Difference between revisions of "Tricks, Tips and Hints"

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== Battlescape Tactics ==
 
== Battlescape Tactics ==
 
* [[Reaction fire formula]]
 
* [[Reaction fire formula]]
 +
* [[Reaction fire triggers]]
 
* [[Scouting]] - The few. The brave. The twitchy.
 
* [[Scouting]] - The few. The brave. The twitchy.
 +
* [[Artillery/ Firing Blindly]]
 
* [[Field Manual: HWP]]
 
* [[Field Manual: HWP]]
 
* [[Field Manual: Terrain]]
 
* [[Field Manual: Terrain]]
Line 7: Line 9:
 
* [[Saving]] - Cheat or Necessity?
 
* [[Saving]] - Cheat or Necessity?
 
* [[Reaction Training]]
 
* [[Reaction Training]]
 +
* [[Experience Training]]
 
* [[Laser Pistol Gifts]] - The Best way to train reaction stat.
 
* [[Laser Pistol Gifts]] - The Best way to train reaction stat.
 
* [[Time Management]] - Time, time is on your side, yes it is...
 
* [[Time Management]] - Time, time is on your side, yes it is...
 
* [[Grenade Relay]] - Hot potato fun
 
* [[Grenade Relay]] - Hot potato fun
 +
* [[Destroying Terrain]]
 
* When bringing that alien down, listen for the death scream. If you don't hear that sound, the [[Chryssalid]] may only be [[unconscious]]. Follow up with a [[grenade]].
 
* When bringing that alien down, listen for the death scream. If you don't hear that sound, the [[Chryssalid]] may only be [[unconscious]]. Follow up with a [[grenade]].
  
 
== Geoscape Strategy ==
 
== Geoscape Strategy ==
[[Research Tips]]
+
* [[Research Tips]]
 
+
* [[Warlord's Foolproof Plan]] - Full of flaws and possibly more mistakes than correct content, this is included here for nostalgia, remembering the days back when we were newbies who had no idea what to do in the game. Rendered absolutely obsolete and is in fact a liability to use as a guide, with the advent of UFOpedia's highly advanced info.
[[Warlord's Foolproof Plan]]
+
* [[Starting Your Shadowy Paramilitary Organization]] - A Beginner's Guide
 
+
* [[Yet Another Scheme|The way of the Privateer]] - If you think mass-producing Laser Cannon is cheesy
[[Starting Your Shadowy Paramilitary Organization]] - A Beginner's Guide
 
  
 
=== Logistics ===
 
=== Logistics ===
 
* [[Managing the Item Limit]] - To make a lean mean fighting machine and eliminate redundancies at the same time.  
 
* [[Managing the Item Limit]] - To make a lean mean fighting machine and eliminate redundancies at the same time.  
* [[Spring Cleaning Tips]] - Learning to cope and deal with the pressure of cleaning out the thousands of ammo clips littering the HWP closests and hallways, and deciding on what to keep.
+
* [[Spring Cleaning Tips]] - Learning to cope and deal with the pressure of cleaning out the thousands of ammo clips littering the HWP closets and hallways, and deciding on what to keep.
  
 
=== Build Order ===
 
=== Build Order ===
* On higher difficulty levels, you'll want to make your base defensible early in the game.  See [[Overhauling The Starter Base]].
+
* On higher difficulty levels, you'll want to make your base defensible early in the game.  See [[Base Layout Strategy|Overhauling The Starter Base]].
* Your first base will need Stores, Alien Containment, and Living Quarters very quickly.
+
* Your first base will need [[General Stores|Stores]], [[Alien Containment]], and [[Living Quarters]] very quickly. It is strongly recommended you start building these three immediately after beginning the game.
* If you have the cash, you can start these three simultaneously.
+
* You will also want an additional [[Laboratory]] as lots of scientists working is key to advancing quickly. 100 scientists will allow you to research all the most important technologies by June or so; 150 will shorten this to about May.
* You will also want an additional Laboratory as lots of scientists working is key to advancing quickly. 50 scientists will keep up with almost all your needs; 100 scientists may be overkill.
 
 
 
''[[Jasonred]] : Though I sometimes find even 200 scientists inadequate to my greed... er, I meant need. Especially if I've just captured an Ethereal or Sectoid leader and want Psi. Or the aliens are going battleship crazy and I want Avengers to shoot them down. Or if I capture myself a Navigator and can soon replace those stupid radars with Hyperwave Decoders! Or... if all those happen at the same time, as often happens...''
 
 
 
=== Manufacturing Base ===
 
* When you have an extra 4 million or so, start a second base on another continent, and dedicate one to research (keep all scientists here) and one to manufacturing (keep all engineers here).
 
* If your original base is dedicated to research, wait until the Workshop, Stores, and Living Quarters are complete in your new base, then transfer your engineers and dismantle the old base's Workshop to make room for Laboratories.
 
* Manufacturing Bases will need a spare hangar to build new Craft.
 
* Don't forget a garrison force of soldiers, and weapons for same.
 
* If you're confident about your cash flow, you can start building another base as early as $1.5 million, since, to build a secure base, you're only going to be building one general stores and possibly a hangar to start. Building a secure base, you're unlikely to have more than 4-7 modules built by the end of the month, methinks.
 
* more to follow.
 
  
=== Base Locations ===
+
[[Category: Tactics]]
* In terms of radar coverage of wealthy funding countries, your first two bases should go into Europe (covering Britain to Africa) and North America (USA, Canada, Mexico). Both these bases should have Interceptors and Skyrangers.
+
[[Category:Enemy Unknown/UFO Defense]]

Revision as of 02:46, 23 July 2013

Battlescape Tactics

Geoscape Strategy

Logistics

  • Managing the Item Limit - To make a lean mean fighting machine and eliminate redundancies at the same time.
  • Spring Cleaning Tips - Learning to cope and deal with the pressure of cleaning out the thousands of ammo clips littering the HWP closets and hallways, and deciding on what to keep.

Build Order

  • On higher difficulty levels, you'll want to make your base defensible early in the game. See Overhauling The Starter Base.
  • Your first base will need Stores, Alien Containment, and Living Quarters very quickly. It is strongly recommended you start building these three immediately after beginning the game.
  • You will also want an additional Laboratory as lots of scientists working is key to advancing quickly. 100 scientists will allow you to research all the most important technologies by June or so; 150 will shorten this to about May.