send it back to the sub and send the regular cannon fodder types forward.

yap, i do the same. scouting , and soldiers woudl have ion armor, so they woudl be in Air and try an aimed shot.:laser:
at the beginning of the game ,tanks are needed.
but then when u get to armor + better weapons, better aim, no need

#5 Apoc868

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Posted 18 February 2003 - 09:28 PM

I don't use ceolocanths because they don't hardly move very far plus they are easy to kill. use Displacers I just did an entire base assusalt* with 2 of them, mainly because my men kept getting mind blasted. :hate:

#6 beche

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Posted 31 July 2003 - 05:06 PM

How do I get the Gauss Tank???
What things do I have to research???

#7 j'ordos

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Posted 01 August 2003 - 01:48 AM

The gauss cannon and the hammerhead.
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#8 miceless

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Posted 01 August 2003 - 04:44 AM

Well, along with Ion Armor, thats another thing my tech tree seems to have completely missed out. :(

I think i will start a new game...
"If it moves - kill it. If it doesn't move - kill it anyway, it might move later."

#9 ponkan

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Posted 27 July 2006 - 01:11 AM

Mmm, tanks are great. I also subscribe to the "use them as armored scouts" principle, letting them take the point and using an aquanaut to drop the aliens it finds. Saved my bacon more times than I can remember, it did. Great for training reaction fire too, just empty the tank's TU's by right-clicking the icon at the far left of the command bar, position an aquanaut to take advantage, wait as the alien futiley shoots the tank.

#10 Pherdnut

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Posted 14 June 2007 - 03:12 AM

Not worth half a million bucks, IMO. You'll get a lot more use out of four chumps for a third of the price. The displacers, however, are beastly.

#11 NKF

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Posted 14 June 2007 - 03:39 AM

Not worth at the price at the beginning, perhaps. But I still use them nonetheless. Just preference.

Later on, you just rake the money in so the cost of replacing a coelacanth becomes quite negligable. Their armour, speed and average hit points come in handy then. Can't do anything about their apalling reaction skill though.

Although I like them, the SWS don't work too well with my usual deployment strategy on account of their size. I like to wait in the Triton for as much as possible, picking off any enemies that I can see from the hatch or a few steps out the ship (and then fleeing back inside). The particle disturbance sensor gets great usage this way too, and grenades and pulsers get tossed over the Triton a lot. Once I'm absolutely sure the LZ is clear then I head out on the mission. This strategy with the Triton/Leviathan is a decent plus for TFTD since you can't do this in UFO very easily. Having a SWS unfortunately requires a lot of reshuffling to move it to the back.

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Edited by NKF, 14 June 2007 - 03:41 AM.

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