Talk:Tactical Exploits

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Revision as of 11:33, 11 July 2008 by Lobosolitario (talk | contribs)
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While reading some of the other articles, I was reminded of the 'cloning' bug that can sometimes save a soldier without armour who only has 1 turn left to live by standing in smoke and hoping that they get knocked out and killed in the wrong order.

I can't seem to remember if this counts as an exploit, but thought I'd quickly jam it in here as a reminder before it fades from my mind.

Come to think of it - it's not really cloning. Perhaps corpse substitution would be a better term? Oh well.

- NKF 21:27, 13 November 2007 (PST)

Dead Man Switches VS. Zombies

Actually, it's been noted that on occasion, a Zombie will not drop the items the soldier was carrying. In any case, while the first dropped grenade may well destroy the Zombie(and possibly the spawning Chryssalid), it will ALSO destroy the SECOND grenade. This means that what you've really done is spawned a full power Chryssalid in a place you may not have line of sight to or have any immediate disposal options. This would generally be considered a VERY BAD thing.

On an auxiliary note, since explosives in TFTD cannot be destroyed by other explosives, this tactic would work quite admirably versus Tentaculats. Arrow Quivershaft 10:57, 16 May 2008 (PDT)

However, grenades are not powerful enough to achieve an automatic kill, so again, this is a dicey tactic.--Ethereal Cereal 11:51, 1 June 2008 (PDT)
Rookie agents wearing High Explosives with a dead man switch set can make for highly effective expendable shock troops when it comes to breaching UFO entrances and clearing buildings. Just remember not to allow them anywhere near other team members until they have disposed of the explosives. Smoke grenades could be used as an alternative if you want to avoid wrecking all the expensive alien technology.