Difference between revisions of "Talk:Base Defense (Apocalypse)"

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(security stations)
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I've never seen them operate on turn based defence missions, but in real time they spot enemies and open fire automatically.
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I've never seen them operate on turn based defense missions, but in real time they spot enemies and open fire automatically.
   
 
Only 12 turrets appear to be able to operate at any given time, that's 3 modules worth of turrets. The inactive turrets still act as targets, and the few that are operational will easily wipe out a good number of the opposition (and I'm just talking about the plasma modules!).
 
Only 12 turrets appear to be able to operate at any given time, that's 3 modules worth of turrets. The inactive turrets still act as targets, and the few that are operational will easily wipe out a good number of the opposition (and I'm just talking about the plasma modules!).
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- [[User:NKF|NKF]] 20:29, 18 November 2007 (PST)
 
- [[User:NKF|NKF]] 20:29, 18 November 2007 (PST)
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Is it a bad idea to build more than three security stations, or are extra stations still useful for distracting the enemy even though they do not fire? It seems like it could cause problems the wrong stations were left without power.
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- [[User:Captain Foo|Captain Foo]] 28 August 2008
   
 
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Revision as of 02:07, 29 August 2008

How do you use security stations? i haven't been able to figure out the controls.--(name here) 11:46, 18 November 2007 (PST)


You don't, exactly. Each station you put in your base comes with some "turrets" attached to it. These automatically fire at any enemies they happen to spot until they get destroyed. I don't think you can even select them. - Bomb Bloke 19:45, 18 November 2007 (PST)


I've never seen them operate on turn based defense missions, but in real time they spot enemies and open fire automatically.

Only 12 turrets appear to be able to operate at any given time, that's 3 modules worth of turrets. The inactive turrets still act as targets, and the few that are operational will easily wipe out a good number of the opposition (and I'm just talking about the plasma modules!).

You'll probably notice that you'll have lost 6 unit slots in your normal lineup of 36 spaces for agents and techs. It's not really known why at this point, but it's assumed that the six slots are used for operating the 12 turrets (6 slots = 12 weapon hands, after all).

- NKF 20:29, 18 November 2007 (PST)


Is it a bad idea to build more than three security stations, or are extra stations still useful for distracting the enemy even though they do not fire? It seems like it could cause problems the wrong stations were left without power.

- Captain Foo 28 August 2008


On my first base defense mission, I had the base entrance isolated from the rest of the base, and my guys and the aliens all spawned there. Since I was playing turn-based with toxiguns, I ended up killing them in one round. Has anyone else had that happen? - cpj1227 8:49, 29 June 2008 (CDT)