Difference between revisions of "Alien Weapon Loadouts"

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(Need some help here guys.... I think this would be quite useful info during combat, actually.)
 
m (list formatting 1)
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(all weapons start loaded)
 
(all weapons start loaded)
  
A) Blaster Launcher + 3 Blaster Bombs
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# Blaster Launcher + 3 Blaster Bombs
B) Heavy Plasma + 2 spare clips
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# Heavy Plasma + 2 spare clips
C) Heavy Plasma + 1 Spare Clip + Alien Grenade  -> This is the most common loadout by far.
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# Heavy Plasma + 1 Spare Clip + Alien Grenade  -> This is the most common loadout by far.
D) Heavy Plasma + 1 spare clip -> Common for sectoids, I think it's because they have low strength so they can't carry so much.
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# Heavy Plasma + 1 spare clip -> Common for sectoids, I think it's because they have low strength so they can't carry so much.
E) Small Launcher + 2 Stun Bombs
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# Small Launcher + 2 Stun Bombs
 +
# ?
  
F and onwards... I'm not sure... my game has reached lategame, so this is all I will face anymore from this point. I suppose there are Mind Probes under certain conditions, and I suppose that the Plasma Pistol and Rifle would be mirrors of the Heavy Plasma?
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onwards... I'm not sure... my game has reached lategame, so this is all I will face anymore from this point. I suppose there are Mind Probes under certain conditions, and I suppose that the Plasma Pistol and Rifle would be mirrors of the Heavy Plasma?
  
 
Need some help with this.
 
Need some help with this.
  
 
Anyhow, these loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.
 
Anyhow, these loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.

Revision as of 10:49, 3 April 2009

Aliens which can carry weapons will choose one of these loadouts: (all weapons start loaded)

  1. Blaster Launcher + 3 Blaster Bombs
  2. Heavy Plasma + 2 spare clips
  3. Heavy Plasma + 1 Spare Clip + Alien Grenade -> This is the most common loadout by far.
  4. Heavy Plasma + 1 spare clip -> Common for sectoids, I think it's because they have low strength so they can't carry so much.
  5. Small Launcher + 2 Stun Bombs
  6. ?

onwards... I'm not sure... my game has reached lategame, so this is all I will face anymore from this point. I suppose there are Mind Probes under certain conditions, and I suppose that the Plasma Pistol and Rifle would be mirrors of the Heavy Plasma?

Need some help with this.

Anyhow, these loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with it's hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped it's weapons it HIGHLY dangerous, since it has just finished panicking it has gained 15 morale, and it has nothing in it's armament except for an alien grenade... BOOM.