Difference between revisions of "Multiplayer Tactics (EU2012)"

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[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
[[Category: Multiplayer]]
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[[Category: Multiplayer (EU2012)]]
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[[Category: Multiplayer (EU2012)]]

Revision as of 18:23, 7 December 2013

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.
  • Countering Ghost Armor: Even though ghosted target is invisible, your soldiers will react("Enemy spotted!") if he/she comes in sight. Also if ghosted unit is flanking your unit, your units will have yellow shield indicating they're flanked.
  • Medic: Consider bringing medic if you use many soldier units. Although healing don't do much, revive can turn the tide in multiplayer. Dense smoke helps too.
  • First turn: Player with lesser squad point gets first turn. It maybe worth giving up little point to get first turn. If both player has same points, First turn is randomly given.
  • Identifying opponent's units: You can see opponent's unit stats by activating attack UI, then choosing help(F1 by default in PC). If you can't do this, see what weapon and armor it have, and check its HP. If there is a 11HP unit with LPR and no armor, it might be a smokejumper with chitin. 10HP sniper with skeleton suit is likely a hunter. Also check soldier's rank if they do reaction shot.

Unit-specific tips

  • Sectoid
    • They're cheap. One more eye is good to have, and if needed you can sacrifice it to bait overwatch shots.
    • Since they use pistol, they're not limited by ammo. So they can shoot or suppress indefinitely.
    • Suppression sometimes destroys cover so other units can kill the target.
    • Their mind merge effectively heals 1 hp, you may consider it when there is nothing better to do. Since mind merge boosts will too, it can used to help psi units or used as protection from psi attacks. But beware, if the Sectoid dies mind merged unit also dies.
    • Sectoid and Sectoid commander's small stature allows them to move through certain doors without opening it.
  • Drone
    • They cannot overwatch.
    • If you have only a drone and use its overload to kill opponent's last unit, the game will end in your loss.
  • Floater
    • Floaters can take cover while landed.
    • They have undocumented 35 fuel limit.
  • Thin man
    • They have good mobility, but their aim is not so good. So try to flank or get to higher ground.
    • Since posion is free aim skill, you maybe able to land it from out of opponent's LOS.
    • Poison can be used as area denial.
    • Poison reduces affected units aim by 20, and reduces movement. Poison+suppress will reduce aim by 50, rendering a unit almost useless.
  • Chryssalid
    • They can't make zombie from aliens.
    • Hide Chryssalids, once exposed it will die quickly.
    • Make sure they kill a unit when they attack. They do minimum of 5 damage, and 2 to unit with chitin.
  • Sectoid commander
    • They're cheapest unit who can use MC. Chance to mind control(%): 50+(SC's will)-(target's will)-(30 if target have mind shield)
    • Will-boosting effect increases SC's psi attack chance, but only Psi Inspiration works with SC.
    • You may not want to use greater mind merge, especially if you have 2 or more sectoids, since it gives location of your precious unit to opponent.
    • Sectoid and Sectoid commander's small stature allows them to move through certain doors without opening it.
  • Cyberdisk
    • They have undocumented 35 fuel limit.
  • Heavy floater
    • Floaters can take cover while landed.
    • They have undocumented 35 fuel limit.
  • Ethereal
    • Be careful when using MC, in 20000points or unlimited points match your opponent will have enough firepower to kill Ethereal in a turn. Using Rift could be better choice.
    • Psi Lance is affected by cover and can be reflected.

Soldier Customizing

  • Smokejumper: +1hp, +5aim and +5will over rookie, quite good upgrade for 100points. If you are going to use rookie, consider using smokejumper instead.
  • LPR + SCOPE combo: These cheap upgrades will make your rookies shoot like marksman.
  • Nano-fiber vest vs Chitin plating: Chitin gives 2 more HP and melee damage resistance with 100 more points. Cost-efficient than Nano-fiber vest.
  • Chitin plating vs Carapace Armor: Chitin gives 1 more HP while it is 300 points cheaper. Although you can't use other items it's something to consider.
  • Carapace Armor vs Skeleton Suit: Both have same cost. Skeleton has 1 less HP, but has 10 defense and mobility. It's better choice in most situations.
  • Mind shield: If you rely on a super soldier, consider mind shield on him/her. If he/she gets MC'ed it will be sure lose.
  • Ghost Armor synergy: Using psi abilities don't break invisibility, so consider ghost armor to your psi soldier. Or, you can equip Heavy with ghost armor who has bullet swarm, he/she can attack then ghost-move, completely preventing any enemy retaliation. (But due to ghost armor cost increase, this strat is not really good now.)
  • Combat Stims: Can be really good on assault soldiers. Hide your assault and seek them with other units, stim up and wreak havoc on them.