Emperor_Zoron Posted May 6, 2014 Share Posted May 6, 2014 (edited) Yeah, I add a vehicle when I get the Shrike (generally a Scimitar as I have those researched by then).And then I spent the next couple of missions giggling whenever I fire the Pulse Laser. I always forget how fun that gun is. Oh yeah, my jaw dropped the first time I fired that thing. I had not expected it to be that... effective. >_> Edited May 9, 2014 by Emperor_Zoron Quote Link to comment Share on other sites More sharing options...
Commissar Pancakes Posted May 7, 2014 Share Posted May 7, 2014 I pretty much never deploy with the Ferret (its just way too squishy). Even if I have to just to add a force multiplier, it will only ever be sent out with a laser cannon. Otherwise, I my first vehicle will generally be the Scimitar. Quote Link to comment Share on other sites More sharing options...
spacebug Posted May 7, 2014 Share Posted May 7, 2014 tested on insane difficulty, with ballistic weapons and laser weapon: Chinook: 2 LMG with medipacks - i always make sure they don't need to reload in the same turn, so i always have at least one reliable source of long-range supression. low priority for armor, until you get the LMG-only-armor. they do not use the medipacks 2 shotgun with C4 - great to finnish of supressed aliens, C4 is mostly for opening UFO doors, but can also be usefull for emergency situations. (throwing C4 into an ufo destroys a ton of loot, but it can save your squad.) 2 sniper, with a rocket launcher and spare rockets in backpack - the rocket launcher is only used for removing cover, or in emergency situations (reaper!). as both weapons are long-range, they don't need armor if you are carefull (although flying armor is usefull once you get it). 2 shield + pistol with stun baton, smoke and flashbang grenades - for scouting, short range supression, and throwing smoke Shrike: the same + the following: 1 vehicle 2 assault rifle with medipacks and flying armor - the more mobile scout (compared to shield units with wolf armor as the more durable scout), and my medics. the rifle is a good all-round weapon, i just don't use it on the Chinook because i don't want to remove one of the more specialised troops every soilder (except the rocket-snipers) carries as many smoke and flashbang grenades as possible without reducing tu, shield+pistol might carry a few more depending on soilder strength/tu (they need at least 2 of both). If my shield+pistol guys have realy good strength/tu (carrying 3 smoke/flashbang and still having room), i add explosive grenades. The LMG units are the most important part of my strategy, doing a ton of supression and often enough destroying cover or the alien aimed at. they usually do not use the medipacks, if i need to heal someone they drop it and someone else does the healing. Quote Link to comment Share on other sites More sharing options...
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