Multiplayer Tactics (EU2012)

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Revision as of 13:35, 17 November 2012 by Moyang (talk | contribs)
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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 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.

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 their 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.
  • Sectoid commander: They're cheapest unit who can use MC. Countered by mind shields, but you can try to boost his will by using Psi inspiration from Psi guardian or Combat drug-smoke from Tac officer.

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 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.)