
Soldiers
#1
Posted 04 August 2003 - 11:38 AM
i know it depends of the stats of your men.. experienced or all r00ks.
but lets say for a stun raid or any kind of raid.( building..)
me, i allways go with 6 soldiers, doenst matter what type of mission it is
but 1 thing im sure about. 6 for a stun raid aint enaugh
#2
Posted 04 August 2003 - 02:42 PM
Sometimes I use 2 Hovercars, 1 with cargo module and 1 with bio-module, mainly for investigations, and then I take 8 men.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#3
Posted 04 August 2003 - 02:54 PM

When using 12 soldiers...
Each group has it's own objectives, one group goes with ToxiGuns ahead and the second group is cleaning up behind with IN AutoCannon and Devastators, so I can be sure that there is nothing alive behind me. :crazy:



j'ordos, I would suggest you to use more than one cargo bay when raiding enemy orgs. You'll get much more equipment that way.

#4
Posted 04 August 2003 - 02:58 PM


"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#5
Posted 04 August 2003 - 02:58 PM


#6
Posted 04 August 2003 - 03:02 PM
4 assaulters -2 teams of 2 men- armed with toxiguns
and an android to support them -medic, ammo, stun grapple, extra personal shields-
That was enough men for me in the superhuman difficulty
There is no ignorance; there is knowledge...
There is no passion; there is serenity...
There is no death; there is the Force...
#7
Posted 04 August 2003 - 03:20 PM


#8
Posted 04 August 2003 - 03:23 PM


I'm sure if I would have 36 men running and shooting Disruptors, my PC would crash to a blue screen!


#9
Posted 05 August 2003 - 01:58 AM
I also have a team of four, that i use to raid the human orgs. They fly around in a car but I am about to upgrade them to Valkyrie, so i will up them to eight.
#10
Posted 05 August 2003 - 03:31 PM
allways new stuff to learnj'ordos, I would suggest you to use more than one cargo bay when raiding enemy orgs. You'll get much more equipment that way.

and yeah 36 soldiers is way too mcuh ,ahrd to controle, and im sure youll be lost with lots of pink shots being fired from everywhere
#11
Posted 06 August 2003 - 12:33 AM
#12
Posted 06 August 2003 - 07:45 AM
btw did any of you guys used to train yoru soldiers in Ufo 1 ??
Allways keep an alien alive and stuck somewhere, and meanwhile your soldiers get shooting training and stuff...
you think it would be possible in Apoc?..
i doubt that will work in real time but turn based??
#13
Posted 06 August 2003 - 07:51 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#14
Posted 06 August 2003 - 08:32 AM


Miceless, you can put extra personnel in ships if you upgrade them!

#15
Posted 06 August 2003 - 08:39 AM
you'll have many officers and a commander, but no real experts...
There is no ignorance; there is knowledge...
There is no passion; there is serenity...
There is no death; there is the Force...
#16
Posted 06 August 2003 - 10:20 AM
However, it is funny to line up loads of men with HE weapons and just let loose. I had real fun with minilaunchers.
And yes, i know you can add more with upgraded ships. The BioTransport has the potential to carry loads, as does the annihilator.
#17
Posted 06 August 2003 - 10:54 AM

"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#18
Posted 06 August 2003 - 12:13 PM
#19
Posted 06 August 2003 - 05:29 PM
bio-transport is the best cargo ship in game...
There is no ignorance; there is knowledge...
There is no passion; there is serenity...
There is no death; there is the Force...
#20
Posted 07 September 2003 - 04:47 AM
Whats cargo space? I mean cargo module says it has 50 capacity, then is it 50 items or 50 squares (like in backpack) or even somethin else?i agree with that
bio-transport is the best cargo ship in game...
About BioTrans: I manfacture ver y much of 'em. I earn 22k on every when selling. (On annihilators 50k but it takes 3 times more time so on BioTrans in same time I earn 66k)
Edit:

I use 8 in stun raids, 12 on UFO and Infiltration mission at the beggining (but I shot all UFOs at begin so there aren't really much of those), and later in game 6. They are great experts with Toxiguns (B is enough for me, but C means aliens have no chance) 2 shields, Disruptor Armors (Fly part from MarSec too), Cloak Field, Vortex Mine (1 per each), And Medikit. Nothing can stop em!

Edited by Extralucas, 07 September 2003 - 04:56 AM.
#21
Posted 07 September 2003 - 04:24 PM
That's a very good question which we already had once but none had a good answer...Whats cargo space? I mean cargo module says it has 50 capacity, then is it 50 items or 50 squares (like in backpack) or even somethin else?

When you finish a combat situation, you get some sort of report like (200 equipment captured) - does this mean we should use 4 cargo bays with 50 storage each?


Would be great if any XCOM fellow has an answer to this mystery.

#22
Posted 07 September 2003 - 08:01 PM
Yoooo Btaa!!That's a very good question which we already had once but none had a good answer...Whats cargo space? I mean cargo module says it has 50 capacity, then is it 50 items or 50 squares (like in backpack) or even somethin else?
![]()
When you finish a combat situation, you get some sort of report like (200 equipment captured) - does this mean we should use 4 cargo bays with 50 storage each?I doubt that because in an alien building you can capture like 1500 equipment but maybe it has nothing to do with what you really get in your ship?
![]()
Would be great if any XCOM fellow has an answer to this mystery.![]()
well the answer wont come from me since im having the same problem.
i have been woundering too about that situation and i allways asked myself that question.
but i have never sent more than 1 plane with 1 cargo(well cargo + bio) and i allways think i captured all the equipements.
i dunno if i really did ..

#23
Posted 08 September 2003 - 10:07 AM
I gues equipment score is value of equipment, not quanity. I noticed that after missions in alien buildings when I have 2k equipment score i can sell it for at about 90k $ so I guess every item has some points value, and that's how the equipment score is conted.When you finish a combat situation, you get some sort of report like (200 equipment captured) - does this mean we should use 4 cargo bays with 50 storage each?
I doubt that because in an alien building you can capture like 1500 equipment but maybe it has nothing to do with what you really get in your ship?
#24
Posted 08 September 2003 - 05:12 PM

Extralucas, that's a good explanation!

What really puzzled me is that after a finished raid when you come back with your ships you can check your cargo bay but it doesn't show how much it is loaded...
#25
Posted 11 September 2003 - 11:13 AM
#26
Posted 11 September 2003 - 11:17 AM
heck, it sure does work! In real time too! Always my Stn squad (peeps I'm taking on raids) have higher reactions and accuracy than those who are only fighting on normal UFO missions and training at the base.i think 12 is good, train more soldiers in combat
btw did any of you guys used to train yoru soldiers in Ufo 1 ??
Allways keep an alien alive and stuck somewhere, and meanwhile your soldiers get shooting training and stuff...
you think it would be possible in Apoc?..
i doubt that will work in real time but turn based??
#27
Posted 11 September 2003 - 11:18 AM

"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
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#28
Posted 11 September 2003 - 11:22 AM
#29
Posted 11 September 2003 - 11:26 AM

Edited by j'ordos, 11 September 2003 - 12:48 PM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#30
Posted 11 September 2003 - 11:33 AM
Im to lazy for such actions...It still could be it counts, but gets taken first, before anything else lying on the ground. Nut indeed, I don't think it counts either, so just take one cargo bay and let your guys pick up as much as they can
#31
Posted 11 September 2003 - 02:54 PM
Hey J'ordos, how do you manage 14 hoverbikes with plasma cannons? I can never buy enough elerium ammo for that amount of guns. Are you getting it somewhere else? How? Thanks

#32
Posted 11 September 2003 - 02:59 PM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#33
Posted 11 September 2003 - 03:02 PM
#34
Posted 11 September 2003 - 05:09 PM
Well, it's a 10:1 thing for me. :crazy: And after all... You get a little bit of money if they burn too...
Best raid orgs for me: Sirius, Psyke (Psiclones), SanctuaryClinic (Hospitals burn well), Nutrivend (their hydrocultures can be blasted away and all crashes down) You have to try this!


#35
Posted 04 March 2004 - 02:53 AM
Only 1 survived the constant stream of fire from enemies. With tears in his eyes, he picked up his fallen comrade's devastator cannon, fired at the dimension laser pointer and prayed it was the last one. Then he RAN LIKE heck out of there.

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.
#36
Posted 04 March 2004 - 08:51 AM
Woah, that's alot of troops! When you have that many people, you should equip some of them with Marsec flying armor. That way, you can spread out your guys more, so an alien shot doesn't have such a high chance of hitting someone. (Who knows who they were aiming for?) Also, your troops won't be so eager to shoot each other in the back if they're on different levels.I remember doing the last dimension gates mission with 36 men.
Get 5-15 agents with teleporters, and teleport them all to sniping positions. They'd be spread out for safety, and will kill alot of aliens, while your main force dukes it out in the land and air.
That must've been a really cool and fun mission, though.


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
#37
Posted 04 March 2004 - 12:11 PM
Unfortunately, I didn't realise it would be SO dramatic that I would have to get my last man to pick up a dead guy's weapon and finish the job. It really was cool, the last man firing the last shot, hoping it is the last and it doesn't miss. When he got the message "alien building disabled", he ran like a chicken with his head cut off (for a second, I thought about stripping on my way to the exit, then decided against it).
One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.
#38
Posted 16 July 2004 - 05:25 PM
Take one more step, and I swear, I will kill you so hard you will die to death.
#39
Posted 17 July 2004 - 03:41 AM
Also note: You only have to destroy one in every two pairs of laser grid generators to disable them.
The moment the mission starts, fire away at the generators with the rockets. It'll be over pretty quickly. Most of the time would involve the evacuation.
Hmm, I wonder how hard would it be to solo the final mission?
- NKF
Number of members: 1
#40
Posted 19 July 2004 - 11:28 AM

Only reason I use two is so that they can cover each other for brainsuckers. I've found that the less men I use, the better I do.

#41
Posted 19 July 2004 - 01:11 PM
#42
Posted 20 July 2004 - 09:09 AM
edit: BTW, this is on superhuman.
Edited by Tiberius_51, 20 July 2004 - 09:09 AM.
#43
Posted 20 July 2004 - 09:14 AM
#44
Posted 21 July 2004 - 12:43 AM

Because of the brainsucker threat, only androids can truly solo missions - unless you're willing to crawl throughout the mission

With full suits of X-Com disrupter armour, you can even go solo against poppers (while your armour durability holds out, you'll be immune), but your disrupter shields will never survive, leaving you vulnerable to entropy and disrupter beams.
When teleporters arrive, try sending out solo androids with dual power swords and as many teleporters that they can carry (be sure to allow the second sword to be easily placed into the pack when swapping it out with a teleporter). As long as you remember to take brief breaks in between combat to reenergise, you'll be unstoppable.
If you remember to always keep a teleporter charged and in one hand, you can even attempt to solo with with humans and hybrids. Brainsuckers will not teleport with you.
- NKF
Edited by NKF, 21 July 2004 - 12:47 AM.
Number of members: 1
#45
Posted 21 July 2004 - 02:22 AM
Why? It seems that enemy count relies somewhat on number of your troops, and so does the map size. (not in all kinds of battles). Because more troops means generally more enemies and area -> more goodies. Especially handy in raids, i don't bother to kill just few cultists.
The battle is harder and more dangerous but it seems worth it for me...
#46
Posted 20 August 2004 - 10:33 AM

These days, I bring 10 agents to investigate buildings (squads of 5--1 w/ toxiguns, other with devastators). For UFOs, it obviously depends on the size. For types 3 & 4, I send 5 agents. Ten are sent in when dealing with destroyers and down, while everything above that requires 15.
Alien buildings 1, 2, and 3 get 10 agents each, the last two get everyone (usually about 20), and everything in between gets 15 soldiers.
That said, I use a valkerie for city missions until I get explorers(better speed), and biotrans in the alien dimension (small disruptor, 2 cargo, 2 passenger, 1 biotransport, a missile evasion, and 2 small shields).
If you look at it in terms of area, 2 small sheilds (400 prot.) takes up 8 spaces, while 1 large (still 400) needs 9. . .hmmmm. ..

Take one more step, and I swear, I will kill you so hard you will die to death.
#47
Posted 10 September 2004 - 02:55 PM
Because I can make a squad fall back while still keeping a lot of cover fire, I almost never even get wounded any more... then again, I am playing on the easiest skill...
#48
Posted 15 September 2004 - 07:59 AM
These guys are supersoldiers. I'll get a screenie of them sometime. They are edited though. ^^;
And they are not tireless or invincible. They have a lot of stamina, but running around inside a Battleship hunting a lone alien quickly tires them out. On said mission they also took a couple of dimension missiles to the face and their shields only barely survived.
Hint: Two to Three Devastator Shots is all it takes to start a catastrophic chain reaction that will take down one of the generators in an explosive cloud of explosiveness and smoke. The shots are best aimed near the base, around level 2.
Hint2: Those orange pads in alien buildings spawn a few aliens periodically. Watch out.
#49
Guest_Azrael_*
Posted 23 September 2004 - 08:45 PM
#50
Posted 24 September 2004 - 05:54 AM
They have an improvement of 6-7%, but I think that's because of boosted Psi Def. Everyone else is slowly heading back down to maximum standard levels (about 100, but speed and stamina refuse to drop *whew*) and has lost about 10%.