Difference between revisions of "Base Defence"

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If you've got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can.   
 
If you've got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can.   
 
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)''
 
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)''
 +
:You should always transfer pretty much EVERYTHING out of a base even if you expect to win easily. In base defense missions you WILL hit the 80 item cap. You need to thin out your extra gear before the aliens get there by selling the stuff you don't really need and transferring the stuff you want to keep. You don't want to defend with just smoke grenades and electro-flares. My tiny radar bases always have a general stores for that purpose.--[[User:Brunpal|Brunpal]] 01:06, 11 August 2008 (PDT)
  
  
''As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!) - pistols and grenades may work well against sektoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly "not to surrender!" - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. '' [[User: Player11]] 23:47, 23 oct 2006
+
''As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!) - pistols and grenades may work well against sectoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly "not to surrender!" - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. '' [[User: Player11]] 23:47, 23 oct 2006
  
 
==Alien Deployment==
 
==Alien Deployment==

Revision as of 08:06, 11 August 2008

Briefing

An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and X-COM craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.

Battleships

An inbound Battleship on a "Retaliation" mission means there is a high chance that a Base Defense mission is in the offing for you. These ships will come in at a very low altitude, at about their top speed. They obviously must not care about the well being of the craft to run it that hard in a full atmosphere!

You can bring down these battleships with sufficient Base Defense Measures, but the game is programmed to just send another on the exact same mission. It's been proven that about 6 or 7 Fusion Ball Defences with Grav Shield (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it's better to let them land eventually and just run the mission. Once you've run the mission, win or lose, the attacks stop coming. The aliens seem to forget where the base is...

Only battleships actually assault your base. Don't worry too much about other alien craft on "Retaliation" missions, they're just scouts. Shooting these down far away from your base may confuse the aliens as to where your base actually is. Shooting them down will also ruin their base finding mission, saving your base until the next scout is sent to replace the first.

Battle Tips

A good Base Layout Strategy is of paramount importance here. Make sure your base is designed to make it easy to defend.

You really want everybody at home for a base defense mission. If you're caught with your Skyranger off at some UFO crash site, you'll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique Tank/Cannon you hadn't got around to selling yet. Mind you, the odds are still in your favor. You know the layout, it's fully lit, and you (should have) designed in choke points.

Equipment assigned to your craft is available for base defense missions, unless the craft is out of the base. Equipment loaded on craft in the base becomes part of the general 80-item pool. If it were otherwise, your psionic troopers would likely be useless for want of Psi-amps.

Battleships will unload both regular aliens and their associated Terror Units. You won't ever see the battleship, but you will get to see all those nifty modules you've been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.

A soldier with a Motion Scanner in an upstairs closet near the access lift combined with a rocket tank at standoff range will keep the aliens at bay until the rockets run out. -see also [Stewart's] strategy on xcomufo.com forums.

Blaster Bombs can clear your base in just a few turns, if you launch a few into the hangars and access lift. The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.

Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. Since the game has a "free ammo for HWP in base defence" bug, I don't see HOW you can lose as long as you keep 3-4 of these things in every base.

Doing too much damage to a room can also collapse it, and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars can't be collapsed.

You can recover lots of valuable Elerium-115 and alien weapons from a successful base defense. In at least one version of the game, the amount of Elerium recovered is extraordinary, enough to start selling it.

Losing or abandoning the battle means losing the base. Although sometimes you can still come out with a positive score for your trouble.

It might be best to disarm all your psi-weak soldiers at this base if there are ethereals or sectoids attacking.

If you built a General Stores near the Access Lift, the double doors are a great place for ambushing aliens as they leave the Access Lift. Each chamber will hold two soldiers. Eight soldiers stepping out and firing one or two bursts of laser or plasma shots will almost guarantee that no alien penetrates further into your base. Also, so long as no soldiers or tanks are visible during the aliens' turn, they will not make psi attacks (visible to any alien, not just the psionic alien). The doors have a damage rating of 75, which means they will withstand an alien grenade detonated right beside them. This tactic has one downside against Sectoids: Cyberdisks will explode when killed at the chokepoint and destroy a large proportion of the loot.

Alien Weaponry that has been researched can be used for Base Defense even if it's ammunition has NOT been researched. In other Missions you simply cannot load the ammo in your transport, but when defending a base this is not necessary. The clips will be labeled as alien artifacts, but can be used as if research was finished (except that it cannot be thrown).

[ NKF: Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. See, if you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you're basically getting 5000% more elerium from your own pods (those that don't get destroyed, anyway). None of them come from the aliens! Until this is verified for 1.4 and 1.4ce, it is safe to say that this will only happen in earlier versions of the game.]

[ Zombie: I tried this out today on my 1.4ce, and just like I thought, no Elerium spawned.]

[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: "I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!" - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. "We get $20K for each, alive or dead, right?" --JellyfishGreen 08:34, 14 Oct 2005 (PDT) ]

To Surrender or Not To Surrender

There are only two costs incurred when you lose a base:

  1. You lose the base and everything in it;
  2. You lose points for the soldiers and tanks that died defending the base.

The loss of the base is presumably erased from the annals of history. It's all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-Com ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries.

Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with.

For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of Ethereals and Sectopods. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. This will incur a 0 point penalty along with the loss of the base.

On the other hand, should it be against Floaters, you could push on and try your luck.

Alternately, you could also try to kill as many raiders as you can before surrendering. As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don't.

It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them.

Note: All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.


If you have have advance warning about a base raid that you're going to surrender-- i.e., a hyperwave decoder, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transfer as much as you can out of that base to other bases before the raid hits. If you've got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can. An obvious thing, but can be quickly forgotten in the shadow of a battleship. --Papa Legba 17:36, 22 Nov 2005 (PST)

You should always transfer pretty much EVERYTHING out of a base even if you expect to win easily. In base defense missions you WILL hit the 80 item cap. You need to thin out your extra gear before the aliens get there by selling the stuff you don't really need and transferring the stuff you want to keep. You don't want to defend with just smoke grenades and electro-flares. My tiny radar bases always have a general stores for that purpose.--Brunpal 01:06, 11 August 2008 (PDT)


As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!) - pistols and grenades may work well against sectoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly "not to surrender!" - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. User: Player11 23:47, 23 oct 2006

Alien Deployment

Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-86-108-12
Navigators*112
Medics* **112
Engineers*112
Leaders***123
Commanders***111
Terrorists0-22-44-6
Totals9-1514-2022-28


*Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.
**Snakemen use Snakeman Soldiers in place of Medics.
***Mutons use Muton Soldiers in place of Leaders and Commanders.

Bugs

Base defenses can be DEADLY.

But not for the reason you think.

  • When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See '80-item Limit' in Known Bugs.) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base:

1) Transfer the unwanted items to another base.
2) Load your transports (if there's any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game.
3) Sell unnecessary stuff. "Imminent Alien Invasion Yard Sale! Everything Must Go!"

  • If you had 40 heavy plasmas in your base and forgot to get rid of those 40 smoke grenades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. [Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]
  • A relatively easy way to counter this problem is to keep your stores of "conventional" weapons low and keep 20 or more Laser Rifles in base inventories. Laser Rifles are high on the inventory list and are distributed before most other items. As they do not require ammo, any laser is immediately combat-ready.
  • Another ANNOYING bug I find is the disappearing bodies and booty from aliens. This is related to the 80 item bug problem.
  • Also much feared is the dreaded "walled off section" or Base Disjoint Bug. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers are needed in this scenario to excavate the dirt. Possible that heavy explosives might work too, I'm not sure. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.
  • A much nicer bug is that HWP's automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP's - take it without a fight.
  • If you have a LOT of soldiers, enough to fill all your spawn points, soldiers will start taking alien spawn points. Which means less aliens. - much kudos to Zombie
  • The last point also applies to aliens: if the aliens don't have enough spawn points they will start using the X-COM ones, which can turn base defense into a nightmare!

Masochists: at superhuman, you get the same quantity of aliens as in the battleship, e.g. +25 aliens, +8 terror units. To get the full compliment to attack your base, you need AT MINIMUM 2 hangars. (Unless you want aliens to spawn in general stores downstairs corridor). Four hangars guarantee maximum alien load if you use 15 soldiers and conservative loadouts. I usually defend with 10 guys, 2 tanks VS four hangars. LasR

See Also