Difference between revisions of "User talk:Amitakartok"

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:XCOMUtil does indeed fix the ammo bug, but I'm sure your first theory holds water too.  ;P [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:07, 31 August 2008 (PDT)
 
:XCOMUtil does indeed fix the ammo bug, but I'm sure your first theory holds water too.  ;P [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:07, 31 August 2008 (PDT)
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I second using the rocket launchers. Brilliant weapon that are well worth the effort - you could win the game with them if you wanted too and had the patience. Just be sure to kneel every time you use them, and fire them with aimed shots unless you're guaranteed a hit, there's a wall near the target or you're firing at the ground at an angle. You can avoid the ammo eater bug by just not loading it until you want to fire it (after spending the pre-loaded shot). 
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By the way, if you don't mind the free ammo, fusion hovertanks are the ultimate HWP for base defence. Since you don't have to build the ammo each time the base gets attacked, use the tanks to liberally shell the hangars or access lift with impunity as the mission starts to wipe out a good chunk of the invaders before they even get a chance to file into the base. Just mind the other modules (or consider a two-chokepoint base). 
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Also, are you avoiding the use of alien bases as a source of supply ships? If not, keep a floater or Snakeman base nearby as the supply ships are a great way to keep your elerium stocks at a constant healthy level. You still have to win the battles to get the loot, so you'll get plenty of combat experience (and losses) to go along with it.
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-[[User:NKF|NKF]] 01:44, 1 September 2008 (PDT)

Revision as of 08:44, 1 September 2008

Welcome to the wiki! Glad to see you're interested in editing, but please be careful. Your comment on the ExploitsA page properly belongs on the Talk page for that article; not in the article itself. Also, you can automatically insert a horizontal break into a page with four dashes (- x 4) and can insert your name with 3 tildes (~ x 3). Four tildes will add your name and the time you left the comment. Arrow Quivershaft 22:53, 18 January 2008 (PST)

Hi there

Hi Amitakartok!

Looks like you are really enjoying UFO! It's such a great game - so many ways to play it. Why not enjoy it? It's classic! :D

I moved your question about UFO Detection onto the Talk page. Don't worry, people will see it and respond to it there just as much. It's nice to keep the main pages clean of uncertainty - discuss issues on Talk and only make a change to the main page when there is agreement.

I would be interested to know the result of your question. I think you said you have UFO v1.0 so you may actually be on a different version than most people.

By the way, why no interceptions, and why not give your Heavy Weapons teams Rocket Launchers (or High Explosive?) while they are waiting for more advanced weapons?

cheers, Spike. Spike 11:46, 30 August 2008 (PDT)

OK I understand now about "no interceptions" - it's a new base with no Hangar, no Interceptor yet. That's smart. I usually put a guard force of 5 (plus a tank if I could afford it) in each new base, but you're right there's not really any point until you start launching missions from there. Although... I have seen UFOs snooping around bases that I don't think had any Interceptors.

On the Rocket Launcher question, I would definitely encourage you to try them. It takes a long time before you get Blaster Launchers. Actually Blaster Launchers are so powerful that they make the game too easy (as you found out when the Aliens used them against you!). But it is possible to be very effective with Rocket Launchers. In the early game they are definitely your most powerful weapon. You need to make sure that only strong soldiers have them. It's also useful to pair soldiers up so another soldier carries extra ammo, provides covering fire, and can pick up the launcher if the main soldier dies. Also good to have good accuracy - I would give the rocket launchers to my people with very good, if not the best, accuracy. The danger of a misfired round is too great. There are challenges in learning how to use them, but it's worth the learning curve.

I'm not quite sure what you mean about 'running out of ammo without firing any'? How can you run out if you don't fire? Anyway, Rocket Launcher ammo is pretty cheap. Just buy the Large Rockets, only stock those in your stores. The Small Rockets are not worth it except right at the beginning if your soldiers are very weak. The Incendiary Rockets are hardly worth having at all. Start by carrying as many rockets as you can in each 2 man heavy weapon team, but don't pile on so much weight that they lose TUs. They will soon build up Strength and TUs. In fact, your heavy weapons teams will usually get the most kills, and so their stats will go up fastest. Later on, when your troops are stronger and you have more money, you could literally give every soldier a Rocket Launcher pre-armed with a single Large Rocket. This provides massive firepower in a touch situation. Anyway, I encourage you to give the Rocket Launcher a second chance. Cheers. Spike 11:12, 31 August 2008 (PDT)


The ammo glitch will 'eat' the rocket sitting in the tube at the end of the mission if not unloaded. Arrow Quivershaft 15:45, 31 August 2008 (PDT)

Aha! Thanks for explaining. I guess I never left a rocket in the tube so I never found out! :) Or maybe XCOMUtil fixes that bug? I think it does. Spike 16:05, 31 August 2008 (PDT)

XCOMUtil does indeed fix the ammo bug, but I'm sure your first theory holds water too. ;P Arrow Quivershaft 16:07, 31 August 2008 (PDT)

I second using the rocket launchers. Brilliant weapon that are well worth the effort - you could win the game with them if you wanted too and had the patience. Just be sure to kneel every time you use them, and fire them with aimed shots unless you're guaranteed a hit, there's a wall near the target or you're firing at the ground at an angle. You can avoid the ammo eater bug by just not loading it until you want to fire it (after spending the pre-loaded shot).

By the way, if you don't mind the free ammo, fusion hovertanks are the ultimate HWP for base defence. Since you don't have to build the ammo each time the base gets attacked, use the tanks to liberally shell the hangars or access lift with impunity as the mission starts to wipe out a good chunk of the invaders before they even get a chance to file into the base. Just mind the other modules (or consider a two-chokepoint base).

Also, are you avoiding the use of alien bases as a source of supply ships? If not, keep a floater or Snakeman base nearby as the supply ships are a great way to keep your elerium stocks at a constant healthy level. You still have to win the battles to get the loot, so you'll get plenty of combat experience (and losses) to go along with it.

-NKF 01:44, 1 September 2008 (PDT)