Difference between revisions of "Electro-flare"

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* Remember: electro-flares can be recovered. While it would be ideal to give everyone a flare, or two, it is not practical and is a waste of equipment space on the troop transport. Be smart. Recover the flares as soon as you are able to win more ground. One other good strategy is to use a leap frogging system. When approaching a flare that you wish to recover, deploy another flare further ahead so that any aliens shrouded in the darkness are not hidden from view. Then move in, recover the flare, then repeat the process.
 
* Remember: electro-flares can be recovered. While it would be ideal to give everyone a flare, or two, it is not practical and is a waste of equipment space on the troop transport. Be smart. Recover the flares as soon as you are able to win more ground. One other good strategy is to use a leap frogging system. When approaching a flare that you wish to recover, deploy another flare further ahead so that any aliens shrouded in the darkness are not hidden from view. Then move in, recover the flare, then repeat the process.
  
''--throwing accuracy increased by throwing something or just when you kill something? explain this plz
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* If you cannot decide which to bring, consider this: throwing flares increases throwing accuracy, shooting off IN rounds from an Autocannon doesn't increase firing accuracy unless to hit an alien directly.
 
 
''[[User:MikeTheRed|MTR]] - EsTeR, was it you who asked this? Throwing accuracy is only increased by throwing. For more about how to get skill point increases, see the "Improvement" part of each skill, or better yet, see the overview in [[Experience]], especially "How Experience Points Are Applied". -- If I forget to delete these notes in a week, someone else please do it? Thurs 27 Oct 2005
 

Revision as of 07:23, 28 October 2005

General Information

The X-Com electro-flare is a light 'grenade' that provides stable illumination under any low light conditions.

Unlike conventional phosphor flares, the electro flare is not chemical, but rather electronic, as its name suggests. The electronics are encased in a light but durable shell that, while it won't survive the shockwave of an explosion, will protect the delicate circuitry from being damaged when thrown against hard surfaces.

The batteries used in the flares provide many hours of continuous illumination, making it a viable strategy for X-COM field personnel to retrieve and re-deploy the flares as many times as necessary.

To use it, a soldier only has to throw it to its destination, and the flare automatically activates once it lands.

Specifications

TUs to use:  25%

Unit cost:  $60

Hints and Tips

  • Incendiary munitions and flares should be brought along on any night mission. Incendiary ammo provides a compact but limited light source that can be deployed offensively and anywhere in the field as long as there's a clear path. Especially effective in wilderness missions. The electro flares provide long lasting redeployable, recoverable and non-lethal lighting solutions. This makes them ideal for urban missions or in situations where fire would only hinder your progress.
  • Remember: electro-flares can be recovered. While it would be ideal to give everyone a flare, or two, it is not practical and is a waste of equipment space on the troop transport. Be smart. Recover the flares as soon as you are able to win more ground. One other good strategy is to use a leap frogging system. When approaching a flare that you wish to recover, deploy another flare further ahead so that any aliens shrouded in the darkness are not hidden from view. Then move in, recover the flare, then repeat the process.
  • If you cannot decide which to bring, consider this: throwing flares increases throwing accuracy, shooting off IN rounds from an Autocannon doesn't increase firing accuracy unless to hit an alien directly.