Multiplayer Tactics (EU2012)

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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 younit 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, especially on first turn. If both player has same points, First turn is randomly given.

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 to higher ground. Poison reduces affected units aim by 20. Poison+suppress will reduce aim by 50, rendering a unit almost useless.
  • Chryssalid: They can't make zombie from aliens.

Soldier Customizing

  • Smokejumper: +1hp, +5aim and +5will over rookie, quite good upgrade for 100points. If you are going to use rookie, consider smokejumper.
  • LPR + SCOPE combo: These cheap upgrades will make your rookies to marksman.
  • Nano-fiber vest vs Chitin plating: Chitin gives 2 more HP and melee damage resistance with 100 more point. Cost-efficient than Nano-fiber vest.
  • Ghost Armor synergy: Using psi abilities don't break invisibility. If you are Heavy with bullet swarm, you can attack then ghost-move, completely preventing enemy retaliation.