Difference between revisions of "Multiplayer Tactics (EU2012)"

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* Early moves: Unlike the single-player environment, you pretty much know where your opponent is: the direct opposite side of the map.  For this reason, you can get away with dashing the first turn, possibly even the second turn, without taking the time to cycle through your entire squad and perform their first movement before cycling through for the second movement.  Use this to your advantage by sending out a scout to flush your opponent, create a diversion, or even back the unit off and draw them into a trap.  This is not good in single-player and is really only advisable in the first or second move of multiplayer.
 
* Early moves: Unlike the single-player environment, you pretty much know where your opponent is: the direct opposite side of the map.  For this reason, you can get away with dashing the first turn, possibly even the second turn, without taking the time to cycle through your entire squad and perform their first movement before cycling through for the second movement.  Use this to your advantage by sending out a scout to flush your opponent, create a diversion, or even back the unit off and draw them into a trap.  This is not good in single-player and is really only advisable in the first or second move of multiplayer.
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* Ammo: If your opponent uses Heavy unit or a Super-soldier, count their ammo and take advantage when their ammo is ran out. But don't bother counting Muton's ammo, they have ammo conservation upgrade.
  
 
==Unit-specific tips==
 
==Unit-specific tips==

Revision as of 10:21, 1 November 2012

Note: See the tactical Gameplay Mechanics page for additional info on Actions, Action Rules, and generalized Tactics that also apply to the single-player environment.

General

  • Early moves: Unlike the single-player environment, you pretty much know where your opponent is: the direct opposite side of the map. For this reason, you can get away with dashing the first turn, possibly even the second turn, without taking the time to cycle through your entire squad and perform their first movement before cycling through for the second movement. Use this to your advantage by sending out a scout to flush your opponent, create a diversion, or even back the unit off and draw them into a trap. This is not good in single-player and is really only advisable in the first or second move of multiplayer.
  • Ammo: If your opponent uses Heavy unit or a Super-soldier, count their ammo and take advantage when their ammo is ran out. But don't bother counting Muton's ammo, they have ammo conservation upgrade.

Unit-specific tips

  • Sectoid: They're cheap. One more eye is good to have, and if needed you can sacrifice it for bait overwatch shots. Another good thing is they're not limited by ammo(pistol), so they can suppress indefinitely, and suppress sometimes destroy cover so other units cant kill it.
  • Thin man: They have good mobility, but aim is not so good so try to flank or get higher ground. Poison reduces affected units aim by 20, so poison+suppress reduces aim by 50, rendering a unit almost useless.
  • Chryssalid: They can't make zombie from aliens.