sephiroth Posted April 27, 2003 Share Posted April 27, 2003 I usualy use M4000 machine gun with the auto fire enabled. I hate the little pests, always eating through your armour and getting your men wounded Link to comment Share on other sites More sharing options...
The Veteran Posted April 27, 2003 Share Posted April 27, 2003 You mean there's another way to do it? I always use M4Ks, right up until I get disrupter cannons. Then I always use them Link to comment Share on other sites More sharing options...
Alan Posted April 27, 2003 Share Posted April 27, 2003 i tend to use... what ever happens to be on hand, followed closely by an ap grenade or two. nearer the start i reckon autocannons & he rounds would be best, as they have a fairly good (especially on autofire) ROF and since they're explosive it doesn't matter if you don't hit it completely (so attacking from outside the multiworms attack range is viable)... that and the explosives can kill all the hyper worms as soon as they hatch. M4k... nice high fire rate... but bullets only count if they hit... ditto pistols, expect with toxi guns they are cool enough (and by then your agenst stats are high enough) to get off enough rounds with enough accuracy to be fine, if followed by an ap grenade. launchers.... i reckon wouldn't be efficient enough ammo wise probably the best is some fire of what ever you've got, then a grenade (stun or ap). Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted April 27, 2003 Share Posted April 27, 2003 I chose autocannons, mostly because I use them the whole game, and I use no other weapons. Link to comment Share on other sites More sharing options...
NKF Posted April 27, 2003 Share Posted April 27, 2003 Ah, Multiworms... one of my most hated aliens. The other aliens really aren't so bad in comparison. I noticed that if you set fire to the multiworm before dealing the killing blow, the hyperworms often hatch dead. Sadly, this is rather a poor tactic to use in the city without some heavy use of stun grenades or smoke bombs to put the fire out. Anyway, in the early game, the weapons I use to deal the bulk of the damage tends to be a toss up between the autocannon, M4000 and the plasma gun. I also try to include a stun grapple so that I can knock out the multiworm as soon as its health goes below 80. High tech weapons include devestator cannons and the toxigun, but they come much later. The power sword does very good damage, but the Multiworm's auto-fire spitting action and the need to walk up to it really prevents this from being a terribly efficient weapon. But if it gets up close, chop chop. It's great for the hyper worms too, but as there are four of them, it just doesn't work fast enough unless there are multiple agents nearby. I've had the multiworms killed a few times without them hatching the hyperworms. I wonder if there's a particular procedure to perform this or if this is random? Wish I knew. - NKF Link to comment Share on other sites More sharing options...
Alan Posted April 28, 2003 Share Posted April 28, 2003 hmmm.... it could be something like the way that if you kill a popper with laser, disruptor, or toxin it doesn't pop.... is there anything in the ufopedia? cuase there was for the popper..... Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted April 28, 2003 Share Posted April 28, 2003 If a multiworm dies of a critical wound it will not realease the hyperworms. Link to comment Share on other sites More sharing options...
John_Clark Posted April 28, 2003 Share Posted April 28, 2003 You can always stun the multiworm, too. Rather pointless after you have researched a live one, but still . . . . Link to comment Share on other sites More sharing options...
bevan Posted May 10, 2003 Share Posted May 10, 2003 i have killed a fair few multiworms with HE Autocannon rounds and the hyperworms havent come out, and if they did one more shot kills em all anyway Link to comment Share on other sites More sharing options...
apple1986 Posted May 10, 2003 Share Posted May 10, 2003 I usually shoot it 2-3 times with M4000 and then use a stun prod if i can get close enough to stop it from spouting its little meanies. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted May 10, 2003 Share Posted May 10, 2003 They hyperworms will not come out if the multiworm dies because it burned to death, much like the zombies in UFO. Link to comment Share on other sites More sharing options...
bevan Posted June 2, 2003 Share Posted June 2, 2003 a simple MegaPol AP grenade is enough to take out all 4 hyperworms after they hatch from the big one Link to comment Share on other sites More sharing options...
Snikers Posted June 2, 2003 Share Posted June 2, 2003 Early in the game when myperworms are the kiss of death I use stun gas. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 2, 2003 Share Posted June 2, 2003 Another reason I like autocannons is because I can deal with the hyperworms so easily with them. Link to comment Share on other sites More sharing options...
Groovechamp Posted July 5, 2003 Share Posted July 5, 2003 Normally, I throw a Stungas nade, wait a few sec , then start using AP weapons. The multiworm should fall "asleep" as soon as it's Hp goes under the "sleep" bar. If I want to kill it with the little ones, I throw a "on impact" nade after firing a few HE rounds with the AC gun. =) Champ Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted July 6, 2003 Share Posted July 6, 2003 Hyperworms are weak to explosives... Link to comment Share on other sites More sharing options...
Snikers Posted July 6, 2003 Share Posted July 6, 2003 True. Killing Multiworms with explosive AC rounds does wonders for the Hyperworms. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted July 6, 2003 Share Posted July 6, 2003 Sometimes the bullet will kill the multiworm and the explosion from it will kill the hyperworms before they can even move. Link to comment Share on other sites More sharing options...
Snikers Posted July 7, 2003 Share Posted July 7, 2003 Even if not, there's usually a second bullet flying by the time the first hits. Even if the Hyperwroms can pop out,they're still guaranteed doomed. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted July 7, 2003 Share Posted July 7, 2003 Yes, that's one of the reasons I like autocannons so much, because of their high rate of fire! Link to comment Share on other sites More sharing options...
Mouse Nightshirt Posted August 21, 2003 Share Posted August 21, 2003 Toxiguns deal with them nicely enough later on, but dual vortex mines always work a treat. Link to comment Share on other sites More sharing options...
Crazy Photon Posted August 22, 2003 Share Posted August 22, 2003 I love killing them with explosive AC ammo, but later with Toxi Guns when I get them... Link to comment Share on other sites More sharing options...
TabulaRasa Posted August 26, 2003 Share Posted August 26, 2003 Nothing beats a couple of good toxiguns ! Link to comment Share on other sites More sharing options...
DoomBlade Posted October 1, 2003 Share Posted October 1, 2003 Usually I move my units in squads of three or more. Of course each member of the squad is armed differently, and armed and ready for any situation. In the early stages of the game I usually have my Autocannon, and M-4000 guys open up on the multiworm, hopefully stunning or killing it. The real fun begins when it's hatchlings pop and start after the sqaud. I notice they don't attack right away, so hopefully the other members of the sqaud can lob a grenade and kill the nasty buggers before they get to my troops. Link to comment Share on other sites More sharing options...
Sgt. Strike Posted October 2, 2003 Share Posted October 2, 2003 Actually, for all, or almost all, missions, I choose the real time, rather than turn based. I like RT better, it allows for more variety, and able to develop agents almost faster. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now