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XCOMUFO & Xenocide

Armour Types


NRN_R_Sumo1

Which armour do you prefer until you get Disruptor?  

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Man thats a long poll. WHEW!

 

This should provide some interesting results :D

 

 

 

I personally use Full Marsec armour on all of my agents, rather than slowing them down.

 

I also tried an unarmoured campaign for a while, and it really didnt help my units last very well. :X

Edited by NRN_R_Sumo1
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Nothing wrong with the first two bits, but when you get to question about disrupter armor, the last choice happens anyway. Perhaps it should be set used for a selection of mixed armour as well.

 

Goodness knows there are some strange people out there running around with a full suit of disrupter mixed in with one left Marsec arm. ;) That's the fun thing about having shields - it doesn't matter what you're wearing (or not) until it fizzles out.

 

If I were to answer, I'd probably used a mixed lot. Mostly Megapol, but I throw in bits and pieces of Marsec armor for variety (and for flight) and to adjust the weight where necessary. I like the bulky look of the Marsec parts, mind you.

 

With Disrupter, I use a mix of full disrupter and full disrupter with Marsec torso plates for flight. Probably more full disrupter than the latter. About 4/6 or 3/4 of the team get full disrupter. (6 man team and 4 man team respectively). The near invulnerability to dimension missile attacks is really helpful when you try to rush Poppers and Megaspawn.

 

- NKF

Edited by NKF
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No no, not a new poll question. A change (or addition) to the selection for the third poll's answers. Basically, replace the last selection with Mixture.

 

The current selection would probably better fit a poll question like:

 

Disrupter Armor, how do you start building and using it?

 

Option 1: Mass produce certain parts and equip accordingly over time

Option 2: Build complete sets for each agent one at a time

Option 3: I only build a particular part and use that

Option 4: Does not apply. I don't build or use X-Com Disrupter Armor.

Option 5: Armor? Is that some kind of food?

 

 

- NKF

Edited by NKF
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  • 1 month later...

Ah, That is a VERY Clever way to use armourless. ^^!

 

I always play on real time so I had never thought of the added abilities that would be given by unarmoured turn based.

 

 

 

Hmm. so I suppose you have a radar scanner in one hand, and in the other a marsec machine gun?

Or even a Plasma sword I suppose.

 

run, Hit, run.

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  • 2 weeks later...

I build a set for each squad, and deploy en masse for each team as the equipment comes available. Disruptor armor is a must. I always take the greatest care to equip agents with lots of ammo, the best weapons, and the best protection. Superior training, tactics and equipment make one commando a force unto him/herself. I know it's just a game, but I never send out agents poorly kitted out.

 

Commandos will also carry a Marsec chest piece for special operations, in case they need to fly.

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Aiki, I know it may sound a little harsh but, equipping agents to their maximum capacity is usually a Bad idea as it hinders movement quite greatly D:

 

Once you get disruptor its not a huge deal, but when you have much less weight on your agents you can use an out of the box rookie to do just about Anything.

 

Conservation of ammo in the battlefield is a must when using things like Marsec machine guns, but not a huge deal with Sniper Rifles or Plasma guns. x:

 

-strangely a huge fan of heavy launchers-

 

whatever equipment I find on the ground I utilize to its fullest extent, as it allows my agents to conserve their ammo which is often much more expensive than whatever the alien or enemy agent had just dropped.

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Strange, I don't really see ammo as expensive, just limited. I'd use a lot more bullets if you could access more of it in the early weeks...but only having access to a few dozen lawpistol mags doesn't allow you to utilize such a great weapon as much as you (read: I) might like to.
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Its not about money, its about mobility. o:

 

The less ammo you have the better the shots you can take. :D

 

 

Example- Full backpack of Marsec machine gun ammo compared to a half pocket.

 

While you would think a full backpack is a Good idea, it is really not good at all D:

the sheer weight of the ammo puts your agent to a crawl disallowing it to move at a decent speed, so that it needs to sit and wait for the aliens to come to It.

 

Where as an agent with only a Few mag's can hunt them down.

 

 

 

Of course this isnt to say you cant use them both effectively, I just have a preferance for not sitting around waiting with my main agent/squad ;)

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  • 3 weeks later...
Aiki, I know it may sound a little harsh but, equipping agents to their maximum capacity is usually a Bad idea as it hinders movement quite greatly D:

 

Once you get disruptor its not a huge deal, but when you have much less weight on your agents you can use an out of the box rookie to do just about Anything.

 

Conservation of ammo in the battlefield is a must when using things like Marsec machine guns, but not a huge deal with Sniper Rifles or Plasma guns. x:

 

-strangely a huge fan of heavy launchers-

 

whatever equipment I find on the ground I utilize to its fullest extent, as it allows my agents to conserve their ammo which is often much more expensive than whatever the alien or enemy agent had just dropped.

 

When I was in the army, I remember how heavy the equipment was. I remember my first 10-mile timed march. People were fainting, and by the end I was carrying two extra webbing sets and two extra rifles, helping two women finish the march on their feet. I remember the kevlar vest was so heavy, it felt like a medieval chest plate. It practically was! Yep - I know only too well how too much gear hinders an agent in the game.

 

Thing is, I use a graduated loadout as agents improve. At first, I go for the minimum, or I should say, all that they can carry and still be able to run in battle. Some agents can only carry their armor, main weapon, a little ammo, medi-kit, and a grenade (for brainsuckers). If they can't handle this much, they stay in the gym until they can. As agents improve, their equipment increases to give them fighting power and versatility: more ammo, more grenades. Then comes more stuff as they get stronger: shields, proximity mines, power sword, side-arm. It's micro-managed, and done carefully. But I think the history of warfare is behind me when I saw that, for troops who tend to get into big firefights, they need all the ammo and other munitions they can carry to kill the enemy. Body armor for survivability is a must. Maybe to high-level bean-counters it's a painful expense. But to the individual out there in battle, it's a psychological as well as a physical safeguard. If an agent does arrive at a mission and can't run or is too weighed down, I'll have the agent dump stuff to create speed.

 

Of course, my agents have different tasks. For one, Recon agents are more lightly equipped to give them the best speed. Heavy Gunners are selected for strength and meant to do less running and more fire-superiority. Demolitions troopers are heavily weighed down, but are selected for strength so they can run with gear. As I've expostulated before, these specialist classes only arise when agents have much-improved attributes.

 

I'm very judicious with out-of-the-box rooks. When the game starts, it's necessary to throw them into the thick of it, and be ready to retreat. These ones usually matures to be the chiefs of the force at the end. But once my XCOM starts to grow, rookies are screened for adequate strength and stamina for battle, and prepped in the gym if necessary. Rookies are only deployed with veterans, and each fire team always has at least a strong corporal or sergeant leading it. This may or may not help a lot, but it's a matter of principle to me. It's got to be done right.

 

Anyway, I like to progress my agents and, while they start off simply and light, they progress with technology and skills, all in pursuit of that coveted Ultra-Commando designation. Sweet.

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  • 7 months later...

The ability to fly is one of the most important aspects of combat. Although it "doesn't protect as much on average", it is handy to have the Marsec Body Unit. For some weird reason, whenever I raid an Osiron building, I keep getting Marsec Right Arm Units, and none of the others, though I may get a Body Unit or two. However, I have a hard time deciding which armor I need for each agent.

 

I couldn't decide, so I picked "Mixed." Then I checked off "Marsec Body Unit", and Megapol Armor for the remaining armor pieces. However, if I can get a full Marsec Armor set... I don't know... IT DEPENDS! ROFL

 

There's many factors to consider, including the Strength of your Agent and what his/her combat role will be! Plus, when you fly, you're even LESS accurate when firing than you were on the ground and standing up! XD But it doesn't drain stamina. But even if the Marsec armor is less protective, I still may need the extra mobility.

 

I have a Hybrid who doesn't have much Strength, so I only gave her my only Marsec Body Unit, and that's it. No other armor. It's risky, but I save every turn or so. So if she gets injured, I just load the last game. If there's not really a way out, I have her prime and drop a Smoke Grenade.

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Slightly dissapointing on the number of armours but hey who cares!

 

I usually have 2 of my 6 squad using the jetpacks. Sure you may take a little more damage but the versatility of the jetpack makes up for it easily. I love being able to fly up high, scout out the map and its enemies and drop some explosives to soften them up. Also very good to defend against the annoying poppers. Just take off and their attacks are worthless.

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Slightly dissapointing on the number of armours but hey who cares!

 

I usually have 2 of my 6 squad using the jetpacks. Sure you may take a little more damage but the versatility of the jetpack makes up for it easily. I love being able to fly up high, scout out the map and its enemies and drop some explosives to soften them up. Also very good to defend against the annoying poppers. Just take off and their attacks are worthless.

 

Exactly. I HATE those damn poppers. So I just drop either a Stun Gas or AP Grenade from up high, which costs no TUs, so it's a miniature version of an air strike! XD

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