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1998-06-02
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From: cm3bcsc1@bs47c.staffs.ac.uk (Kalten)
Newsgroups: comp.sys.ibm.pc.games.action
Subject: UFO : Enemy Unknown
Date: 27 Mar 1995 10:31:08 GMT
UFO : Enemy Unknown
XCOM : Alien Diplomacy
You are given all sorts of weapons at the start of the game and the best
thing to do is sell it all except for the one or two varieties of weapon
that you like using the most.
The first thing to do is usually to select a base and name it eg 'Base USA'
in North America.
The second thing to do is to select a second base at the opposite side of
the globe eg 'Base China' in Asia.
I always build an extra couple of General Stores as one is never enough.
Equipping Soldiers
------------------
The best weapon to start off with is the Auto-Cannon with High Explosive
ammo. When starting a game I usually sell everything except for the rifles
and Proximity Grenades and then buy Auto-Cannons. The reason for this is
that Auto-Cannons aren't very accurate but they are area effect weapons which
means that they explode and hit everything within a couple of squares. This
is useful when targetting enemies clumped together at short range or enemies
standing next to the UFO.
When your troops get more experienced, ie more time units and higher shooting
accuracy, it is best to go into combat with one hand holding an Auto-Cannon
and the other holding a Rifle. If by then you have researched Laser Rifles,
use them instead of the normal Rifles. (Don't use Heavy Lasers as they can't
Auto-fire.)
It is also best to research Plasma weapons, although I don't recommend
taking them into combat. They are far more powerful and accurate than
laser weapons but ammunition has to be made for it every mission.
A point to note here is that ALL ammo taken into a mission gets used no
matter what. It is therefore pointless taking excess ammo into missions
when you know that you are not going to use it.
What I usually do is to arm my soldiers as above, and change the Laser
Rifle for the Heavy Plasma when an alien has been killed by stealing the
alien's weapon; sort of like a power-up.
It is best to keep about 10 Heavy Plasmas and sufficient ammo back at base
in case the base is attacked; then you really do need the best, most accurate
weapons.
Proximity Granades are very useful. There are times when you know there's
an alien round the corner of the UFO with fast reactions and you know that
it will kill you if you walk into its line of sight and it will also kill
you if you put yourself on over watch mode because your soldier's
reactions aren't fast enough. By throwing a proximity grenade, you can
ensure that the alien will get hit when it comes round the corner.
Hand-held Rocket Launchers are crap. You don't really have that many time
units and your soldier ends up doing nothing. You are best off using tanks.
Equipping Interceptors
----------------------
The best thing to do is to sell everything except avalanche missiles and
launchers. Although avalanche missiles will destroy very small UFOs it's
no great loss.
When you have researched Plasma Beams, use them instead, to save having to
re-order avalanche misslies.
Equipping Skyrangers
--------------------
It is best to take two tanks and fill the rest of the space with soldiers.
The two tanks should be armed with Rocket Launchers as these are the most
effective. (Four tanks when equipping Avengers).
Last Mission
------------
On the last mission when you visit Mars you want your troops equipped as
follows :-
4 x Plasma Beam Tanks
Soldiers :-
Fly suit
Left Hand - Heavy Plasma
Right Hand - Blaster Bomber
- Psi Amp (if you have sufficient Psychic strength/skill)
Belt/Backpack - 2-4 Blaster Bombs
2 recommended, but you may want to have a few men just
sitting down firing blaster bombs and thus not moving at
all.
Then fill the floor with blaster bombs. The first mission on Mars is in
total darkness, where the Sectoids can see you long before you them and so
it is best to just spend your time smashing blaster bombs everywhere until
you've killed most of them.
The rule of thumb here is that if you see an enemy and you are a fair
distance away, then fire a blaster bomb.
Eurilium-115 (spelling?)
------------------------
This stuff is found in large quantities when large undamaged UFO's land
onto the Earth, marked with a green cross.
Cheat
-----
There is a file within each of the games directories called LIGLOB.DAT
This holds the amount of cash that you have. Thus, make a copy of it
and when you are low on cash, copy it back.
Tips
----
Have one base for Research, and dismantle the workshop. And have a second
base for making things. This way you have a lot of room to both research
and making stuff.
Aliens will throw grenades if your soldiers are clumped together. When on
the ground, split them apart. When in the air clump together and laugh
when the grenade explodes without causing any damage.
When making new ships such as Firestorms and Avengers, the first time they
fly, for some reason they have infinite fuel, hence you can keep them
patrolling a specific area forever.
If an alien takes over one of your soldiers, if you ever regain control of
him, make sure he drops all of his weapons in his hands (not belt and
backpack). The chances are that the alien will try to re-gain control of
the same soldier.
Mutons are hardest to kill, but easiest to mind control.
Sectoids and Floaters almost aways die when coming into contact with area
effect weapons hence always fire an Auto-fire High Explosive shot from
an Auto-Cannon whenever possible. Drop the Auto-Cannon if fighting Mutons
to gain extra accuracy with the other weapon and extra time units.
When landing down beside an intact very large UFO, set up a cross-fire and
wait it out. This is an especially good tactic with Mutons as they will
not try to mind control your soldiers. The exit to the very large UFO is
at the centre of the UFO on the ground level. Position your soldiers such
that they will over-watch shoot as soon as an alien pops it's head out.
Some UFO's land with the top piece of their UFO destroyed. Rather than
entering the UFO through the doors below, send a few grenades or blaster
bombs down the top of the UFO and then go down with a tank.
If you have a top level psycher in your team then use him to constantly
control an alien. Use the alien to do the exploring. This way, none of
your soldiers will risk getting shot from an over-watch shot.
A shot from a blaster bomb or several shots from a heavy plasma will dent
a hole in the side of a UFO wall. This can be useful if an alien traps
itself in a room and is waiting for one of your soldiers to come through.
When mind controlling alien tanks, you need to mind control all four
sections of the tank to control it properly. Otherwise it will just
shoot itself after you move or fire it.
In a multi-level UFO with Snake-men, fire a blaster bomb into the ceiling
of the ground level and send your soldiers in. The reason for this is
that to be on the safe side it is best to have your troops constantly
flying. The black aliens (can't remember their names) can turn you into
aliens, but not if you are flying at least two squares away.
Kalten~!!!