ccrunner1756 Posted January 6, 2014 Share Posted January 6, 2014 Hi all I am having some trouble when it comes time to breach a ufo. If i pop smoke on my guys then they cant hit the aliens inside. if I dont pop smoke the front guys die to reaction fire. How do you go about the breach and clear? Thanks! Quote Link to comment Share on other sites More sharing options...
Dead Dread Posted January 7, 2014 Share Posted January 7, 2014 (edited) The biggest mistake I see people do in screenshots is to line all their soldiers up right at the door. It is even worse now that aliens use grenades properly. I suggest keeping your guys well back (7 squares). I like to have 2 shields that act as forward men in missions, in ship breaches they act as mobile cover for my 2 snipers. Line these 4 up in front of the doorway (7 squares back, shields kneeling in front, snipers behind). 1 shield carrier should have a smoke nade in their hand, pistols do little damage and you need smoke for emergencies. The other can have whatever you like (i prefer a different type of nade). If you have an mg place him next to your snipers, they are great for suppression. A rocket guy is also good here as well, just make sure these 2 are a square back from the shields so they dont take too much fire. OK so now your setup do the following; 1) Blow the door with C4 (it may take 2 goes) 2) Assess the situation, if you cant see any aliens move your shotguns closer to the sides (2 squares from the door) DONT RUN THEM INTO THE DOORWAY. Wait and reaction fire on any alien that comes into view. 3) If you can see aliens then the fun starts, how many aliens do you see? if its only one or 2 and they are a way back then fire with your snipers, they have good chances to hit, deal decent damage and can cause suppression. With a little luck any reaction fire will hit the shield bearers. You can try suppressing them with mg fire as well. In fact once aliens start being suppressed you can almost guarantee supression by firing an mg at them. ONLY if they are suppressed move your shotguns to the doorway, blast and retreat. If you screw up and cant retreat a shotgunner because you miscalculated TUs dump smoke on him! 4) If you see lots of aliens Dump smoke on the doorway and blast through it with rockets! 5) If you want to capture an alien, soften them up a bit with the regular tactics then dump smoke on the doorway and fire stun smoke rockets/nades in everywhere This is just my method, but I find it works well on veteran difficulty. Like you i find smoke as much a hinderence as a help, dont get me wrong its a must have defensive item on every soldier I have. But I pretty much only dump it on exposed soldiers to save lives. Plenty of other ways can work so try them as well! Also as new versions come out some tactics might need changing! This could be especially true now aliens fire from further ranges than before! [EDIT] Yep I was right.. The aliens are now much more accurate and dangerous with the latest build.. Keep your men well back, the 7 tiles mentioned above is too close. Edited January 14, 2014 by Dead Dread Quote Link to comment Share on other sites More sharing options...
ccrunner1756 Posted January 7, 2014 Author Share Posted January 7, 2014 Thank you so much for your very detailed reply! I will give that a try. I think I need to rethink my tactics completely. I was doing exactly what you said and lining up right in front of the door with my shields and shotguns behind the shields. Im really not thrilled about how smoke works now. I will give your method a go and be a little more liberal with explosives inside the UFO. Thanks again!! Quote Link to comment Share on other sites More sharing options...
Dead Dread Posted January 7, 2014 Share Posted January 7, 2014 No worries! In the current build (v20HF1) i sometimes find that blowing the door is all you need to do on light scouts. If the aliens inside are up against the door they get turned into a fine purplish paste >8-) Quote Link to comment Share on other sites More sharing options...
Serker Posted January 7, 2014 Share Posted January 7, 2014 Research alien biology(you need to see two types of aliens in combat to get that) and then stun weapons. It will give you gas grenade and gas rocket to play with. These simplify things a great deal. You can gas em to death without getting hit once, just ask to throw someone who is not in LoS to aliens. You don't need to throw grenades right under alien's feet. You may as well look closely what enemy holds in their hands. Heavy plasma is basically a shotgun and won't deal any damage from 15 squares, and plasma cannon can't reaction fire at all. Quote Link to comment Share on other sites More sharing options...
Nameless1 Posted January 8, 2014 Share Posted January 8, 2014 The biggest mistake I see people do in screenshots is to line all their soldiers up right at the door. It is even worse now that aliens use grenades properly. I suggest keeping your guys well back (7 squares). I like to have 2 shields that act as forward men in missions, in ship breaches they act as mobile cover for my 2 snipers. Line these 4 up in front of the doorway (7 squares back, shields kneeling in front, snipers behind). 1 shield carrier should have a smoke nade in their hand, pistols do little damage and you need smoke for emergencies. The other can have whatever you like (i prefer a different type of nade). If you have an mg place him next to your snipers, they are great for suppression. A rocket guy is also good here as well, just make sure these 2 are a square back from the shields so they dont take too much fire. OK so now your setup do the following; 1) Blow the door with C4 (it may take 2 goes) 2) Assess the situation, if you cant see any aliens move your shotguns closer to the sides (2 squares from the door) DONT RUN THEM INTO THE DOORWAY. Wait and reaction fire on any alien that comes into view. 3) If you can see aliens then the fun starts, how many aliens do you see? if its only one or 2 and they are a way back then fire with your snipers, they have good chances to hit, deal decent damage and can cause suppression. With a little luck any reaction fire will hit the shield bearers. You can try suppressing them with mg fire as well. In fact once aliens start being suppressed you can almost guarantee supression by firing an mg at them. ONLY if they are suppressed move your shotguns to the doorway, blast and retreat. If you screw up and cant retreat a shotgunner because you miscalculated TUs dump smoke on him! 4) If you see lots of aliens Dump smoke on the doorway and blast through it with rockets! 5) If you want to capture an alien, soften them up a bit with the regular tactics then dump smoke on the doorway and fire stun smoke rockets/nades in everywhere This is just my method, but I find it works well on veteran difficulty. Like you i find smoke as much a hinderence as a help, dont get me wrong its a must have defensive item on every soldier I have. But I pretty much only dump it on exposed soldiers to save lives. Plenty of other ways can work so try them as well! Also as new versions come out some tactics might need changing! This could be especially true now aliens fire from further ranges than before! Oh yes. I'm just waiting for the game to be ready and have no idea where It is now, but let's just say your post makes me happy So many memories from the original...when I discovered the utility (and clever use) of smoke granades all changed (especially on that damn ramp, I'm sure you know what I'm talking about ) Quote Link to comment Share on other sites More sharing options...
Dead Dread Posted January 8, 2014 Share Posted January 8, 2014 yeah, smoking the ramp was mandatory in the OG. Have you got up to an Andron terror mission... after my 3rd move i had 8 Androns, 1 heavy drone and 2 light drones come into view at once... I had almost every guy dump smoke & ran like a sissy back to the chinook... leaving a trail of C4 in my wake Quote Link to comment Share on other sites More sharing options...
Nick7532 Posted January 11, 2014 Share Posted January 11, 2014 I have always found riot shields to be completely worthless. Whenever I use them aliens seem to shoot right through them and hit the guy in the back Quote Link to comment Share on other sites More sharing options...
Ashery Posted January 12, 2014 Share Posted January 12, 2014 Stuff's mostly been covered, but flashbang use, especially during the early game, needs to be emphasized more. On light scouts, you can usually suppress everyone inside with a couple bangs if you've got troops diagonally-adjacent to the door. In that position, the only alien hidey-hole you have to worry about is the front-corner of the room across from them, and you'll usually have at least one corner free to bang without reaction fire. Combine that with snipers outside visual range firing straight in and you should be golden. Quote Link to comment Share on other sites More sharing options...
mrsisk Posted January 13, 2014 Share Posted January 13, 2014 Takes a LOT of flashbangs to whittle down caesans, though. A lot of flashbangs. Quote Link to comment Share on other sites More sharing options...
Dead Dread Posted January 14, 2014 Share Posted January 14, 2014 throwing flashbangs into a ship from outside it is bugged tho.. the first flashbang does very little suppresion which is why i dont use that method. if you are going to throw flashbangs you will need 2+. try to throw them in with your soldier at an angle to the door so that they can get them inside but are out of line of sight and therefore dont expose themselves to reaction fire. Quote Link to comment Share on other sites More sharing options...
seaoflcl Posted January 15, 2014 Share Posted January 15, 2014 This UFO breaching is seriously killing me. Mostly it's because of the way grenade mechanics seem to work. In the original X-COM you had a lot of flexibility with throwing grenades, you could accurately place them at almost any tile. In Xenonauts, it seems like grenades can only be thrown in a "3-point line" arc, which means it will be blocked by the roof. Breaching in real life is more of an underhanded toss through the door frame, without exposing the body. I can't get a grenade into the craft and hit the aliens without doing some Charles Barkley stuff, which means getting annihilated by reaction fire. This issue, plus smoke grenades forming a wall that reduces all accuracy to 1%, makes breaching a craft, which is already a disadvantageous situation for the attackers, EXTREMELY costly. It would definitely be easier to shoot rockets at it, but that's not a good strategy for the salvage part of the game. Quote Link to comment Share on other sites More sharing options...
squigoth Posted January 15, 2014 Share Posted January 15, 2014 I use shield men to the front followed by shotguns... Quote Link to comment Share on other sites More sharing options...
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