Because you might want to reload?
No idea where it autosaves though.. upon deaths?
No idea where it autosaves though.. upon deaths?
every time you go into the mission control worldview, when you start a mission, and at the start of every turnChou wrote:
Because you might want to reload?
No idea where it autosaves though.. upon deaths?
i think you need to save ~11 or 12 to get an excellent rating for saving civvies. granted it's hard after the first couple of terror missions, but once your A-team and B-teams get established, it should be pretty simpleunnamednewbie13 wrote:
First terror mission at Moscow. I'm pretty sure saving all the civilians is a complete impossibility unless I cheat.
Also, FUCK THE TUTORIAL MODE. India requests a sat, but it already had me put up a sat somewhere else, and I had to do a bunch of bullshit before I was able to de-grey my options and build another sat receiver...which won't be completed in time to give India what they want.
Oh well, revenge for bad Microsoft customer service.
i find that having a sniper with "disabling shot" really helps during those momentsTy wrote:
First Terror mission I did my then A-squad was wiped out immediately after contact with the first two Chrysalids. First guy went down in the first move, tried and failed to kill them and two more went down. Last dude fled. Now though I splat those fuckers like they're nothing.
I've never saved all the civilians though, I think 15/18 is my best.
Encountered my first Sectopod, (Mechwarrior-looking robot thing.) Fuck those guys with a barge pole. Almost cost me my top Sniper and a dude I was training up to be my back-up Support. Love the Double Tap Sniper perk though, invaluable when you're in a tight spot like that. Meanwhile trainee Support guy saved my best Assault dude from a certain splattering with a strategically-thrown smoke bomb. I get why they're useful now.
i might try that, i usually just use disabling shot to ensure that the giant "fuck your day up" cannon doesn't go fucking my day up (though, granted, you have to relocate if he starts launching rockets at you)Ty wrote:
Plasma weaponry is pretty neat. From what I've heard one of the best ways to deal with Sectopods is a Sniper with Double Tap, Damn Good Ground and Executioner - especially if they are in a good nest.
I think the most valuable lesson I've learned so far is to know when to retreat. I think when I was fucking up really badly before I would hold my ground and make the best of the position I was in, even if I was caught in a really bad area. Now I retreat to an easily defensible position and either reassess my approach or create a kill-zone for enemies to fall into. It's worked a treat so far. Only lost one guy when I was ambushed recently but he was some Captain I got as a reward for a mission so fuck him, those newbies never last.
it helps if you upgrade your weapons, even just up to lasersunnamednewbie13 wrote:
I was doing pretty good until the terror mission. I usually go with a defense shotgunner, distance sniper, crack shot sniper, 2x rocket heavy and a support. I'm going to try it again to see just how many civvies I can save.
Gotta love how they won't move until you tap them on the shoulder, and then they run AWAY from your transport.
My main squad generally consists of one Support, one Sniper, one Assault armed with a shotgun, one Assault armed with a rifle, a Heavy and an 'optional' slot that is used depending on what I want to achieve, including the training of back-up soldiers. If pressed I'd fill it with another Support soldier, mostly because when trained up they can carry more than one item.unnamednewbie13 wrote:
I was doing pretty good until the terror mission. I usually go with a defense shotgunner, distance sniper, crack shot sniper, 2x rocket heavy and a support. I'm going to try it again to see just how many civvies I can save.
Gotta love how they won't move until you tap them on the shoulder, and then they run AWAY from your transport.
That's my teamcomp as well. 2x support and 2x assault. Having guys who can move huge distances and shoot is a lifesaver in this game, and medkits are OP at higher difficulties.
You mean like in the originals?unnamednewbie13 wrote:
I think if I'd make any changes to this game, it would be the ability to launch more than one interceptor after a UFO, to be able to fly your own interceptor on shit the autoresolve AI would just fail at, and to have more than one skyranger at your disposal so you can deploy to more than one mission per event.
Col. Connolly can use a medkit three times and since she get sent up the front quite a bit she deserves a little extra protection. With the other Support having a fourth use of the medkit it's been enough to get me through. Col. Robinson also has a vest because he's a pretty hard worker and often attracts a lot of heat, it's saved his life a few times too.
Why not an alien grenade?Ty wrote:
I keep a grenade on hand after an incident when I was deep in the shit and two of my soldiers were being suppressed. The grenade's radius happened to cover the two doing the suppressing. With those two injured I could reposition my two soldiers without them being shot at and managed to take the two enemies out. Since then I've kept one soldier with a grenade just in case but it doesn't get used much.