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XCOMUFO & Xenocide

Maltara

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  1. Definitely Rocket launcher; you don't need accuracy as long as you set up the wall-angle correctly, and with a flying suit any alien below a rocket carrying soldier is a goner. I even use them in UFOs - my style of play is to never reload in a game; last terror mission I had two friendly fire rocket casualties, but it was still worth it. In supply vessels, you can use the rocket launchers to shoot on an angle around the corner to the lifts and clear the lift pad without any line of site. You could waste TUs and elerium on a blaster bomb, but using Blaster launcher doesn't increase firing accuracy. Finally, I use the rocket launcher to clear farmhouses, buildings, jungle trees, and other obstacles. If there is an alien in a farm house there is no better way to flush them out (other than blaster launcher, see above). High explosives delay a turn, and again using them to kill aliens does not increase your snipers' accuracy. I would actually rate the rocket launcher the best weapon in the game; the blaster launcher is a great bail-out weapon but is limited in its use and accuracy-accruing benefits. I usually have about 25% of my squad as rocket launchers, 80% heavy plasma, and the rest miscellaneous (blaster launcher, fodder, medic).
  2. I am in the middle of a veteran game and am struggling to keep up because I use minimal in-mission saves; mostly I try to complete missions without loading at all. This means I go through a lot of rookies ^^. Anyway, one my brave soldiers opened the door to a terrorship and right in front of him was a cyberdisc. I hate those buggers! I did the only sensible thing I could and cleared all my other troops away from the blast area (around corners mainly) and then good old Squaddie Yamashita took one for the team as blasted the cyberdisc to smitherines, which unfortunately took him with it. It got me thinking; for demolition I don't use a lot of alien grenades, since heavy rockets are my choice. But what about sending in some rookies with a plasma pistol or laser weapon and a 0 turn grenade on his belt well in advance of the squad, i.e. into UFOs or UFO command rooms? If the aliens kill him he just blows up the next turn. Could this be a viable strategy? A sad strategy maybe, but I find using rookies in general to scout is cheaper than hovertanks and large-scale blaster bomb demolition. Rookies also provide great human walls for the Colonel.
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