https://www.ufopaedia.org/api.php?action=feedcontributions&user=Big+Sol&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T10:10:56ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Vehicle_Weapons_(Apocalypse)&diff=15403Vehicle Weapons (Apocalypse)2008-05-21T07:22:04Z<p>Big Sol: Removed a section that contained a personal opinion and less-than-unbiased information.</p>
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<div>Welcome to the Vehicle Weapons Listings! Here we have listed every weapon made for vehicles in X-Com Apocalypse.<br />
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==Aircraft Weapons==<br />
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[[Bolter 4000 Laser Gun (Apocalypse)|Bolter 4000 Laser Gun]]<br />
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[[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]]<br />
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[[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]]<br />
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[[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]]<br />
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[[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]<br />
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[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]]<br />
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[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]]<br />
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[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]]<br />
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[[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]]<br />
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[[Janitor Missile Array (Apocalypse)|Janitor Missile Array]]<br />
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[[Justic Missile Launcher (Apocalypse)|Justice Missile Launcher]]<br />
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[[Prophet Missile Array (Apocalypse)|Prophet Missile Array]]<br />
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[[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]]<br />
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[[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]]<br />
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[[Statis Bomb Launcher (Apocalypse)|Statis Bomb Launcher]]<br />
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[[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]]<br />
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[[Laser Defense Array (Apocalypse)|Laser Defense Array]]<br />
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[[Plasma Defense Array (Apocalypse)|Plasma Defense Array]]<br />
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==Ground Vehicle Weapons==<br />
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[[40mm Auto Cannon Turret (Apocalypse)|40mm Auto Cannon Turret]]<br />
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[[Airguard Anti-Air Cannon (Apocalypse)|Airguard Anti-Air Cannon]]<br />
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[[Ground Launched Missile Array (GLM Array) (Apocalypse)|Ground Launched Missile Array (GLM Array)]]<br />
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[[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]]<br />
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[[Ground Launched Missile Air Defense (GLM Air Defense (Apocalypse)|Ground Launched Missile Air Defense (GLM Air Defense)]]<br />
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[[Rumble Cannon (Apocalypse)|Rumble Cannon]]</div>Big Solhttps://www.ufopaedia.org/index.php?title=Janitor_Missile_Array_(Apocalypse)&diff=15402Janitor Missile Array (Apocalypse)2008-05-21T07:20:30Z<p>Big Sol: New page: While the general consensus is to avoid weapons that require reloading since ammunition can be expensive, it's important to note that the Janitor missile array's performance is a good bala...</p>
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<div>While the general consensus is to avoid weapons that require reloading since ammunition can be expensive, it's important to note that the Janitor missile array's performance is a good balance to the cost of its missiles. At the beginning, you can mount one of these missile arrays on each of your hovercars to give them a good offensive punch against the smaller craft. However, as the game progresses and the alien ships get larger, you're better off upgrading to something with more punch.</div>Big Solhttps://www.ufopaedia.org/index.php?title=40mm_Auto_Cannon_(Apocalypse)&diff=1540140mm Auto Cannon (Apocalypse)2008-05-21T07:17:41Z<p>Big Sol: New page: This little weapon is often underrated. It has the drawback of requiring ammunition, but the good news is that the ammo for this weapon is fairly cheap and doesn't take much space. What th...</p>
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<div>This little weapon is often underrated. It has the drawback of requiring ammunition, but the good news is that the ammo for this weapon is fairly cheap and doesn't take much space. What this weapon lacks in overall efficiency it makes up for with performance. It has a good rate of fire and, most importantly, it is the most accurate projectile weapon you have access to in the beginning of the game, with an impressive 70% base accuracy rating. A small group of hoverbikes armed with 40mm Auto Cannons can easily bring down the earlier scout craft in the game and can even prove to be a nuisance to the larger ones later on.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Heavy_Disruptor_Beam_(Apocalypse)&diff=15400Heavy Disruptor Beam (Apocalypse)2008-05-21T07:14:38Z<p>Big Sol: New page: This is the ultimate weapon for any vehicle in the game. Only the Annihilator has the massive weapon mount needed to use this weapon. Other than its size and power, it's identical to o...</p>
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<div>This is the ultimate weapon for any vehicle in the game. Only the [[Annihilator]] has the massive weapon mount needed to use this weapon. Other than its size and power, it's identical to other Disruptor weapons and requires no ammunition supply.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Medium_Disruptor_Beam_(Apocalypse)&diff=15399Medium Disruptor Beam (Apocalypse)2008-05-21T07:11:32Z<p>Big Sol: </p>
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<div>This is identical to the [[Light_Disruptor_Beam_(Apocalypse)|Light Disruptor Beam]] except that it is larger and more powerful. Only the [[Retaliator]] and [[Annihilator ]] have slots that can equip this weapon.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Medium_Disruptor_Beam_(Apocalypse)&diff=15398Medium Disruptor Beam (Apocalypse)2008-05-21T07:10:59Z<p>Big Sol: </p>
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<div>This is identical to the [[light_disruptor_beam_(apocalypse)|Light Disruptor Beam]] except that it is larger and more powerful. Only the [[Retaliator]] and [[Annihilator ]] have slots that can equip this weapon.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Medium_Disruptor_Beam_(Apocalypse)&diff=15397Medium Disruptor Beam (Apocalypse)2008-05-21T07:10:44Z<p>Big Sol: </p>
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<div>This is identical to the [[Light Disruptor Beam|light_disruptor_beam_(apocalypse)]] except that it is larger and more powerful. Only the [[Retaliator]] and [[Annihilator ]] have slots that can equip this weapon.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Medium_Disruptor_Beam_(Apocalypse)&diff=15396Medium Disruptor Beam (Apocalypse)2008-05-21T07:10:10Z<p>Big Sol: New page: This is identical to the Light Disruptor Beam except that it is larger and more powerful. Only the Retaliator and Annihilator have slots that can equip this weapon.</p>
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<div>This is identical to the [[Light Disruptor Beam]] except that it is larger and more powerful. Only the [[Retaliator]] and [[Annihilator ]] have slots that can equip this weapon.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Light_Disruptor_Beam_(Apocalypse)&diff=15395Light Disruptor Beam (Apocalypse)2008-05-21T07:08:12Z<p>Big Sol: </p>
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<div>This will be the first alien weapon you recover since you'll pick one up off of the light attack craft the aliens bring in after their initial scouting runs. Only the [[Hawk Air Warrior]] and the X-Com hybrid craft have slots capable of outfitting this weapon. Alien distruptor weapons are powerful, accurate, and have an infinite ammunition supply, making them an excellent upgrade for the vehicles that can mount them.<br />
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Note that, being alien technology, you can only use and manufacture them <i>after</i> researching one.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Hawk_Air_Warrior_(Apocalypse)&diff=15394Hawk Air Warrior (Apocalypse)2008-05-21T07:05:05Z<p>Big Sol: </p>
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<div>Picture Coming Soon!<br />
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The Hawk Air Warrior is primarily a military vehicle. It serves an identical role as the Valkyrie Interceptor, but provides a whole lot more than the Valkyrie. It has two long weapon hardpoints and a main gun hardpoint, which can mount a Medium Disrupter Beam. Additionally, it has four standard module slots. The Hawk unfortunately has a horrible turn rate. It's best utilised in small packs of Hawks, or as a heavy weapons support ship for small squadrons of Hoverbikes or Hovercars.<br />
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Both the [[Valkyrie]] and the Hawk Air Warrior can function as bomber craft as well. By outfitting them with the extremely long range Retribution missile launcher and hovering at maximum altitude, you can strike enemy buildings with pinpoint accuracy from a very long distance. This is useful if your soul purpose is to bankrupt a specific organization by destroying their buildings, as it's possible to fire the missiles from an extremely long distance, then turn back and dock at base before they can send out craft to intercept you.<br />
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'''''Official Entry:''''' "The Hawk is essentially a heavy weapons platform capable of carrying a significant payload. It is the most powerful vehicle manufactured by Marsec and should be the first line of defense against any invasion force, wherever it comes from."</div>Big Solhttps://www.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&diff=15393Valkyrie Interceptor (Apocalypse)2008-05-21T07:01:20Z<p>Big Sol: </p>
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<div>Picture Coming Soon!<br />
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The Valkyrie Interceptor is a troop transport with some combat capabilities. It offers two long weapon hardpoints capable of mounting the long barelled Lancer laser cannons. It provides three standard modules worth upgrade slots. Because it's much larger than the Hovercar, and has a bad turning rate, it makes for a poor combat vehicle on its own. It's best used in transportation roles and for providing medium support fire for hoverbike or hovercar squadrons.<br />
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Both the Valkyrie and the [[Hawk Air Warrior]] can function as bomber craft as well. By outfitting them with the extremely long range Retribution missile launcher and hovering at maximum altitude, you can strike enemy buildings with pinpoint accuracy from a very long distance. This is useful if your soul purpose is to bankrupt a specific organization by destroying their buildings, as it's possible to fire the missiles from an extremely long distance, then turn back and dock at base before they can send out craft to intercept you.<br />
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(Personally, [[User:UltimateKane99|UltimateKane99]] does not like hovercar squadrons. They are weak and too pathetic to damage the larger Alien ships. Go for the larger craft and stick recharging weapons such as Lancers and Bolters on them so that they have good fire and do lots of damage in a 360 radius.)<br />
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'''''Official Entry:''''' "The Valkyrie is the standard military vehicle manufactured by Marsec. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to Mars and beyond."</div>Big Solhttps://www.ufopaedia.org/index.php?title=Griffon_AFV_(Apocalypse)&diff=15392Griffon AFV (Apocalypse)2008-05-21T06:55:45Z<p>Big Sol: New page: Unfortunately, despite its rugged looks, the Griffon is not an all-terrain-vehicle, and in fact a grav-road dependant vehicle with fake tracks that serve only to make it look big. This mea...</p>
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<div>Unfortunately, despite its rugged looks, the Griffon is not an all-terrain-vehicle, and in fact a grav-road dependant vehicle with fake tracks that serve only to make it look big. This means the tank is restricted to the roads, thus eliminating the usefulness of its main cannon. This sadly leaves the tank looking grand only in looks. Tanks can, however, be very effective if they are strategically placed around the city to provide heavy ground support for air skirmishes - preferably after the air skirmishes have begun. This draws fire away from the tank, which can be destroyed in a single blow if the road underneath it is destroyed.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Ground_Vehicles_(Apocalypse)&diff=15391Ground Vehicles (Apocalypse)2008-05-21T06:55:40Z<p>Big Sol: /* X-Com Road Vehicles */</p>
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<div>= Overview =<br />
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Within Megaprimus' ever creeping structures littering the skyline, its primary mode of low cost travel involves the mass transit [[People Tube]] system that propels hapless travellers along magnetized tubes at breakneck speeds without requiring any vessels of conveyence. <br />
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For those less inclined to travel the old fashioned way, the older grav road system allows for reasonable access around the city in more conventional low flying hovercars to travel on a cushion of anti gravity magnetism. <br />
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As with all transport vehicles in the city, road vehicles have built in auto pilots that allow navigation to anywhere in the city, given the roads lead there. They also feature remote manual control overrides for owners of the vehicles to take control of the vehicle should the need ever arise. <br />
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= X-Com Road Vehicles = <br />
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; [[Blazer Turbo Bike (Apocalypse)|Blazer Turbo Bike]] : The Blazer turbo bike is best described as a rich persons toy. Blazer Turbo Bikes are built simply for transportation. Only one agent can ride it at any given time, and the only means of expansion involve a single engine upgrade. Though a classy and stylish vehicle to own, it's neither practical nor suitable for a large number of X-Com's needs. However, should X-Com fall into hard times and require a means of transport that's faster than the people tubes, this is it.<br><br>Because the Blazer Turbo Bike is not strictly a military vehicle, it is also made available to civilian companies to utilise for personal and recreational use. <br />
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; [[Stormdog (Apocalypse)|Stormdog]] : The Stormdog is a basic road hovercar that resembles a slightly stripped down version of the police road cruisers. In function, it is utilised in very much the same way as a police cruiser. It allows for seating of four agents and a rear mounted anti air gun turret or ground launched missile array. Though it can mount weapons to combat aircraft, it's far from being an ideal combat vehicle, and is more suited towards for transporting small squads or portions of squads to terror sites around the city. However, in a pinch, it can handle a few of the smaller UFO types as long as it's able to cut across their flight path. <br />
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; [[Wolfhound APC (Apocalypse)|Wolfhound APC]] : The Wolfhound is a grav-road dependant hover, armoured personnel carrier (APC) that has similar weapon capabilities as the Stormdog. However, it seats almost twice as many agents and offers two standard sized upgrade module slots that allow the APC's role to to be expanded. The APC comes standard with a cargo module that is sometimes a bit sticky to remove, but can otherwise be removed. The APC is an ideal secondary or tertiary inter city troop transport for getting secondary squads around the city during a terror alert with multiple alien drop sites. Because it's limited to the road, it cannot reach off-road sites such as crashed UFOs, but that's where the air-bound carriers come into play. <br />
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; [[Griffon AFV (Apocalypse)|Griffon AFV]] : The Griffon is the only ground vehicle that's designed purely for combat. As such, it's a giant tracked vehicle that comes standard issue with one of the most powerful weapons available to X-Com, the [[Rumble Cannon]]. The tank's main cannon can be substituted for a long range ground launched missile launcher or an even longer range plasma cannon. The cannon hardpoint is capable of mounting a smaller anti-air turret or the ground launched missile array that normally comes standard issue on Wolfhounds. The tank also comes with an optional medium accuracy modification slot for those interested in hit stationary targets.<br />
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'' [ [[User:NKF|NKF]] : Of all the road vehicles made available to X-Com, it's curious to note that not one of them, except the Blazer Turbo Bike, is used by anyone else in the city. This could suggest that X-Com is being supplied with "old goods"? ]''<br />
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= Civilian Vehicles =</div>Big Solhttps://www.ufopaedia.org/index.php?title=Wolfhound_APC_(Apocalypse)&diff=15390Wolfhound APC (Apocalypse)2008-05-21T06:54:40Z<p>Big Sol: New page: While most road vehicles should be avoided, the APC is a nice vehicle to use for troop transport early on. It has enough equipment space and passenger slots to transport cargo and aliens w...</p>
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<div>While most road vehicles should be avoided, the APC is a nice vehicle to use for troop transport early on. It has enough equipment space and passenger slots to transport cargo and aliens while still carrying a respectable crew and it lets you save your air vehicles for combating alien ships.<br />
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Be careful using one of these for troop transport, though, because it only takes one stray shot from an enemy craft to take out the road under it, thus killing all of its passengers in the process. It's best only to use one of these when cityscape combat is not expected.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Blazer_Turbo_Bike_(Apocalypse)&diff=15389Blazer Turbo Bike (Apocalypse)2008-05-21T06:51:27Z<p>Big Sol: </p>
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<div>These cannot equip anything except an engine, and while the game's description states that the Blazer is good for the lone X-Com agent, you'll rarely be sending a single agent into any encounter, so unless you enjoy playing the game from a roleplay aspect with one lonewolf agent that does things his own way, don't bother investing in any of these.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Blazer_Turbo_Bike_(Apocalypse)&diff=15388Blazer Turbo Bike (Apocalypse)2008-05-21T06:51:19Z<p>Big Sol: New page: These cannot equip anything except an entine, and while the game's description states that the Blazer is good for the lone X-Com agent, you'll rarely be sending a single agent into any enc...</p>
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<div>These cannot equip anything except an entine, and while the game's description states that the Blazer is good for the lone X-Com agent, you'll rarely be sending a single agent into any encounter, so unless you enjoy playing the game from a roleplay aspect with one lonewolf agent that does things his own way, don't bother investing in any of these.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Stormdog_(Apocalypse)&diff=15387Stormdog (Apocalypse)2008-05-21T06:48:39Z<p>Big Sol: </p>
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<div>The Stormdog is the basic road vehicle, essentially a military variant of the Civilian Car. While it can equip anti-aircraft weapons, it's susceptibility to damage (especially if the road beneath it is destroyed) limits its usefulness. Make use of the one you start with if you want, or sell it, but don't waste resources buying more of them.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Strategies_for_Troops_(Apocalypse)&diff=15385Strategies for Troops (Apocalypse)2008-05-20T14:07:26Z<p>Big Sol: New page: ==Stun Squad== Early in the game, it can be a beneficial tactic to set apart a few agents as a 'stun squad'. This squad carries stun grapples and stun grenades and is tasked solely with ca...</p>
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<div>==Stun Squad==<br />
Early in the game, it can be a beneficial tactic to set apart a few agents as a 'stun squad'. This squad carries stun grapples and stun grenades and is tasked solely with capturing aliens alive. Because they'll be getting up close and personal with brainsuckers, it's a good idea to comprise your stun squad out of androids.<br />
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Once you've got a few aliens stunned and down, keep your stun squad near them. Real-time makes this much easier, as you can set them for Aggressive and Auto-Fire and they'll automatically re-stun any aliens that try to stand up. Using a separate stun squad made up of three androids with twin stun grapples and grenades in a fresh game, this editor was able to capture alive an Anthropod, Spitter, Hyperworm, Multiworm, and Brainsucker all within two missions following acquisition of the Bio Transport Module.<br />
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==Heavy Weapons & Real-Time Mode==<br />
Heavy weapons, such as the MarSec Heavy Launcher and the Dimension Missile launcher should be used with care in real-time mode. Personally, I recommend avoiding missile launchers entirely if possible, as one brainsucked agent in Distruptor armor with a dimension launcher can cause some serious pain later in the game's stages. Unfortunately, the game's AI doesn't seem to check friendly fire prior to using weapons, and you can easily end up destroying your entire squad if you don't keep heavy weapons reigned in. If you must use weapons like these, this editor recommends keeping all of your "heavy weapons experts" in the same squad, setting that squad to 'No Fire', and manually ordering them to fire when it's tactically sound to do so. An excellent example of this is when you're tasked with disabling parts of alien structures later in the game.</div>Big Solhttps://www.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&diff=15384Engaging the Enemy (Apocalypse)2008-05-20T13:34:35Z<p>Big Sol: /* mid game: humans */</p>
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<div>when entering the battlescape, it is always best to use real time, except when going for a capture. the tactics you employ may vary widly depending on who you face, but are vastly diffrent from those employed in the first two games. this is divided into early, middle, and late game vs. both aliens and other humans<br />
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==The diffrence==<br />
the main diffrence is in the avaliblity of armor in the early game. Megapol and even Marsec armor is nearly immune to early-game weaponry, a far cry from the instant death plasma of the first game. only hyperworms can easily penetrate armor until the boomeriod is deployed.<br />
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==early game: aliens==<br />
At first, your only worries are multiworms and brainsuckers, though spitters are dangerous in large numbers. multiworms themselves are not dangerous, but it's hard to kill them at range and hyperworms are death in melee. use autocannon and machine guns, preferably two weapons per trooper. upgrade to plasma guns as soon as you can. grenades are only slightly effective, as they are often unable to kill in a single hit or noticeably weaken enemies. stun gas, however, is pretty useful for captures and beating multiworms. Rocket launchers have a tendency to hit your troops at times, so it's best to not rely on them.<br />
==early game: humans==<br />
This varies widely, as the diffrent groups are armed diffrently, but what you really have to worry about are cultists, gang members, marsec troops, and megapol, as these are the most dangerous.<br />
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Cultists wear megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and bascially everything megapol sells.<br />
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Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. diablo members are equipped with incindary grenades on occasion.<br />
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Marsec troops have marsec gear.<br />
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megapol troops have megapol's inventory of leathal weaponry.<br />
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In all cases your main advantage is that you can employ grenades frequently. explosive autocannon fire is also of great value, as your enemies tend to clump. target rocket launchers first, then shoot whoever is shooting at you. inflict maximum collateral damage, as a bankrupt foe can't counterattack.<br />
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==mid game: aliens==<br />
when you pass 1000 points, things take a change for the lethal. the antropods are now the prime target, behind only charging brainsuckers in threat. claiming disruptor guns slightly evens the odds, but your armor advantage is wiped away. skeletiods appear, and the nightmare of storming UFOs is not much changed from the other two games. when boomeriods appear, things get even worse. gladly, the non-armed aliens are now easy meat for disruptor guns. eventually the devestator cannon is deployed, proving lethal to armored andrioids in two shoots at times. begin phasing out human weaponry as fast as possible. keep your troops far apart when you can.<br />
==mid game: humans==<br />
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this is much easier, as you are now equipped with the most lethal weaponry. in almost any battle, X-com troops will shred any resistance. you must still beware rocket launchers and plasma guns.<br />
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==Late game: humans==<br />
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By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with evistator cannons and dimension missile launchers, you'll make short work of whatever human enemies try to take you out.<br />
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==Storming UFOs==<br />
This can be tough, even early on. Early in the game, you'll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship's control center on the upper floor. Generally, if the aliens haven't left the craft yet, you'll run into a few of them as soon as you enter the ship's hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. <br />
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Eventually, you'll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.<br />
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Once you enter the control room, be prepared for a fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship's crew is likely to be up on this level, and most of the time they're entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.<br />
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It's important not to get complacent. Even late in the game, when you're wearing the best armor and toting devistators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.<br />
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==tactics for human buildings==<br />
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'''corperate headquarters'''<br />
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the corperate headquaters is the closed thing you'll get to an open-field battle in any of the maps in megaprimus. be glad, because it's also the alien's prefered target. it has three different layouts. first and most common is a single soild building with a large lobby, with a grav-lift and a horde of aliens in it. enter the lobby with all your troops at once and gun down the aliens inside. other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. after that, hunt the rest down with squads of troops. they prefer hiding upstairs. second, there's a pathway with small towers lining it. most aliens will emerge onto the pathway and can be cut down by mass fire. again, hunt down the survivors in the towers afterwards. third, there is a sprawling building with numerous entry points. sadly, there is no where the aliens will reliably swarm towards when you open fire in the area.</div>Big Sol