X-Com: UFO Defense: Difference between revisions

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- If you discover an alien base you can keep it and raid supply UFOs landing nearby. They're excellent cash cows. Decoder comes in handy, you don't want to mistake a Battleship for a supply craft.
- If you discover an alien base you can keep it and raid supply UFOs landing nearby. They're excellent cash cows. Decoder comes in handy, you don't want to mistake a Battleship for a supply craft.
- At the start of each mission throw a smoke grenade out the back of the skyranger and end the turn. The aliens start with full ap and often facing your ship, this means they will reaction fire the hell out of you as you unload. When you end the turn they will burn ap moving which means the first out the door might make it to the bottom of the ramp in one piece.
- Starting out everyone is expendable. You can always hire more rookies but if funding nations get pissed you are fucked.
- Once you get some missions under your belt your veterans are slightly less expendable. Use rookies to scout and veterans to snipe. The rookies will probably mostly die, just remember to assign more rookies to the skyranger when you get back to base.
- Grenades are even cheaper than rookies. Not sure if a house has an alien in it? Lob grenades at it until you hear the enemy die or can see out the other side.
- If a base is attacked and you have no soldiers present its an automatic loss. Tanks cannot defend a base on their own. Soldiers deployed in a skyranger can't defend the base. Soldiers in transit can't defend the base. Even your research/manufacturing bases should have some rookies with laser rifles and some tanks to defend it.
- Tanks are not totally worthless. They don't cause morale loss when they die so they make decent scouts if you can't send an officer to shore up morale. Also one of the fan patches make them decent stat wise.
- Slightly cheaty but if you are having lots of money problems relocate all your scientists and engineers on the last day of each month. Any unit in transit when the payroll is due won't get paid. If you have a lot of scientists and engineers this can save you a ton of money. It will suspend research and construction until they get back to where they came from so its not without drawbacks, and you need at least 2 bases with living quarters, etc.
- Try and resist the urge to save scum. I try and save only as needed and not reload even if things go poorly. You will take many more casualties but that's what x-com is all about.
- I save at the start of every battle before moving anything in case the very first action is a blasterbomb going off in the skyranger killing everyone. I'm just not that hardcore.
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