Difference between revisions of "Managing the Item Limit"

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(→‎Section 3: Summon the Bean Counter!: HWPs are on the Equipment screen, but they don't count toward the 80 items.)
 
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==Working with the 80 Item Limit in 7623 easy steps==  
 
==Working with the 80 Item Limit in 7623 easy steps==  
  
The game limits you to only using 80 items, and this is a rich source of concern for most players that have a style of play that calls for a lot of items and a lot of soldiers.  
+
The game limits you to only using 80 items, and this is a rich source of concern for many players that like employ a lot of soldiers and equally as much equipment.  
  
To understand why the 80 item restriction in place, one must understand that at the time the game was made, most IBM PCs and Compatibles did not come with a lot of RAM. At the time the game was first released, most common household computers had less than 4 megabytes of RAM. Mind you, that was a lot of memory back in those days. Due to the limited memory available, constraints had to be imposed on the game so that everything could be handled by the computer within the limited amount of memory. The game is also rather inefficient with memory use, but that's another matter entirely.
+
To understand why the 80 item restriction in place, one must understand that at the time the game was made, most IBM PCs and Compatibles did not come with a lot of RAM. At the time the game was first released, most common household computers had less than 4 megabytes of RAM. Mind you, that was a lot of memory back in those days. Due to the limited memory available, programmers had to be very frugal with what they did and got the most out of what little resources were available to them.  
  
The [[OBPOS.DAT|item table]] for the [[Info#Battlescape|Battlescape]] in X-COM UFO can only hold 170 objects on the map at any given time. The object table holds everything that a soldier can pick up, such as weapons, [[Elerium-115|Elerium]] and corpses. If the table is too full, items start to vanish off the map. This typically happens with corpses as they are only created on demand.
+
The [[OBPOS.DAT|item table]] for the [[Info#Battlescape|Battlescape]] in X-COM UFO can only hold 170 objects on the map at any given time. The object table holds everything that a soldier can pick up, such as weapons, [[Elerium-115|Elerium]] and corpses. If the table is too full, items start to vanish off the map. This typically happens with corpses as they are created on demand.
  
 
With only 170 possible items to work with, the game shares this space with the player and the aliens. Assuming an even split, each side only has 85 slots that can be used for weapons, ammo, tools, etc.
 
With only 170 possible items to work with, the game shares this space with the player and the aliens. Assuming an even split, each side only has 85 slots that can be used for weapons, ammo, tools, etc.
  
So if you only get 85 slots, why is the limit 80? The game needs to reserve some slots for generating Elerium pods, which can number between 0 to 4. Yes, if you didn't know, Elerium comes in a physical form, a pod that, when you return to base, converts into 50 Elerium units per pod. It's a small purple box in the battlescape, but in the inventory it looks like orange crystals. Also some space needs to be set aside for corpses and unconscious units (human, alien and civilian).
+
So if you only get 85 slots, why is the limit 80? The game needs to reserve some space for generating [[Elerium]] pods, which can number between 0 to 4 units. Yes, if you didn't know, Elerium comes in a physical form, a pod that converts into 50 Elerium units when it is put in base storage. In the battlescape it's a small purple box in appearance, often seen at the base of a [[UFO Power Source]]. In the inventory it looks like orange crystals. Also some space needs to be set aside for bodies (corpses and unconscious units).  
  
The aliens don't really use up the whole of their 85 slots, except during Battleship and Base missions on Superhuman, so there's usually sufficient room for corpses and unconscious units to be generated in the common recovery missions.
+
The aliens don't really use up the whole of their 85 slots, except during [[Alien Retaliation]] missions on Superhuman, so there's usually sufficient room for corpses and unconscious units to be generated in most missions.
  
 
== Section 2: How? ==
 
== Section 2: How? ==
  
So it looks like we're stuck with only 80 items. Isn't there any other way?
+
So we're stuck with only 80 items. Isn't there any other way? Short of obtaining the source code and fixing this, no. Using an editor to add equipment onto the troop transport will work, but again you must remember that the aliens need some space as well.
  
Short of obtaining the source code and fixing this, no. Using an editor to add equipment onto the troop transport will work, but again, you must remember that the aliens need some space as well.  
+
Is there any way around it? Yes! The hard way. Take the time to revise your equipment and start pruning your inventory by removing unnecessary items that are redundant or never used.
  
Is there any way around it? Yes! Revise your strategies and start pruning your inventory loadout by removing all unnecessary items that are either redundant, rarely, or never used. 
+
== Section 3: Summon the Bean Counter!==
  
Note: A tank is not counted as an object until it is destroyed.  
+
So what needs to go and what stays? As everyone has their own preferred weapon kits and styles of play, it would be impossible to say exactly what should go and what should stay. Here are some suggestions that you can think about. Also consider seeing the [[Spring Cleaning Tips|Spring Cleaning]] article for more ideas.  
  
== Section 3: Bring out the shears==
+
===Soldiers===
 +
 
 +
How many soldiers you are bringing along will drastically alter how you are able to equip them. Choosing to specialise or standardising equipment will also be affected by how many troops you have.
 +
 
 +
For a large squad, standardising everyone with the same gear can lead the problem where you have enough weapons to arm everyone with the same weapon, but you must make do without items like grenades and useful kit such medi-kits or psi-amps that you can't loot from enemy corpses. A full [[Avenger]] with 26 soldiers for example can see each soldier armed with a [[Heavy Plasma]] and a clip, but will not a lot of space to bring other useful gear along.
 +
 
 +
A smaller squad can carry more ammunition and equipment per man, and makes it easier to keep track of where every unit is and what they are supposed to be doing into the bargain. Standardising gear is easier and everyone can be armed with the same set of equipment.
  
So what needs to go and what stays? As everyone has their own preferred weapon kits and styles of play, it would be impossible to say exactly what should go and what should stay. Here are some suggestions one some items that can help minimise your space requirements. There are a few more in the [[Spring Cleaning Tips|Spring Cleaning]] article.  
+
Note also than a [[Heavy Weapons Platform]] are worth 4 soldier slots, but do not use item slots.
  
===Soldiers===
 
  
80 items is just enough to give all 26 soldiers in your Avenger a heavy plasma and one magazine for it, but means doing without a lot of spare grenades and other useful kit, particularly if you want to bring multiple spare items like medi-kits or psi-amps that you can't loot from enemy corpses. A smaller squad can carry more ammunition and equipment per man, and makes it easier to keep track of where every unit is and what they are supposed to be doing into the bargain. Note also than a [[Heavy Weapons Platform]] only counts as one item.
 
  
 
===Medi-Kits===
 
===Medi-Kits===
  
Many novice to experienced commanders would prefer to have each soldier carrying a [[Medi-Kit]] at all times. It makes perfect sense, as it's very convenient to have them. However, for a team of 8 soldiers, that's already 10% of your alloted limit. So how do we remain just as efficient but with a smaller number of medical kits? Teamwork.  
+
Many commanders prefer to have each soldier carry a [[Medi-Kit]] at all times. It makes perfect sense, as it's very convenient to have them. However, for a team of 8 soldiers, that's already 10% of the item limit. So how do we remain just as efficient but with a smaller number of medi-kits? Teamwork.  
  
Rather than 8 for 8 soldiers, consider 4 instead. If soldiers go off in pairs or smaller squads, make sure each group has one soldier with a medikit, or is close to a squad with one. If the wounded soldier and the nominated field doctor are not near a medikit, the nearest soldier with it can always throw it to the field doctor using a technique identical to the grenade-relay.  
+
Rather than 8 medikits for 8 soldiers, consider using 4. If soldiers go off in pairs or smaller squads, make sure each group is has someone with one or they are near a group with a medikit.  
 +
 
 +
If the wounded soldier and the nominated field doctor do not have a medikit, the nearest soldier can pass the medikit to the field doctor. If the doctor is too far away, it can be relayed forwards by throwing it between soldiers to rapidly move it along the field in the same turn.  
  
 
===Flares===
 
===Flares===
  
[[Electro-flare]]s are always handy and last a lot longer than incendiary rounds as light sources. However, each flare takes up one slot, while a single belt of 6 or 14 [[incendiary]] shells only takes up one space. If, like the medikits, each soldier has one, this also knocks off a big chunk of the 80 item allotment.  
+
[[Electro-flare]]s are handy light sources that last longer than incendiary rounds. However, each flare takes up one slot, while a single belt of 6 or 14 [[incendiary]] shells only takes up one space. If, like the medikits, each soldier has one, this will use a big chunk of the 80 item allotment.  
  
You don't need many flares to be efficient. You only need to use a few - smartly. Remember that flares can be reused. Pick up flares as you go along once they've served their purpose and redeploy them.  
+
You don't need many flares to be efficient. You only need to use a few smartly. Once the flares have served their immediate purpose, they can be picked up and redeployed as needed.  
  
Leap-frogging, a very useful strategy that can be used for soldier movement and for deployment of flares. Remember that.  
+
When deploying flares, use a leap-frogging system where new flares are deployed ahead of old flares so that the light areas overlap each other, and there is never a patch of darkness that could be hiding aliens in between them.  
  
===Heavy Plasmas===
+
The alternative is of course to use a cannon with incendiary shells.
  
It may sound strange, but if you plan to use [[Heavy Plasma]]s as your primary mode of offence, you can significantly cut down on your item usage by simply not bringing many (or any) Heavy Plasmas along at all! Simply substitute a few or all of your Heavy Plasmas with laser weapons and then scavenge for Heavy Plasmas off dead aliens in the field.
+
===Mind Probes===
  
The trick here is that Heavy Plasmas literally grown on trees - or rather you're guaranteed to find several amongst the alien forces once they become standard issue. Laser weapons can defeat almost anything with a few good hits, and as they don't require clips, can easily make more space on your transport for additional equipment.  
+
[[Mind Probe]]s are useful information gathering tools, but certainly not a device you need to arm everyone with. Limit your supply to a reasonable number. Most commanders can make do with only one or two mind probes per transport by having their [[Rear Commander]]s operate them. Others don't use it at all.  
  
This doesn't necessarily reduce your firepower, as you can fill all that extra space with more powerful weapons, like High Explosives, and large rockets.
+
===Motion Scanner===
  
Alternatively, if you cannot live without the Heavy Plasmas, you can make some space by not bringing any spare clips along. The bullets in each clip are quite plentiful, and you can pick up more clips during the battle. This falls flat, of course, if your strategy involves hosing alien forces on the other side of the map with full auto continuously for several turns - and missing every time. The [[Laser Pistol]] and [[Laser Rifle]] fit that strategy perfectly because of their speed and limitless ammo - the heavy plasma on the other hand requires thought and a bit of moderation until you can find some spare clips.  
+
The motion scanner is a useful tool for monitoring alien movement when traversing through a UFO wreckage, or when deploying at dangerous landing zone. However, like the mind probe, it's not a tool you need to arm everyone with. One or two tend to be sufficient.  
  
===Mind Probes===
+
===Stun Rods===
  
[[Mind Probe]]s are useful information gathering tools, but certainly not a device you'd want to arm everyone in the squad with. Limit your supply to a reasonable level. Most commanders can make do with only one or two mind probes, a lot of other commanders just ignore it completely.  
+
[[Stun Rod]]s are useful but hard to use early weapons for capturing aliens. Unless they feature in your general combat strategy, they can quickly become a source of redundancy after they have served their purpose.  
  
===Stun Rods===
+
Like the Medi-Kits, don't arm everyone with Stun Rods. Bring a smaller number in, but use them efficiently. Consider halving your usual number of Stun Rods, or bring a set number such as 4.
  
How many [[Stun Rod]]s you will be using depends entirely on your strategy. But they can also become a source of redundancy very easily.  
+
Be patient, share the Stun Rods and use them smartly. Watch where they so that you can quickly get them to the places where they are needed the most.  
  
Like the Medi-Kits, don't arm everyone with Stun Rods. Halve your Stun Rod requirements, or set yourself a reasonable limit, such as 2 to 4 Stun Rods per transport and make do with them.  
+
If you have access to the [[Mind Probe]], use it tandem with the stun rods to identify aliens you want to abduct to make the capture attempt worthwhile. Use it also to determine if it's safe to approach the alien.  
  
Be patient, share the Stun Rods and use them smartly. If you have access to the [[Mind Probe]], use it to look for aliens you want to abduct and to check whether or not it's safe to walk up to them and give them a light tap on the shoulder.  
+
Finally, once you have no more use for the stun rods, or it is superseded by the [[Small Launcher]], clear them out.
  
 
===Smoke Grenades===
 
===Smoke Grenades===
  
Another device that you can increase or decrease depending on your strategies. [[Smoke Grenade]]s are very handy devices that can be both a blessing and a curse - but more of a blessing if you are wise in the ways of how the Smoke Grenade functions. But again, Smoke Grenades do not need to be carried by every soldier in the squad.  
+
[[Smoke Grenade]]s are handy devices especially if you know how to use them. Like many other devices, they are nice to have on everyone but can be used in smaller supplies with careful use and planning.  
  
Many novice and even veteran commanders can make do without Smoke Grenades, but for those that do, remember that moderation is the key. Due to a game engine limitation, there can only be so many smoke particles at any given time, so you'll only be able to use a few of them per few turns.  
+
Many commanders get by without Smoke Grenades, however those that do should remember to only use them in moderation. Not just from the item limit perspective, but more due to a game engine limitation that only allows so many smoke particles at any given time.  
  
Do note that explosive weapons can kick up a dust cloud that can be used for concealment, so you can make use of them as a quick alternative to Smoke Grenades, especially if it explodes on contact rather than at the end of the turn. Just remember that they will never be as effective as a Smoke Grenade smoke screen.  
+
A quick alternative to smoke grenades are other explosives, like grenades and rockets. They can kick up a dust cloud that can be used for concealment. They will never be as effective as a Smoke Grenade smoke screen, but can still do in a pinch. They may even be able to take out the threat you want to conceal yourself from.  
  
 
===Psi Amps===
 
===Psi Amps===
  
Only soldiers that can actually use their psi skills get [[Psi-Amp]]s. Psi troops that are really good can even go without sidearms if they are truly powerful. You can always have the enemy arm them with weapons.  
+
[[Psi-Amp]]s are speciality devices that can only be used soldiers that have earned some psi skill. You will never need more than one per soldier.
 +
 
 +
If you have a few really powerful psi troopers, you can even get away with just 1 ~ 3 psi amps for the entire squad. You can get away with bringing less weapons, as you can get the aliens to shoot each other, or provide your soldiers with the tools needed to complete the task.  
  
 
===Grenades===
 
===Grenades===
  
The most common reason to make some extra space in the trunk would be to bring more along ammo, and grenades. From the standard [[Grenade]] to the [[Alien Grenade]], to [[High Explosive]]s and [[Proximity Grenade|proximity activated mines]]. It's always great to have a few more of these.
+
The following can apply to rockets too.
Good tacticians make use of everything at their disposal. Everything, from the humble [[Pistol]] to the deadly High Explosive. But if it doesn't fit in your playing style at all, then there's no reason to bring them along.
+
 
 +
A common reason to go through the exercise of making space in your 80 item slots would be to bring more grenades along. From the standard [[Grenade]] to the [[Alien Grenade]], to [[High Explosive]]s and [[Proximity Grenade|proximity activated mines]]. It's always great to have a few more of these.
 +
 
 +
In general, you should typically adjust your grenade numbers based on how heavily they feature in your strategies. If you don't use them at all, don't bring any. If you use them on every once in a while, then consider only one per soldier. If you use them all the time, then bring as many as you can fit in.
 +
 
 +
===Laser Weapons===
 +
 
 +
Laser weapons are the best space saving weapons in your arsenal because of their unlimited ammunition supply. Where each soldiers will need two to three item slots for other weapons, a laser weapon will only need one.
 +
 
 +
While not the most powerful, lasers are fast and can defeat almost anything the game can throw at you.
 +
 
 +
===Heavy Plasmas===
 +
 
 +
If you plan to use [[Heavy Plasma]]s as your primary mode of offence, you can significantly cut down on your item usage by simply not bringing many (or any) Heavy Plasmas along at all. Heavy Plasmas are guaranteed to feature quite predominantly amongst the alien forces once they become their main firearm. This means you can replace what weapons you have with them as you find them in battle.
 +
 
 +
Consider substituting a few or all of your Heavy Plasmas with laser weapons. See previous section.
 +
 
 +
Alternatively, if you cannot live without the Heavy Plasmas, you can make some space by only bringing one clip per gun. With 32 rounds, the bullets in each clip are plentiful.
  
== Section Orange: Dumb Questions ==
+
== Tanks ==
  
Q: I used a game editor to add more than the 80 items. What's going to happen?
+
If you don't use all your soldier spaces, tanks are a great way to bring in more firepower at a cost of 4 soldier slots for each tank.  
 
A: You're hogging the item table! Stop it! Aliens will be generated without weapons and it hasn't been verified, but it may be possible that elerium will go missing.  
 
  
 +
The [[Tank/Rocket Launcher]] for example is an excellent way to pack 8 medium strength rockets without using the item limit. To carry a similar number of rockets for the hand held [[Rocket Launcher]] would require 9/80 items.
  
Q: There's a dead alien in my inventory! Get it off! Get it off! Wait, what is a dead alien doing in my ship's inventory anyway? Is it using up a slot?
+
The advanced [[Hovertank/Plasma]] can also match if not exceed a veteran soldier with similar armament. Even with finite ammunition, it carries tons of plasma rounds that allow it to last a very long time in battle by itself.
  
A: Uh, it's just data corruption, or just a plain programming glitch/error. For some reason the pre-generated corpse has had its location stats defaulted on the equipment pile. Not to worry. It's just a harmless glitch.
+
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 05:09, 2 July 2018

Working with the 80 Item Limit in 7623 easy steps

The game limits you to only using 80 items, and this is a rich source of concern for many players that like employ a lot of soldiers and equally as much equipment.

To understand why the 80 item restriction in place, one must understand that at the time the game was made, most IBM PCs and Compatibles did not come with a lot of RAM. At the time the game was first released, most common household computers had less than 4 megabytes of RAM. Mind you, that was a lot of memory back in those days. Due to the limited memory available, programmers had to be very frugal with what they did and got the most out of what little resources were available to them.

The item table for the Battlescape in X-COM UFO can only hold 170 objects on the map at any given time. The object table holds everything that a soldier can pick up, such as weapons, Elerium and corpses. If the table is too full, items start to vanish off the map. This typically happens with corpses as they are created on demand.

With only 170 possible items to work with, the game shares this space with the player and the aliens. Assuming an even split, each side only has 85 slots that can be used for weapons, ammo, tools, etc.

So if you only get 85 slots, why is the limit 80? The game needs to reserve some space for generating Elerium pods, which can number between 0 to 4 units. Yes, if you didn't know, Elerium comes in a physical form, a pod that converts into 50 Elerium units when it is put in base storage. In the battlescape it's a small purple box in appearance, often seen at the base of a UFO Power Source. In the inventory it looks like orange crystals. Also some space needs to be set aside for bodies (corpses and unconscious units).

The aliens don't really use up the whole of their 85 slots, except during Alien Retaliation missions on Superhuman, so there's usually sufficient room for corpses and unconscious units to be generated in most missions.

Section 2: How?

So we're stuck with only 80 items. Isn't there any other way? Short of obtaining the source code and fixing this, no. Using an editor to add equipment onto the troop transport will work, but again you must remember that the aliens need some space as well.

Is there any way around it? Yes! The hard way. Take the time to revise your equipment and start pruning your inventory by removing unnecessary items that are redundant or never used.

Section 3: Summon the Bean Counter!

So what needs to go and what stays? As everyone has their own preferred weapon kits and styles of play, it would be impossible to say exactly what should go and what should stay. Here are some suggestions that you can think about. Also consider seeing the Spring Cleaning article for more ideas.

Soldiers

How many soldiers you are bringing along will drastically alter how you are able to equip them. Choosing to specialise or standardising equipment will also be affected by how many troops you have.

For a large squad, standardising everyone with the same gear can lead the problem where you have enough weapons to arm everyone with the same weapon, but you must make do without items like grenades and useful kit such medi-kits or psi-amps that you can't loot from enemy corpses. A full Avenger with 26 soldiers for example can see each soldier armed with a Heavy Plasma and a clip, but will not a lot of space to bring other useful gear along.

A smaller squad can carry more ammunition and equipment per man, and makes it easier to keep track of where every unit is and what they are supposed to be doing into the bargain. Standardising gear is easier and everyone can be armed with the same set of equipment.

Note also than a Heavy Weapons Platform are worth 4 soldier slots, but do not use item slots.


Medi-Kits

Many commanders prefer to have each soldier carry a Medi-Kit at all times. It makes perfect sense, as it's very convenient to have them. However, for a team of 8 soldiers, that's already 10% of the item limit. So how do we remain just as efficient but with a smaller number of medi-kits? Teamwork.

Rather than 8 medikits for 8 soldiers, consider using 4. If soldiers go off in pairs or smaller squads, make sure each group is has someone with one or they are near a group with a medikit.

If the wounded soldier and the nominated field doctor do not have a medikit, the nearest soldier can pass the medikit to the field doctor. If the doctor is too far away, it can be relayed forwards by throwing it between soldiers to rapidly move it along the field in the same turn.

Flares

Electro-flares are handy light sources that last longer than incendiary rounds. However, each flare takes up one slot, while a single belt of 6 or 14 incendiary shells only takes up one space. If, like the medikits, each soldier has one, this will use a big chunk of the 80 item allotment.

You don't need many flares to be efficient. You only need to use a few smartly. Once the flares have served their immediate purpose, they can be picked up and redeployed as needed.

When deploying flares, use a leap-frogging system where new flares are deployed ahead of old flares so that the light areas overlap each other, and there is never a patch of darkness that could be hiding aliens in between them.

The alternative is of course to use a cannon with incendiary shells.

Mind Probes

Mind Probes are useful information gathering tools, but certainly not a device you need to arm everyone with. Limit your supply to a reasonable number. Most commanders can make do with only one or two mind probes per transport by having their Rear Commanders operate them. Others don't use it at all.

Motion Scanner

The motion scanner is a useful tool for monitoring alien movement when traversing through a UFO wreckage, or when deploying at dangerous landing zone. However, like the mind probe, it's not a tool you need to arm everyone with. One or two tend to be sufficient.

Stun Rods

Stun Rods are useful but hard to use early weapons for capturing aliens. Unless they feature in your general combat strategy, they can quickly become a source of redundancy after they have served their purpose.

Like the Medi-Kits, don't arm everyone with Stun Rods. Bring a smaller number in, but use them efficiently. Consider halving your usual number of Stun Rods, or bring a set number such as 4.

Be patient, share the Stun Rods and use them smartly. Watch where they so that you can quickly get them to the places where they are needed the most.

If you have access to the Mind Probe, use it tandem with the stun rods to identify aliens you want to abduct to make the capture attempt worthwhile. Use it also to determine if it's safe to approach the alien.

Finally, once you have no more use for the stun rods, or it is superseded by the Small Launcher, clear them out.

Smoke Grenades

Smoke Grenades are handy devices especially if you know how to use them. Like many other devices, they are nice to have on everyone but can be used in smaller supplies with careful use and planning.

Many commanders get by without Smoke Grenades, however those that do should remember to only use them in moderation. Not just from the item limit perspective, but more due to a game engine limitation that only allows so many smoke particles at any given time.

A quick alternative to smoke grenades are other explosives, like grenades and rockets. They can kick up a dust cloud that can be used for concealment. They will never be as effective as a Smoke Grenade smoke screen, but can still do in a pinch. They may even be able to take out the threat you want to conceal yourself from.

Psi Amps

Psi-Amps are speciality devices that can only be used soldiers that have earned some psi skill. You will never need more than one per soldier.

If you have a few really powerful psi troopers, you can even get away with just 1 ~ 3 psi amps for the entire squad. You can get away with bringing less weapons, as you can get the aliens to shoot each other, or provide your soldiers with the tools needed to complete the task.

Grenades

The following can apply to rockets too.

A common reason to go through the exercise of making space in your 80 item slots would be to bring more grenades along. From the standard Grenade to the Alien Grenade, to High Explosives and proximity activated mines. It's always great to have a few more of these.

In general, you should typically adjust your grenade numbers based on how heavily they feature in your strategies. If you don't use them at all, don't bring any. If you use them on every once in a while, then consider only one per soldier. If you use them all the time, then bring as many as you can fit in.

Laser Weapons

Laser weapons are the best space saving weapons in your arsenal because of their unlimited ammunition supply. Where each soldiers will need two to three item slots for other weapons, a laser weapon will only need one.

While not the most powerful, lasers are fast and can defeat almost anything the game can throw at you.

Heavy Plasmas

If you plan to use Heavy Plasmas as your primary mode of offence, you can significantly cut down on your item usage by simply not bringing many (or any) Heavy Plasmas along at all. Heavy Plasmas are guaranteed to feature quite predominantly amongst the alien forces once they become their main firearm. This means you can replace what weapons you have with them as you find them in battle.

Consider substituting a few or all of your Heavy Plasmas with laser weapons. See previous section.

Alternatively, if you cannot live without the Heavy Plasmas, you can make some space by only bringing one clip per gun. With 32 rounds, the bullets in each clip are plentiful.

Tanks

If you don't use all your soldier spaces, tanks are a great way to bring in more firepower at a cost of 4 soldier slots for each tank.

The Tank/Rocket Launcher for example is an excellent way to pack 8 medium strength rockets without using the item limit. To carry a similar number of rockets for the hand held Rocket Launcher would require 9/80 items.

The advanced Hovertank/Plasma can also match if not exceed a veteran soldier with similar armament. Even with finite ammunition, it carries tons of plasma rounds that allow it to last a very long time in battle by itself.