Difference between revisions of "Talk:Spring Cleaning Tips"

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: Thanks AQ. Yeah, I was wondering that too, even as I edited it. :)
 
: Thanks AQ. Yeah, I was wondering that too, even as I edited it. :)
 
: How about - very rapid expansion? You have LOTS of Assault teams, you didn't previously stockpile ANY Heavy Plasmas, you've just researched them, and you want to outfit all your guys with them ASAP? Not a very likely scenario I admit. Really the argument applies more to armour and maybe to weapons for new bases or new assault teams, if you don't have a big surplus of Heavy Plasmas. Maybe not many UFOs are coming, you're short of money, so you've been selling Heavy Plasmas to pay the bills, rather than stockpiling them for the fight. But basically I just couldn't think how to edit my way out of it. :) [[User:Spike|Spike]] 16:37, 30 November 2008 (CST)
 
: How about - very rapid expansion? You have LOTS of Assault teams, you didn't previously stockpile ANY Heavy Plasmas, you've just researched them, and you want to outfit all your guys with them ASAP? Not a very likely scenario I admit. Really the argument applies more to armour and maybe to weapons for new bases or new assault teams, if you don't have a big surplus of Heavy Plasmas. Maybe not many UFOs are coming, you're short of money, so you've been selling Heavy Plasmas to pay the bills, rather than stockpiling them for the fight. But basically I just couldn't think how to edit my way out of it. :) [[User:Spike|Spike]] 16:37, 30 November 2008 (CST)
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:: If you don't have many in stock, and get an "Oh god, ethereals, NOOOO BLASTER BOMB GUY" incident, you'd need quite a few in a hurry.--[[User:(name here)|(name here)]] 14:40, 1 December 2008 (CST)
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::: Heavy plasmas might be a bad choice, though there are other alien consumables that could fit as a replacement. Plasma pistol and rifle ammo are good - on account of being rare. I threw in alien grenades in my last edit. When I start playing with grenadiers, my supply from recovered loot just never keeps up with the demand. Others that might fit the bill include blaster bombs (definitely) and stun bombs. The latter case might not happen so often unless you're using them to quickly drop large terror units. -[[User:NKF|NKF]] 04:07, 2 December 2008 (CST)
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I myself have never needed to manufacture Alien Grenades...although part of this is likely that once they're strong enough, my soldiers carry both an Alien Grenade AND a Hi-Explosive pack, and the latter is more powerful and thus used first.  And being no major fan of the Blaster Bomb or the Small Launcher, those have not been a problem for me either(though I can definitely see your point).  On the other hand, I do tend to keep a large number of Plasma Rifles on hand, so...yeah.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:47, 2 December 2008 (CST)
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== Aircraft Weapons ==
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Actually, IIRC, you can't even launch your craft unless it was fully reloaded? ... what are you doing with bullets/craft cannon anyhow??? [[User:Jasonred|Jasonred]] 02:10, 28 February 2009 (CST)
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: If you don't have enough ammo in Stores to fully rearm a craft weapon, it will use all of the available ammo and then move into the 'Armed' state, ready for launch. At every stage of the game, there is some craft weapon that has re-usable ammo, so ammo management is always important. You could of course elect to only use Plasma Beams and Laser Cannon (no ammo requirement) but that would be a personal choice. The point of the post is just to say keep craft ammo supplies to a reasonable minimum, without compromising Intercept capability. [[User:Spike|Spike]] 06:29, 28 February 2009 (CST)
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== Item precedence  ==
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One alteration that might help will be to touch upon the item spawn precedence to improve the equipment section of this article. For example, low tech weapons are high up on the spawn queue, so stocking too many of them, and especially their ammo, will use up a lot of the item limit. Strategies to counter it, etc. -[[User:NKF|NKF]] 07:12, 11 November 2010 (UTC)

Latest revision as of 07:12, 11 November 2010

Spike: Good edit, but I am left wondering under what circumstances you would need to manufacture Heavy Plasma weapons. ;) Arrow Quivershaft 15:56, 30 November 2008 (CST)

Thanks AQ. Yeah, I was wondering that too, even as I edited it. :)
How about - very rapid expansion? You have LOTS of Assault teams, you didn't previously stockpile ANY Heavy Plasmas, you've just researched them, and you want to outfit all your guys with them ASAP? Not a very likely scenario I admit. Really the argument applies more to armour and maybe to weapons for new bases or new assault teams, if you don't have a big surplus of Heavy Plasmas. Maybe not many UFOs are coming, you're short of money, so you've been selling Heavy Plasmas to pay the bills, rather than stockpiling them for the fight. But basically I just couldn't think how to edit my way out of it. :) Spike 16:37, 30 November 2008 (CST)
If you don't have many in stock, and get an "Oh god, ethereals, NOOOO BLASTER BOMB GUY" incident, you'd need quite a few in a hurry.--(name here) 14:40, 1 December 2008 (CST)
Heavy plasmas might be a bad choice, though there are other alien consumables that could fit as a replacement. Plasma pistol and rifle ammo are good - on account of being rare. I threw in alien grenades in my last edit. When I start playing with grenadiers, my supply from recovered loot just never keeps up with the demand. Others that might fit the bill include blaster bombs (definitely) and stun bombs. The latter case might not happen so often unless you're using them to quickly drop large terror units. -NKF 04:07, 2 December 2008 (CST)


I myself have never needed to manufacture Alien Grenades...although part of this is likely that once they're strong enough, my soldiers carry both an Alien Grenade AND a Hi-Explosive pack, and the latter is more powerful and thus used first. And being no major fan of the Blaster Bomb or the Small Launcher, those have not been a problem for me either(though I can definitely see your point). On the other hand, I do tend to keep a large number of Plasma Rifles on hand, so...yeah. ;) Arrow Quivershaft 08:47, 2 December 2008 (CST)

Aircraft Weapons

Actually, IIRC, you can't even launch your craft unless it was fully reloaded? ... what are you doing with bullets/craft cannon anyhow??? Jasonred 02:10, 28 February 2009 (CST)

If you don't have enough ammo in Stores to fully rearm a craft weapon, it will use all of the available ammo and then move into the 'Armed' state, ready for launch. At every stage of the game, there is some craft weapon that has re-usable ammo, so ammo management is always important. You could of course elect to only use Plasma Beams and Laser Cannon (no ammo requirement) but that would be a personal choice. The point of the post is just to say keep craft ammo supplies to a reasonable minimum, without compromising Intercept capability. Spike 06:29, 28 February 2009 (CST)

Item precedence

One alteration that might help will be to touch upon the item spawn precedence to improve the equipment section of this article. For example, low tech weapons are high up on the spawn queue, so stocking too many of them, and especially their ammo, will use up a lot of the item limit. Strategies to counter it, etc. -NKF 07:12, 11 November 2010 (UTC)