Difference between revisions of "Suggestions for Equipping Troops (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
(menu)
 
(35 intermediate revisions by 8 users not shown)
Line 1: Line 1:
==Overview==
+
==In General==
Here are some tips for equipping your troops.
+
In the agent equip screen multiple agents can be selected via Ctrl-LMB method. To remove a highlighted agent, RMB.
  
===Early game===
+
When time progresses back at base after a tactical battle (with ammo being used, grenades thrown, medikits moved about etc.) the auto-re-equip function (being the "Agents rearmed" message) will only replenish the ammuntion used in the weapons which are currently held in the hands of the X-Com agent. It does not move, replace or re-organise items held on the belt, backpack and such. To restock such items, the player must manually replace them after each battle.
If you like playing real-time action, always equip a stun grapple as your secondary weapon. Put machineguns, autocannons or whatever else you like as the main weapon and put a stun grapple in the second hand. This serves two functions. Firstly, it gives you a very strong weapon against those annoying close-combat aliens (multi-worms and poppers). Secondly, it will significantly increase your chances of capturing living aliens, something that is essential to developing toxi-guns.
 
  
Another idea is have all of your soldiers with two of the same weapon, it will increase your killing power. At first you will have worse accuracy, but it will pay off later as your soldier gets better.  Have one soldier who is your 'stunner' with more stun grenades, and dual stun grapples.
+
Equipment placement (grenades, devices, spare ammo, etc.) should be stored in the same place in the inventory of all the agents being used (or for mixed squads which have the same partial equipment layout). This enables rapid replacement of such items when multiple agents are selected.
  
Always carry several stun grenades on all your troops. Not only can you use them to capture aliens, stun gas also evaporates faster then smoke, so you can use stun grenades to clear smoke. Incendiary grenades can also be used for this purpose in a kind of rock-paper-scissors-esque fashion.  
+
==Agent Equipment==
 +
A general selection of suggestions and hints.  
  
Lastly, an alien in stun gas will try to get out of the cloud and so it stops shooting at you, which is good. Each troop should always carry a medi kit, as you are bound to get hurt, and medi-kits save lives. Research and equip beam weaponry as soon as you can, since ammo is bound to run low.
+
===Items For All=== <!-- short blurbs -->
 +
Ammuntion is vital. Don't run out.<br>
 +
Armor - only the best! Marsec Chest Armor if you want to fly.<br>
 +
Medikits save lives! Every X-Com agent should have one.<br>
 +
Explosives soften up enemies and destroy cover.<br>
 +
Stun gas or incendiary effects will cause a hostile to flee from it.<br>
 +
Gas effect grenades will choke a fire.<br>
 +
Stun Grapples will help to make your Alien Containment a lively place.<br>
  
Dual autocannons are exceptionally powerful in the hands of the right troopers, especially when loaded with explosive rounds, but are only viable in real-time mode due to the way weapons are handled in turn-based. In turn-based you merely lose accuracy when holding two weapons (you can't fire both at once), so it's better to have only one weapon in hand.
+
===Items For Consideration=== <!-- short blurbs -->
 +
Plasma Guns are expensive for a reason.<br>
 +
Rocket launchers deliver a grenade from afar.<br>
 +
Rocket launchers seek.<br>
 +
Motion Scanners are not surprising.<br>
 +
Poppers hate it when you mine the door of downed UFOs.<br>
 +
Strong high explosive devices can make craters in the ground. Don't get stuck.<br>
 +
Power Swords are sharper than they look.<br>
 +
Hostiles should be convinced to play with armed grenades.<br>
 +
Exotic weaponry should be the priority when ammo becomes scarce.<br>
  
===Mid-game===
+
===Items For Later=== <!-- short blurbs -->
As soon as you have toxiguns, carry them on any mission where you will encounter only aliens, and don't carry other guns. Toxiguns have a high refire rate, so you can keep your other hand free for other things (like medkits), and you won't capture many energy shields without toxiguns. This also has the advantage of leaving your troops unable to harm one another if under psionic control (apart from grenades) - toxiguns don't harm humans, hybrids or androids.
+
Toxiguns love to use ammo.<br>
 +
Toxiguns are ridiculously over-powered.<br>
 +
Toxiguns ignore Personal Distruptor Shields<br>
 +
Toxiguns... Toxiguns!!<br>
 +
Alien exotic devices for all.<br>
 +
Aliens with big guns should be encouraged to make big holes in their friends.<br>
 +
Stun Gas Grenades make shielded neutrals sleepy when Stun Grapples won't.<br>
 +
Cloaking Device:  ...can't shoot what they can't see!<br>
 +
Why walk when you can <s>fly</s> teleport!<br>
 +
Make them stop sending reinforcements when inside an Alien building, with some Vortex power.<br>
  
As soon as you have energy shields researched, equip them. Equip other weapons you would like to use as you research them. The two kinds of alien grenade are quite usefull, and some of the other equipment is nice too.
+
===Specific Equipment=== <!-- short blurbs -->
 +
Marsec Armor allows flight. This should be a priority for all agents.<br>
 +
A Power Sword can make an entrance anywhere. One is enough for this.<br>
 +
Stun Grenades and alot!. Aliens will fill your containment facility without much effort.<br>
 +
Explosives thrown, at least two each. Explosives flown, one strong agent and others carrying extra rockets.<br>
 +
Toxiguns against aliens. An efficient killer.<br>
 +
Devastator Cannon recharges and can punch holes in walls if you miss.<br>
 +
Personal Disruptor Shields: immediately needed, everyone... immediately.<br>
  
Heavy Launchers and Mini Launchers are effective - if somewhat limited in ammunition and purpose - weapons. Use them for UFO assaults or other situations where collateral damage is not your main concern; the missiles may not be blaster bombs but the do have at least some tracking. Their hefty punch can aid in softening up tightly packed UFO defenders and Megaspawn. You can dual wield these and set them to auto-fire and still hit your opponents, since the tracking supercedes accuracy.
 
  
===Late-game===
+
[[Tactical_Combat_Missions_(Apocalypse)|Next: Battlescape Tactical Missions]]<br>
Late game tactical combat is rather easy. You should have the energy shields, toxiguns, and Disruptor Armor that you need to take out the enemy easily. For combat against aliens, make sure your troops are equipped with toxiguns, plenty of the best ammo you have for them, some stun grapples to capture those few aliens you still need a live specimen of and stun grenades to take the aliens smoke advantage.
+
[[Starting_a_Mission_(Apocalypse)|Previous: Starting A Mission]]<br>
 +
[[Tactics_(Apocalypse)|Return to Start]]
  
For raiding enemy buildings, you don't need energy shields if you have the Disruptor Armor. Equip your troops with dual Devastator Cannons (if for some reason you want to level the entire structure - a single dev is more than sufficient if you bother to aim), Disruptor Armor and any other weapons you would like to use. Only the heaviest of explosives or concentrated Devastator fire (which is a possibility in the later stages of the game, no matter the raid victim!) has any chance of hurting you with Disruptor Armor, so don't worry much about it.
 
 
Teleporters are almost cheating in Real Time, since they work instantaneously while the game is paused. This means you can pause at the precise moment before a projectile hits, or even while an explosive is detonating, and teleport your agent out of the way. Amazingly good.
 
 
===Androids and Hybrids===
 
Two opposites, androids are physically immensily strong compared to hybrids but the only effective psionic abilities are wielded by hybrids. Ideally, androids will have lots of extra equipment to either demolition everything or to replenish teammates supplies and hybrids travel as light as possible but with a [[Mind Bender]] even if they haven't received adequate psionic training.
 
 
Androids cannot increase their stats, however, so they should be recruited with atleast decent stats and given a fairly accurate weapons to compensate this. Androids are also the only X-COM troop which is IMMUNE to psionics, including brainsuckers.
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 05:54, 18 October 2022

In General

In the agent equip screen multiple agents can be selected via Ctrl-LMB method. To remove a highlighted agent, RMB.

When time progresses back at base after a tactical battle (with ammo being used, grenades thrown, medikits moved about etc.) the auto-re-equip function (being the "Agents rearmed" message) will only replenish the ammuntion used in the weapons which are currently held in the hands of the X-Com agent. It does not move, replace or re-organise items held on the belt, backpack and such. To restock such items, the player must manually replace them after each battle.

Equipment placement (grenades, devices, spare ammo, etc.) should be stored in the same place in the inventory of all the agents being used (or for mixed squads which have the same partial equipment layout). This enables rapid replacement of such items when multiple agents are selected.

Agent Equipment

A general selection of suggestions and hints.

Items For All

Ammuntion is vital. Don't run out.
Armor - only the best! Marsec Chest Armor if you want to fly.
Medikits save lives! Every X-Com agent should have one.
Explosives soften up enemies and destroy cover.
Stun gas or incendiary effects will cause a hostile to flee from it.
Gas effect grenades will choke a fire.
Stun Grapples will help to make your Alien Containment a lively place.

Items For Consideration

Plasma Guns are expensive for a reason.
Rocket launchers deliver a grenade from afar.
Rocket launchers seek.
Motion Scanners are not surprising.
Poppers hate it when you mine the door of downed UFOs.
Strong high explosive devices can make craters in the ground. Don't get stuck.
Power Swords are sharper than they look.
Hostiles should be convinced to play with armed grenades.
Exotic weaponry should be the priority when ammo becomes scarce.

Items For Later

Toxiguns love to use ammo.
Toxiguns are ridiculously over-powered.
Toxiguns ignore Personal Distruptor Shields
Toxiguns... Toxiguns!!
Alien exotic devices for all.
Aliens with big guns should be encouraged to make big holes in their friends.
Stun Gas Grenades make shielded neutrals sleepy when Stun Grapples won't.
Cloaking Device: ...can't shoot what they can't see!
Why walk when you can fly teleport!
Make them stop sending reinforcements when inside an Alien building, with some Vortex power.

Specific Equipment

Marsec Armor allows flight. This should be a priority for all agents.
A Power Sword can make an entrance anywhere. One is enough for this.
Stun Grenades and alot!. Aliens will fill your containment facility without much effort.
Explosives thrown, at least two each. Explosives flown, one strong agent and others carrying extra rockets.
Toxiguns against aliens. An efficient killer.
Devastator Cannon recharges and can punch holes in walls if you miss.
Personal Disruptor Shields: immediately needed, everyone... immediately.


Next: Battlescape Tactical Missions
Previous: Starting A Mission
Return to Start