Difference between revisions of "Alien Weapon Loadouts"

From UFOpaedia
Jump to navigation Jump to search
m (list formatting 1)
Line 5: Line 5:
 
# Heavy Plasma + 2 spare clips
 
# Heavy Plasma + 2 spare clips
 
# Heavy Plasma + 1 Spare Clip + Alien Grenade  -> This is the most common loadout by far.
 
# Heavy Plasma + 1 Spare Clip + Alien Grenade  -> This is the most common loadout by far.
# Heavy Plasma + 1 spare clip -> Common for sectoids, I think it's because they have low strength so they can't carry so much.
+
# Heavy Plasma + 1 spare clip  
 +
# Heavy Plasma + Nothing
 
# Small Launcher + 2 Stun Bombs
 
# Small Launcher + 2 Stun Bombs
 
# ?
 
# ?
Line 14: Line 15:
  
 
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.
 +
 +
Larger craft seem to have better equipped aliens.

Revision as of 12:27, 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
  5. Heavy Plasma + Nothing
  6. Small Launcher + 2 Stun Bombs
  7. ?

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.

Larger craft seem to have better equipped aliens.