Don't get over-reliant on using mines unless you're using Seb76's fixes for it. Partly because they are dangerous and in the vanilla game do not award any experience.
Just a few thoughts of my own.Heavy Cannon
- it's a good weapon and not quite inaccurate. Its snap mode is identical in accuracy to the pistol and rifle. Its aimed mode sit between the pistol and rifle. It is perhaps hindered somewhat by its low ammo. A loaded HC is exactly the same weight as an Autocannon, so if you can carry one, then the other will be no problem. The main difference is that the HC has the heavier ammo, requiring 6 strength units per clip while the AC uses 5 strength units per magazine. Due to its slower speed, best used in a supportive sniping role. Always kneel.
All of its ammo is useful but must I admit that I mainly use it with HE rounds as a micro-missile launcher. While using small rockets with the rocket launcher is better for this role thanks to its accuracy, its the number of rounds and reduced weight of the HC clips that appeal to me. The rocket launcher is best reserved for large rockets.
If you start playing TFTD, you'll really enjoy its slightly upgraded equivalent. Explosives in general
- They lack finesse, but almost anything can be solved with enough high explosives.
Just take the time to accustom yourself with the safe practice of operating explosive weaponry. Maybe run a separate game where all you use are rockets or grenades. It's incredibly dangerous but also a good way to learn how to handle them better. Rocket Launcher usage
Being sensible when firing the launcher is always a good idea. Steer clear of difficult shots that require the rocket to navigate past friendly targets. Same goes for any area effect weapons. Angle the attacks into the ground from a high vantage point or try to fire the rocket so that it slams into something solid near the target (such as a wall). If you must use it in close quarters - wear a flying suit at the very least and stay well clear of the center of the impact!
One tip I recommend that you etch in your mind for launcher use: Kneel. Always kneel when firing it. You also won't steer to far off the mark if you throw in a very accurate soldier as well and take advantage of the very high accuracy aimed attack.
To counter reacting with rocket launchers, not counting loss of control by way of psionics, these are common options:
- Drop the rocket launcher - as mentioned.
- Leave the rocket launcher unloaded - you have enough TUs to load and then aim fire them every turn. It's just reversing the order when you actually load the weapon. If you've got a really good vantage point for sniping, you can also get away by dropping all the ammo on the ground and only loading them when you need to fire.
- Set a secondary weapon to active by opening that weapon's attack menu. You'll visibly see which weapon is active on your soldier sprite. You only react with the active weapon. Therefore if you had a pistol or laser pistol in the other hand set as the active weapon, you will react with that instead. This is good for really accurate soldiers who do not mind the -20% accuracy penalty (or you're operating it so that you're always close enough that missing won't matter).
To counter launcher use when mind controlled, dropping your weapon is the option that works best.Grenade relay in the Skyranger
Throwing explosives out of the back of the Skyranger isn't a bad strategy. It works. Works well in tandem with the motion scanner. But true, accidents can happen.
The relay itself requires that you check between the soldiers to ensure that you get the grenade to its destination. That's fine. Easiest way is to try not to use too deep a relay and use only the four soldiers nearest the exit where possible. The closer they are to the exit, the less errors.
Sometimes the grenade really slips up and falls through a gap in the floor and ends up outside. That's still fine - and perhaps advantageous at times.
Once it has been thrown beyond the lip of the Skyranger, use the overhead map to check where the grenade has landed (on both levels) if you can't get a visual. If it's on the ground layer, even if it's on the ramp, you'll be okay. If it's on the first level and still inside the Skyranger - by all means pick it up!
One problem that might crop up often is if the grenade falls on the equipment pile - and there are other identical grenades in the pile. In the plain vanilla game, you can't tell which one it is. Don't let that happen. Make sure everyone is carrying all of the on-board grenades.
Apart from that, just get used to grenade handling in general. You could train yourself by having half your team dedicated to grenadier pairs armed with a laser pistol and a cocktail of alien grenades and high explosives. Veteran soldiers in this role can be quite amazing. Night Terror Missions
Use cover, use flares (leapfrog them or even toss them on the roofs), use the roads as a sniping corridor and hug the edges of the map when navigating around the map. That way you only have to worry about attacks from one side. Methodically clear each building. Stick close to the buildings too and try not stay out in the open. Make use of natural lighting as long as it is there. Be extra wary of any box storage facilities like the sheds and the warehouse. Never rush! Especially into darkness.