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Base Defence


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Having pissed off all the gangs, and being unable to resist rubbing their nose in it since, they now hate me and constantly try attacking my base. So far I've been visited twice by aliens but been attacked more then a dozen times by the gangs, and I'm getting quite irritated.

Aren't there any automated base defences like in EU/TFTD without having to piss about with an actual mission? The game is getting boring.

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Nope, none. However, if you strategically position the indoor defensive rooms so that enemeis have to go through them if they want to go anywere it will shorten the mission duration for quite a lot. The defensive guns sure can take a lot of punishment.
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Ah damn. Thanks Kret. I've built security stations all around the entrance anyway, just waiting for construction to finish. My base is kind of sprawling at the moment, so it's quite difficult to defend, added to the fact that just aoround the corner is a ground traffic chokepoint (thank you, stray missile) and so often I don't know whether hostile craft are headed to me or somewhere else until it's too late.
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As an alternative you can always destroy enemy buildings and crafts. This will prevent them from starting raids on your base :D

 

Btw: Base defense is rather useless, because you need free unit slots for them to work properly. better put a 6-man android dual devestator squad in every base. Works like a charm :D

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Teleporters are only available to the aliens. Not to city organizations, thankfully. By the time you get to research teleporters, you should already have seized domination of the alien dimension skies, or possibly even blown up the contol centre, which controls the manufacture of UFOs, which means no more alien incursions into the city.

 

Tip: if you are faced with teleporting foes in base defence, stun your scientists with a stun grapple. Enemies tend to ignore unconcious units. I generally herd them into the living quarters and stuff them into a corner and the wash rooms with one or two guards nearby wtih a spare stun grapple. Gas works if you're in a hurry.

 

For defense, I prefer the plasma defense system myself - the cheapskate that I am. It's just as effective as the disrupter module at half the price, and incredibly tough to boot . I go for it due to its slightly more efficient gun placement.

 

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To make defense even easier, spread your operations out. Make small bases with lots of empty corridors. Plus, for the entire city, designate one base as the repair depot for all your vehicles and have the only repair bay in the city in that base.

 

The less entry points into the base, the easier it is to defend, see? Vehicle repair is very rapid, so you don't need a repair bay at every base. Just park your vehicle at the repair depot and send it back home or off to its next patrol point.

 

Where possible, the repair bay and the grav-lift will want to be shifted to one side of the base and then put a defense module belt between them and the rest of your base. This way all enemies will have to run through the firewall.

 

If you can, try to leave plenty of empty corridors around. They are great places for fighting and your soldiers and scientists don't like to spawn in empty corridors. Also, the further the enemies have to run before they run into your defense belt, they'll be spread thin, making it easier for your defense guns to gun down with the dribs and drabs that are attempting to break through.

 

Small base layouts are generally the easiest to defend, as they are quite good for setting chokepoints. The V shaped base is quite nice for a small outpost, as the grav-lift is at the tip of the V. Surround it with defense modules and put your facilities as far as way from the lift as possible. The base shaped like an 8 is also very easy to defend, as all you need are four defense modules, two on each side, of the corridor that leads to the grav-lift at the very centre of the base. Large open square-base layouts aren't as good because the enemies can run pretty much anywhere they want, and if you end up with the last-alien-syndrome in turn based mode, it becomes a real pain.

 

 

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Just a bit of information for those that don't know it: Only 12 guns will operate at any given time, and they require soldier slots. In other words, only three modules will function at any given time, and they need up to 6 soldiers slots. I don't know if the additional guns will activate when the old active guns get destroyed, as I've never been able to let the mission last long enough for me to help the attackers destroy my own plasma guns to see if the others will activate. On the bright side, the attackers will attack the deactivated guns, and they last just as long as the active guns, which gives you plenty of time to position your soldiers and attack them while they're busy attacking the disabled guns.

 

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I've had so few base defence missions that I've never really had one in turn based mode before. Has anyone had any turn base base attacks? And how effective are the defense modules in turn based? I seem to recall that someone mentioned that they did not function at all in turn based.

 

- NKF

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In which case they only work in real time.

 

On the bright side, no matter what game mode you use, the guns serve as great distractions. The attackers will waste their time shooting the inactive guns than after you, and each gun is quite hardy.

 

It's just a shame that they don't actually function in turn based. I hate glaring errors like that... but oh well, that's what we've got.

 

- NKF

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By the way the guns work in real time, i think they only shoot with reaction fire. So I would suppose they work during the computer's turn not the player's. This is just a guess tho, I don't really know.
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  • 3 weeks later...

One way around it might be to divert the gang's attention. The gangs tend to hate each other, so if you chose one of them and hammer them into the ground, all the other gangs will love you and stop attacking.

 

Then if you perform some light attacks against each of the other groups, your original target may lighten up enough to stop sending raiding parties as well. In the end, you'll probably find they are quite happy to fight amonst themselves if you leave them to it long enough.

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  • 8 months later...
One way around it might be to divert the gang's attention. The gangs tend to hate each other, so if you chose one of them and hammer them into the ground, all the other gangs will love you and stop attacking.

 

Then if you perform some light attacks against each of the other groups, your original target may lighten up enough to stop sending raiding parties as well. In the end, you'll probably find they are quite happy to fight amonst themselves if you leave them to it long enough.

 

hmmm interesting little ploy, although i find that having a gang on hostile can be fun just raiding em every now and then, as for ase defence anyone use entropy pods yeah cant make em but store sum from alien conflicts and let sum lose on the gangs, its a great feeling not having to worry bout these being used on u and u get the satisfaction of blasting enemies with a supposidly alien only weapon, its a most useful weapon and gangs should be no match for x-com armour, but if u feel u must hit the gangs buildings destory the launch pads first then go crazy heh i know i have once or twice

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Hmm. I never considered using the entropy launchers for that...

 

think about what it does and how much u hate getting hit by it without shields, now u just pass that on to any stupid force willing to attack u as long as its not aliens, they track their target like the missle launchers but have 3 rounds per pod but one shot is about enough to wipe a shieldless human but will tend to eat the equipment sum of the time but its also fun and damn hard to miss just dont hit ur one ppl in the cross fire or u will feel stupid, sure u cant build em fair enough but it does not stop u from stocking sum after alien conflicts then using the deadly weapons on the aliens friends ;)

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