Amiga4ever Posted April 13, 2014 Share Posted April 13, 2014 (edited) I know that in OG UFO reaction fire was everywhere but I think it shouldn't happenen when you shoot in first turn. For example - new mission, all team in "dropship". Alien spotted stright away without moving out from craft - I made a shoot and alien responded with auto shot. 2 mens died Edited April 13, 2014 by Amiga4ever Quote Link to comment Share on other sites More sharing options...
silencer Posted April 13, 2014 Share Posted April 13, 2014 That situation was a dreaded sight in OG When it comes to reaction fire I think that OG had better solution. Here after X turn while my soldier moved 1 square and alien had only enough TU's to snap shot, he made his reaction shot despite my soldier having 90% of TU. In OG it was like IF my Reaction > your current TU, then I can shoot. Here I think it is dice roll Quote Link to comment Share on other sites More sharing options...
kabill Posted April 13, 2014 Share Posted April 13, 2014 That situation was a dreaded sight in OG When it comes to reaction fire I think that OG had better solution. Here after X turn while my soldier moved 1 square and alien had only enough TU's to snap shot, he made his reaction shot despite my soldier having 90% of TU.In OG it was like IF my Reaction > your current TU, then I can shoot. Here I think it is dice roll It used to be a die roll, but it was changed a few builds back to work as in the original game. The problem is that if you have an opponent with full TUs, odds are they will get to take a shot on you without you doing very much at all. Quote Link to comment Share on other sites More sharing options...
quiescat Posted April 13, 2014 Share Posted April 13, 2014 It used to be a die roll, but it was changed a few builds back to work as in the original game. The problem is that if you have an opponent with full TUs, odds are they will get to take a shot on you without you doing very much at all. that's where lovely smoke grenades come in even if they get shots off they have to aim past a full grenade of smoke to hit any thing Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 13, 2014 Share Posted April 13, 2014 I don't believe that aliens will actually reaction fire at all if you can make their accuracy too low by using smoke. That does mean they might still take a shot when you do get close enough for their accuracy to go back above the threshold. Quote Link to comment Share on other sites More sharing options...
Monifix Posted April 13, 2014 Share Posted April 13, 2014 It was the same in the original game. So many times I'd spot an alien in hidden movement which would park itself just outside of vision. I'd take 1 step forward with my soldier in my turn, spot it and think "Got you! Time to crouch for that extra aim and to make myself a smaller target if it shoots back" *Click* - Instant reaction fire to the face and a soldier dying in agony. Quote Link to comment Share on other sites More sharing options...
Safe-Keeper Posted April 13, 2014 Share Posted April 13, 2014 Haven't unlocked the later landing craft, but at least the Chinook has three exits, so you shouldn't be "pinned" inside your craft unless you pretty much decide to. Be glad it's not the OG and its bottleneck dropships that basically meant you were doomed if you had three Cyberdisks outside of your one exit ; . Quote Link to comment Share on other sites More sharing options...
silencer Posted April 13, 2014 Share Posted April 13, 2014 Today in Terror Mission with Androns I had like situations where Androns left enough TUs for either snap or normal shot and when my 99 TU soldier poked his head - so he used 3 TUs - instant reaction fire... yeah sure... so do they have like 150 reflex or what. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 13, 2014 Share Posted April 13, 2014 Be glad it's not the OG and its bottleneck dropships that basically meant you were doomed if you had three Cyberdisks outside of your one exit ; . That brings back fond memories. I remember landing on a night mission and having the people in front take a step or two out, throw electro-flares, and dive back to "safety". Alien turn, and I hear the distinctive whine of an incoming blaster missile.... Quote Link to comment Share on other sites More sharing options...
legit1337 Posted April 14, 2014 Share Posted April 14, 2014 Blaster launcher into the skyranger was a classic way of wiping a mission. Or they would MC the guy with the rocket launcher inside the skyranger before anyone could disembark... Good times lol. Quote Link to comment Share on other sites More sharing options...
Burzmali Posted April 14, 2014 Share Posted April 14, 2014 I don't believe that aliens will actually reaction fire at all if you can make their accuracy too low by using smoke.That does mean they might still take a shot when you do get close enough for their accuracy to go back above the threshold. Tell that to my assaults that love taking potshots at long range against aliens advancing in cover with their carbines... Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 14, 2014 Share Posted April 14, 2014 Blaster launcher into the skyranger was a classic way of wiping a mission.Yeah, that pretty much sucked. Lost whole teams to that one. There was also a bug where a grenade or demo charge that had a timer set before the GC ended would blow up the next time you went into GC. That was always fun. Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted April 15, 2014 Author Share Posted April 15, 2014 Ok another mission and similiar situation, but this time as advice I use smoke granade: 1. First turn - I used Smoke Granade 2. Alien use reaction fire - killed my 2 soldiers:/ 3. Next turn - injured 2 another mens .....overall - smoke granade failed Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 Quick advice - smoke + sebillians is no go. Those Lizards from outer space laugh at smoke. If it was Caesan or Andron it would work. Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted April 15, 2014 Author Share Posted April 15, 2014 I wondering why there is no ability to close dropship gate - loading bay Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 15, 2014 Share Posted April 15, 2014 Quick advice - smoke + sebillians is no go. Those Lizards from outer space laugh at smoke. If it was Caesan or Andron it would work. More specifically, this is what he means: From V22 Experimental 1- Sebillians can now see through smoke Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted April 15, 2014 Author Share Posted April 15, 2014 So how to survive this situation when sebillians is at the front of your dropship? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 15, 2014 Share Posted April 15, 2014 So how to survive this situation when sebillians is at the front of your dropship?I'd rearrange my troops so the LMG and rocket launchers were able to fire out the back as soon as you land. I do believe Chris mentioned the Xenonauts were always supposed to go first in some upcoming release. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 But Xenos always go first. I think you are addressing the Valkyrie where after deployment aliens were the first one to move (or so I've heard - never actually went far enough to get one) And as StellarRat said - I am always assigning LMG as a frontal units so in such cases I suppress the aliens. You could also throw a flashbang if you have strong enough soldier. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 15, 2014 Share Posted April 15, 2014 So how to survive this situation when sebillians is at the front of your dropship? I find a little trick long time ago, take one of your soldiers out of the secondary exits of the ship, take cover or seek longer range, shot at aliens or trigger reacrion fire. That stupids aliens will shot to the soldier in current actions. Sometimes I put a shield soldier in secondary exit to deal with this situations. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 16, 2014 Share Posted April 16, 2014 Yeah. You can use the side exits in that situation. Quote Link to comment Share on other sites More sharing options...
MKDELTA Posted April 16, 2014 Share Posted April 16, 2014 I'd rearrange my troops so the LMG and rocket launchers were able to fire out the back as soon as you land. I do believe Chris mentioned the Xenonauts were always supposed to go first in some upcoming release. I use a layout where there is 1 machinegun and 2 shields or heavily armored soldiers in the front. Never had any big issues with aliens in front of me. Usualy I'm just happy if some mook decides to check out the Chinook and proceeds to sit in the firing lane of a machine gun. I guess maybe if an Andron spawned in front of a team with nothing but ballistics. I also always have some (hopefully armored) people exit from the sides because I once got shot in the back by a Sebilian who had spawned near one of the side exits. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 16, 2014 Share Posted April 16, 2014 I use a layout where there is 1 machinegun and 2 shields or heavily armored soldiers in the front. Never had any big issues with aliens in front of me. Usualy I'm just happy if some mook decides to check out the Chinook and proceeds to sit in the firing lane of a machine gun. I guess maybe if an Andron spawned in front of a team with nothing but ballistics. I also always have some (hopefully armored) people exit from the sides because I once got shot in the back by a Sebilian who had spawned near one of the side exits. This problems usually appears when you are fighting light aricraft without advanced armors. And as you say, shields are very usefull in this situations. Quote Link to comment Share on other sites More sharing options...
MKDELTA Posted April 16, 2014 Share Posted April 16, 2014 This problems usually appears when you are fighting light aricraft without advanced armors. And as you say, shields are very usefull in this situations. Yes, unarmored Xenonauts are extremely vulnerable. Which is why I put the machinegun into the front and shoot with it first. If there is an alien in front of the craft I can either supress it or kill it outright. The early aliens are rather vulnerable too after all. I'm not saying that there are no situations where an alien spawning really close to your transport wouldn't be a problem. It's just that there are ways to deal with it and that managing the soldier location in the transport might pay off. I imagine that putting a vechile in the front would also help but I haven't really used them. Quote Link to comment Share on other sites More sharing options...
Hairyscreech Posted April 17, 2014 Share Posted April 17, 2014 I always put 2 lmgs at the front unless I have a scout car and then that is at the front with 3 troops directly behind and 3 back against the cabin wall. This way should you get pinned you are covered. In these situations the first thing to go for is suppression. Quote Link to comment Share on other sites More sharing options...
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