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Article #314My strategies (long post, sorry...)
From: Cosmo
Date: Thu, 10 Sep 1998 00:00
Date: Thu, 10 Sep 1998 00:00
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13449 bytes
>Please feel free to comment and make suggestions, anything to improve my >chances are welcome! > I'd like to take the opportunity; I often have what I consider to be good ideas, but never seem to get around to putting them out... > >Bases & building... > > Primary base location has become Midway Island, hence the name, 'Midway >React'. I kinda like it and its stuck. It may not be the perfect placing I have always dropped my first site in the middle of the Atlantic, right between Europe and NorthAm; mainly because that puts your initial "service area" in range of the higher-paying customers. In other words, it seems more cost effective to me. Like yourself, I'm also hung on naming conventions: my first base usually gets named ATLANTIC DEEP, the others named similarly (YELLOW DEEP in the Yellow Sea off of China, for example). Another consideration: later in the game when money is reasonably available, I build "mini-bases" that consist of only sonar facilities, and possibly a sub pen with a dedicated interceptor. I call these DETFAC's (DETection FACility); since I usually stick one at the North Pole, that base gets named ARCTIC DETFAC. These bases provide one and only one primary purpose: expand your search ability. They seldom get improved upon (qv) and if they get whacked by an Alien attack, I don't sweat it. > As we all know, the first base design is a mess. I used to first get >the top sub pen moved to between the lower two, and start work on an alien >containment, wide area sonar and additional stores/living quarters. >However, in retrospect, I am beginning >to feel this is additional moving of the sub pen is work which can be left >until later. Agreed on both counts. For Base 1, I usually just focus on adding the stuff to get going in style: one or two extra labs, extra living quarters, storage, WA Sonar, Alien containment: pretty much in that order. I also whack the technicians as useless, but I go that route one step further: my very FIRST hiring and firing decision is with the aquanauts. I inspect my team, and IMMEDIATELY "fire" anyone with a Bravery of 20 or less. I don't worry much about the other stuff at this point in the game, but I won't put up with one of my aquanauts panicking and running the first time he/she sees a frightened Sectoid fifty yards away. REORGANIZING THE BASE LAYOUT: I've studied the XCOM strategies and I know the difference an effective base layout makes, particularly with respect to coming under a base attack. But frankly, I personally can't justify the costs (time, money, and loss of use) just to reorganize. Hence, I recommend saving the "perfect base layout" theory for future bases; leave the original one alone, and consider altering it after you're better established, when your other bases can take up the workload of the first one when it goes offline for remodeling. ARMING: with the initial weapons, I agree with you wholeheartedly about the cannons. Throw em away. Whoever would chase down an Alien Sub with cannon is just trying to piss the alien off until it surrenders from exhaustion. My attack subs use weapon mixes: one DUP, one Ajax. That way the Cuda has both range and volume of firepower. If you manage to not bring an alien sub down with one sortie with this loadout, it needed two sorties anyway. A NOTE ON `NAUTS: I prefer to house 12 Nauts at my base. This keeps 8 on a RTG status (ReadyToGo) for the usual mission, and leaves 4 in reserve. I use the reserve troops as replacement for injured Nauts. If at all possible, NEVER send an injured Naut out to fight. If I'm responding to a major event (terror mission, base attack, raid on an intact alien sub) I send EVERY fit and able aquanaut; hopefully I can muster ten, if not the full compliment of 12. Of course, if YOUR base is under attack, EVERY TROOPER WHO CAN CARRY A GUN (injured or not) throws in to defend. As the game progresses, I increase my troop number to 16, mainly for training purposes (qv). >Equipment issues... > > When it comes to equipment, I sell off the dye grenades, torpedo launcher >+ torpedo's and dart guns go as well, keeping only PDG's, grenades, Harpoon >rifles, plus the heavy weapons, however the AP rounds get ditched >immediately in favour of the area affect ammo - HE and Phosphor rounds. Again, I agree totally. The only weapons I initially keep are the Harp rifles, autocannon, and grenades. With the autocannon, I primarily use phosphor and HE rounds, but I keep a few clips of AP handy for one intended purpose: "inside work", when the Naut actually enters an alien sub. The first time you fire off a burst of HE or phosphor rounds when you're clearing out the inside of an alien sub and you get a "friendly fire" casualty, you'll see what I mean. That extra clip of AP rounds minimizes collateral damage but still keeps the auto-toting soldier useable. Interestingly, my main use of phosphor rounds is for illuminating dark areas in night engagements (which I try to avoid if at all possible; the aliens see too well in the dark). Since I try to avoid night engagements, I don't keep illum grenades on hand. Also, I feel that the benefits of using smoke rounds are too few to bother with developing tactics for their use. There's usually plenty of terrain to provide cover. If there ISN'T enough terrain, that works both ways: the aliens have no cover, either. Torpedo Launchers are a waste of time. The weight of the weapon and it's limited ammunition makes them NOT very use-efficient. THERMAL TAZERS: I don't make great use of them at the beginning of the game; you've got more important things to worry about. At best, I'll arm the two ReconNauts with them, in case they get lucky and blunder on an opportunity to ZAP an alien; when the time comes that I need to study a particular live alien, I'll make the effort to "corner" one, and send the ReconNauts in after it. Only in the later stage of the game do I use TAZERs regularly: when I develop my Aquanaut Training Program (qv). HVY WEAPONS: Inspect each Naut; the ones with the high Strength/Stamina are the ones you want to be your "heavies", carrying the Autocannons. Try em out. If they still seem slow (due to inherently slow speed), put em back in line as regulars. SQUAD ORGANIZATION: My eight-man squads are usually organized as follows: four "regulars" equipped with rifles and a grenade apiece; two ReconNauts equipped with pistols, tazers and motion detectors; and two "heavies" with Autocannon ONLY. As the game develops, the equipment will upgrade, naturally; and as the aquanauts develop better physical characteristics, they'll carry a few "extra's", like an extra grenade or two. Also: when I find a Naut who carries heavy weapons satisfactorily, I change his name, by adding "(HW)" to the end of his existing name. That way I can tell at a glance that a given Naut is one of my weapon specialists. The same goes for ReconNauts "(R)" and Molecular specialists, who get a "(*)". I don't bother with PDG's; invariably, I end up arming and deploying one somewhere, and either forgetting about it and rediscovering it the hard way (whoops!), or needing to get past it at a later date. >Research... > > Scientist primarily research the Medi Kit above all else. First reason >is the safety and survival of my operatives, and secondly, when I can afford I go straight for the Particle Sensor; followed by the MedKit, then gauss weapons. I have no problem with gauss weapons. They may not provide much cash return, but an aggressive Destroy-And-Salvage policy will keep you in plenty of money. Except for learning HOW to make them, I don't worry too much about building or equipping with MedKits until such a time as you develop Armor for your aquanauts. Before armor, I'd guess that 85% of the time that a Naut gets shot by an alien, he dies. It's a cruel philosophy, but it's statistically efficient. After successfully researching and building armor (plastic or whatever), your Nauts are actually at a point where they can usually take a shot and live long enough to use a medkit. It's at this point that I try to ensure that EACH aquanaut is equipped with one! > As a side note, in the current game I play, I tried an experiment. I >didn't research sonic weaponry until I had funds to get a decent size >research base up and running. My observations suggest this forced the This sounds like a VERY reasonable estimate. I'd bet money that alien advances in XCOM's 1 thru 3 are based on player advances (among other things, like force size)... > In my current game, I researched all non-weapon alien technology and >items; corpses etc. I sold off all items, bar one of each item, except >sonic pulsers and sonic weapon clips, which I kept around 10 of each My own research method is less organized; I just cram as many labs and scientists into a base as possible and go at it. For big ticket items (equipment, new subs, etc) I try to hammer the research with 30-50 scientists at once; the minor items (interrogations, corpses) usually get a staff of ten or fifteen. Is there a reason to keep more than one corpse/prisoner? I've never been aware of any benefit... >Tech & building priorities... No poignant agreements or disagreements, except to say that I seldom build stuff solely to sell it. >Squad deployment... > These early missions mean the gunners are primarily heavy weapons, >supported by Harpoon riflemen. The riflemen act as a kind of second scout >for the squad. If they spot something moving in their area, the autofire is >a very useful facility on the HydroJet Cannon, especially HE. However, I >have a fondness for Phosphor myself - maybe I'm a closet pyromaniac and just >don't know it! :-) Ahh, tactics. I LOVE discussing tactics... The following applies to "normal" deployments (shot down subs, etc). Remember my 8-man squads mentioned above? The exit the Triton as follows, when possible. First, I use the buddy system. A two man team will usually save you if you run into any nasty surprises. First pair out the door (when possible) is a ReconNaut and a regular, headed for the right edge of the area at a dead run. Second pair is the same, headed for the LEFT edge. IMPORTANT: the other four don't leave the sub yet; wait for the next turn. On the NEXT turn, the teams that left continue to their edges. Meanwhile, back in the sub, pair up your remaining Nauts in Heavy/Regular teams (one each), then deploy them closer to the center of the map but still on either side. You end up with a line of teams as follows, from right to left: Recon/Regular, Hvy/Regular, Hvy/Regular, Recon/Regular. When they're all in position, advance them forward. Deal with each "problem" as you encounter it: hold up the rest of the line while the team that encountered the Hostile takes em out. There are, of course, exeptions to this rule. One: if one of your teams locates a hostile, and at the same time ANOTHER team locates one (or comes under fire from an out of site location), you can't really have the second team hanging around like a moving target while it's waiting for T1 to deal with it's problem. Secondly, if your squad comes under Molecular Control Attack, SCRAMBLE. You have to locate and neutralize that bad boy AS SOON AS POSSIBLE. An alien attacking with Molecular is unique in that he has the potential to inure MANY of your Nauts: by controlling ONE and forcing him to attack the OTHERS. This is unlike your raygun-toting alien who can only shoot at one Naut at a time; and, if you think about it, it's unlike your grenade-toting alien, also. A grenadier can only whack a bunch of enemy units IF THEY'RE ALL CLOSE ENOUGH TOGETHER. Needless to say, aliens attacking with any form of mind control (as in the other XCom's, too) get Top Priority in my tactical evaluation. > Terror missions can be really painful during the early stages of the >game, especially if you are still using terran weapons. These two part >missions can see you without ammo, and in a worse case scenario, having to >abandon the mission, due to no offensive capabilities. Hence the Thermal >Tazer being standard issue. It may mean you get some casualties, but could >mean the difference between completing the mission or risk continued alien You go, boyo. I usually avoid terror missions like the plague until I've developed alien weapon research as a minimum. Then, when I'm on Stage 1 of a terror mission, I go out of my way to scrounge weaponry from dead aliens before proceeding to Stage 2. There is a lot more that I could add, but for now, I'll end here; this message is already way too long for reader comfort. Cosmo
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From: "Cosmo" <co...@menagerie.net> Subject: My strategies (long post, sorry...) Date: 1998/09/10 Message-ID: <6t8s0j$qcu$1@news-in.anc.net> X-Deja-AN: 389786313 References: <905385804.972.0.nnrp-09.c2deb095@news.demon.co.uk> X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Organization: Arkansas.Net (501) 375-0160 Newsgroups: alt.games.x-com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit