Sathra Posted June 19, 2013 Share Posted June 19, 2013 (edited) No blaster bombs either! And for additional crazyness, no grenades, only HE packs. After about 60-70 strength you can throw them as far as a rookie can throw a grenade I think. Edited June 19, 2013 by Sathra Quote Link to comment Share on other sites More sharing options...
ClosetYeti Posted June 19, 2013 Author Share Posted June 19, 2013 No blaster bombs either Hmm.. perhaps! Are there any overly-annoying parts in Enemy Unknown that could require them, such as TFTD's second level of artefact sites or the first level of alien bases? Also, no grenades... perhaps. That was sort of my strategy with chrysallids, though. A primed emergency grenade: in the event of grlgaghagrl, pull pin. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Since you aren't using flying suits much, then no, there isn't much need for them. Chrissies aren't as common as Tentaculats in TFTD and without using flying much there isn't a need to blow holes in UFO's. You can still use HE packs, which are kind of like grenades, just really heavy and a huge explosion. Veteran troops can throw them like grenades anyways, though rookies will really have to make us of the timer to not kill themselves. And a HE pack on 1 turn delay works much better than a standard grenade for emergencies. Quote Link to comment Share on other sites More sharing options...
ClosetYeti Posted June 20, 2013 Author Share Posted June 20, 2013 This is certainly turning into a challenge! I expect a trophy if I win if Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Actually, I'm just describing my last playthrough of EU Quote Link to comment Share on other sites More sharing options...
ClosetYeti Posted June 20, 2013 Author Share Posted June 20, 2013 I am curious, then.. how do you handle the final room in bases? Send in high-TU units with stun rods? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Depends on if I need to capture. If so, small launchers if I've got them fired at the roof/upper floor. Or I run a bunch of soldiers up the lift, gun down anything with a plasma weapon and run troops with stun rods to stand next to those with BBs (they won't fire if they can be hit with the blast). I usually use a Floater or Snakeman base for my Commander capture. Most of the time though I find the Commander wandering around the base so I bring mind probes and test everything that survives a plasma rifle shot (I try not to use HP) then bash it with a stun rod/small launcher it. Using smoke grenades lets you close in a bit more (they drop sight range about 5 tiles), and there's enough corners for a quick rush (since they invariably carry a BB they can't RF). If I don't need to capture (or its mutons) I just throw a HE pack up the elevator and gun down the survivors next turn. Quote Link to comment Share on other sites More sharing options...
ClosetYeti Posted June 21, 2013 Author Share Posted June 21, 2013 [video=youtube;DgM_Ens5JN4] Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 21, 2013 Share Posted June 21, 2013 Yep, you can sell alien plasma clips freely. They have no use. The 'base tabs unclickable' bug can be kinda fixed by clicking on 'build new base', then right-clicking to cancel. Then the tabs should work again. Quote Link to comment Share on other sites More sharing options...
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