Jh316 Posted June 25, 2003 Share Posted June 25, 2003 Flying didn't make it much easier. You have nearly no cover. All it was good for was getting to some places faster, blowing holes in UFO tops, and avoiding Chryysalid. Link to comment Share on other sites More sharing options...
NKF Posted June 26, 2003 Share Posted June 26, 2003 Height gives you a better field of vision, thus you can pick off enemies very easily. It also appears to raise your visibility range by a tile or so.... but I cannot confirm this. And best of all -- flying helps you avoid the sonic pulsers. The most powerful weapon that can be used on land (not counting reaction firing DPL's... which is almost impossible to pull-off). But as you can't fly... oh well. But it's no matter really. You can still climb those metal towers and blast out bits of a walls in some buildings to gain a bit of height. - NKF Link to comment Share on other sites More sharing options...
Jh316 Posted June 26, 2003 Share Posted June 26, 2003 Sure, you avoid the sonic pulsers...BUt for me, even with the flying suit/magnetic ion, I almost never survive even one shot from the heavy plasma/sonic thingie. And, pretty much every bloody alien from March onward has one. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 27, 2003 Share Posted June 27, 2003 Has any one seen enimies in UFO use non-heavy plasma's after March? I never have, once you see one ufo filled with heavy plasma's that's all you'll ever see from then on. (At least in my experiance) Link to comment Share on other sites More sharing options...
Jh316 Posted June 27, 2003 Share Posted June 27, 2003 I think I did...I'm not sure what it was, as I didn't check the corpse, but it was definitly some sort of plasma that was just bouncing off my flying suits, not leaving a scratch. it was a Muton small scout in September, I think. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 27, 2003 Share Posted June 27, 2003 You sure it just wasn't a lucky chance? (I'm sorry I just want defenate proof) Link to comment Share on other sites More sharing options...
Jh316 Posted June 27, 2003 Share Posted June 27, 2003 Well, he was shot in the side at least three times, but it could be chance. There's never really any way to know if something's just luck or not. Link to comment Share on other sites More sharing options...
Jman4117 Posted June 27, 2003 Share Posted June 27, 2003 I usually see a few plasma rifles throughout the game. Maybe 2%. Usually small scout. In TFTD, about 1/3 of the alien weapons are blasta rifles in my current game. It is now July. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted June 27, 2003 Share Posted June 27, 2003 It might be superhuman but I only see heavy plasma's after one week. (Well besides stun launchers blaster launchers etc., but it only takes 1 week for them to get to "max power") Link to comment Share on other sites More sharing options...
Maugan Ra Posted July 2, 2003 Author Share Posted July 2, 2003 btw if you have mag. ion armor as long as they dont use dpl's you are perfectly safe... Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted July 3, 2003 Share Posted July 3, 2003 By perfectly safe do you mean invincible?! Link to comment Share on other sites More sharing options...
NKF Posted July 3, 2003 Share Posted July 3, 2003 No, but the odds of you just being injured instead of dying are so much better. The front plate has 142 armour (that's like superhuman sectopod armour!), and a sonic cannon only does 130. This means you can actually ignore the damage sometimes if you're shot in the front plate. Not all the time, but when it does work, it really counts. The rear's only 110, but it still good against blasta shots. You don't want to get shot in the sides, since they're only 80 points each, and the weakest sonic gun is also 80. As the sonic pistol is discarded for the blasta and cannon very quickly, this isn't very promising. So watch your sides! You are still explosive bait though, as your under armour is only 65, and all the alien explosive-type weapons are in the triple digit range. - NKF Link to comment Share on other sites More sharing options...
Sgt. Strike Posted July 6, 2003 Share Posted July 6, 2003 If you are above the explosives, then you won't have any problems. Well, that's sonic pulsers, etc, not dwp's. Link to comment Share on other sites More sharing options...
Maugan Ra Posted July 13, 2003 Author Share Posted July 13, 2003 had a one on one with a biodrone once...it hit my man twice and then died to the reaction fire...my man didn't even have a scratch on his armor... lucky or not, it works... Link to comment Share on other sites More sharing options...
Sgt. Strike Posted July 14, 2003 Share Posted July 14, 2003 If I remember right, the motion sensitive grenades can't explode if you move above them, but that may have been changed for tftd. I am not 100% sure, though. Link to comment Share on other sites More sharing options...
Jman4117 Posted July 14, 2003 Share Posted July 14, 2003 They haven't changed. You can come down on top of one and it will not explode. Link to comment Share on other sites More sharing options...
The Demi-Godly One Posted July 14, 2003 Share Posted July 14, 2003 I guess they only scan for movement horizontaly. Link to comment Share on other sites More sharing options...
BladeFireLight Posted July 14, 2003 Share Posted July 14, 2003 The only triger when you into the the square of the perox or one of the bordering one... so if some one has a sucky throuwing skill and it lands next to another xcomie, just walk away from it. with flying armor you just fly up a square to get away. -Blade FireLight Link to comment Share on other sites More sharing options...
Fox Posted July 14, 2003 Share Posted July 14, 2003 Better yet, if you accidentally throw it next to one of your agents, just walk on top of it, and grab it, and throw again. Link to comment Share on other sites More sharing options...
Sgt. Strike Posted July 17, 2003 Share Posted July 17, 2003 I can't remember about UFO, but in TFTD, they were supposed to have changed the particle disruption grenades. You can't move into the sams square the grenade, unless you are on top of it. But, what I would do is to throw an untriggered to someone with the time, and let them arm it, and then they throw it. That would be the best. Link to comment Share on other sites More sharing options...
NKF Posted July 17, 2003 Share Posted July 17, 2003 There is one change to the PDS grenade. It has much greater armour points than UFO's proximity mine. Otherwise it's relatively identical in use and behaviour, but cannot be destroyed so easily by explosives. Although I think pulsers can destroy them. I've noticed that destroying an armed mine does seem to pass on the armed proximity mine feature on to other items, even in the dos versions of the game, for some reason, or at least it did that one time in the TFTD mission I played a few days ago. - NKF P.S: For proximity mines in general, they have a 3x3x1 detection radius, with the mine in the centre. Moving INTO any of the tiles in the 3x3 area will set it off. Moving away from the trigger tiles or landing into the 3x3 area from above is okay. Link to comment Share on other sites More sharing options...
Sgt. Strike Posted July 19, 2003 Share Posted July 19, 2003 See, NKF had the answer. I knew he would. Link to comment Share on other sites More sharing options...
Maugan Ra Posted July 21, 2003 Author Share Posted July 21, 2003 As usual... heh Link to comment Share on other sites More sharing options...
Sgt. Strike Posted July 22, 2003 Share Posted July 22, 2003 I prefer to not use proximiaty mines, or the particle disturbance grenades. I prefer goig with standard equipment. Besides, why use something that can kill civilians, and other members of my team, when I can just shot 'em all, and let God, and the people who handle that stuff, sort 'em out? Link to comment Share on other sites More sharing options...
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