Talk:Weapons by Role (TFTD)

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Great article!! Many thanks for writing this. One question - you're proposing arming Scouts with melee weapons, on the (sound) basis that they only should attack when they don't have a supporting sniper to cover them. But isn't it a common situation to encounter an alien and not be at melee range? Closing to attack the alien is likely to trigger enemy fire, so isn't some kind of ranged weapon still essential? I'd be interested to hear your thinking on this. Spike 17:14, 29 January 2012 (EST)

I don't see the drills working for the scout when out in open fields, but they are certainly in their element in the very busy and messy maps like the rocky reef map where there's lots of cover that limits your snipers from providing adequate support for the scout. -NKF 05:02, 30 January 2012 (EST)

The one time I've played through TFTD (I've started another playthrough recently), my scout loadout ended up being a Gauss Rifle and Vibro Blade. The Vibro-Blade mostly saw use when fighting Lobster Men (especially in alien colonies) - in other situations it was either kept in the backpack or (if it caused TU penalties) dropped. So yes, I'd agree that you need a ranged weapon, but in missions where there's likely to be a lot of HtH (ie, Lobster Men or big Alien Subs) the Vibro Blade's also a nice thing for a scout to have. (When I get up to that point in my current game, I'd switch the Gauss Rifle for a Sonic Pistol, but that's not all that relevant.) Magic9mushroom 05:27, 3 February 2012 (EST)