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tactics [2023/07/22 19:42] admin [Use Turrets] |
tactics [2023/07/22 19:48] admin [The Medic] |
===== Attack or Defence? ===== | ===== Attack or Defence? ===== |
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On lower difficulties, being <color #66ff00>defensive</color> does not mean any disadvantage to you. However, playing on a harder difficulty, damage output, and good squad positioning is <color orange>more important</color> than going into <color #66ff00>Defense mode</color> with all your marines. A well-placed melee unit (who should be in //Defense mode// all the time when your turn ends) will <color #66ff00>hold up</color> most of the aliens, so the rest of your squad can rearrange, heal, and do other actions–but more importantly, they can cut the numbers of the enemy. | On lower difficulties, being <color #66ff00>defensive</color> does not mean any disadvantage to you. However, playing on a harder difficulty, damage output, and good squad positioning is <color orange>more important</color> than going into [[combat_mechanics#defense_mode|Defense mode]] with all your marines. A well-placed melee unit (who should be in //Defense mode// all the time when your turn ends) will <color #66ff00>hold up</color> most of the aliens, so the rest of your squad can rearrange, heal, and do other actions–but more importantly, they can cut the numbers of the enemy. |
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[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |
**When there's no chance of survival…** | **When there's no chance of survival…** |
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There are some situations when <color #66ff00>extracting</color> a unit would be a wise decision if the objective and the conditions permit it. You can even extract your //entire squad// if there’s no leg to stand on. (Naturally, the mission will be a failure in this case, but it won’t be a slaughter. This is especially important in the <color orange>Campaign mode</color>.) | There are some situations when [[basics#extracting_units_exfil|extracting]] a unit would be a wise decision if the objective and the conditions permit it. You can even extract your //entire squad// if there’s no leg to stand on. (Naturally, the mission will be a failure in this case, but it won’t be a slaughter. This is especially important in the <color orange>Campaign mode</color>.) |
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[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |
{{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_iow.mp4?1280x720}} | {{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_iow.mp4?1280x720}} |
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Finding the shortest route can be tricky when different objects, hazards, aliens, or even friendly units block your way. Remember that you can <color #66ff00>jump</color> over half-height objects (but not aliens and fellow units), or you can use the <color #66ff00>push/pull</color> mechanics. Also, you can <color #66ff00>destroy</color> objects or even the walls if they're blocking your way. | Finding the shortest route can be tricky when different objects, hazards, aliens, or even friendly units block your way. Remember that you can [[basics#jumping|jump]] over half-height objects (but not aliens and fellow units), or you can use the [[basics#moving_objects_pull_push|push/pull]] mechanics. Also, you can <color #66ff00>destroy</color> objects or even the walls if they're blocking your way. |
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[[#Top|Back to top ↑]] | [[#Top|Back to top ↑]] |
**The freezing/shattering combo:** | **The freezing/shattering combo:** |
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First, you have to <color #66ff00>freeze</color> the enemy by using weapons/ammunition types that cause freezing, like | First, you have to [[damage_type_info#cryo|freeze]] the enemy by using weapons/ammunition types that cause freezing, like |
* the CryoBlaster | * the CryoBlaster |
* the HCB Cryo Charge (Bulleteer, QuadSeeker) | * the HCB Cryo Charge (Bulleteer, QuadSeeker) |
* HCB High Explosive with a Bulleteer or with a QuadSeeker | * HCB High Explosive with a Bulleteer or with a QuadSeeker |
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And then shoot them with acidic charges, which will automatically <color #66ff00>convert to fire damage</color>, and reapply the whole burning damage stack **on the spot**. Take these with your marines: | And then shoot them with [[damage_type_info#acid|acidic charges]], which will automatically <color #66ff00>convert to fire damage</color>, and reapply the whole burning damage stack **on the spot**. Take these with your marines: |
* 12g shells (Acid Charge) with a Shotgun | * 12g shells (Acid Charge) with a Shotgun |
* M50-X Grenade (Acid Charge) with a Grenade launcher | * M50-X Grenade (Acid Charge) with a Grenade launcher |
{{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_alpha_wormpig.mp4?1280x720}} | {{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_alpha_wormpig.mp4?1280x720}} |
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Prioritize your targets according to the <color #66ff00>actual threat</color> they embody. Sometimes enemies far from you can cause the deadliest encounters, like Alpha Wormigs that spit large poison blobs that damage a larger area and stack up <color yellow>Poision buildup</color> on your marines. | Prioritize your targets according to the <color #66ff00>actual threat</color> they embody. Sometimes enemies far from you can cause the deadliest encounters, like Alpha Wormigs that spit large poison blobs that damage a larger area and stack up [[damage_type_info#poison|Poision buildup]] on your marines. |
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Avoid being fully cornered. Take positions that let you //flee// if needed. Of course, it’s easier to defend a tight corridor, than a large room, or an open area. | Avoid being fully cornered. Take positions that let you //flee// if needed. Of course, it’s easier to defend a tight corridor, than a large room, or an open area. |
{{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_medic.mp4?1280x720}} | {{https://angrycatstudios.com/usccf/tactics/videos/tutorial_tactics_medic.mp4?1280x720}} |
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The ideal squad has a medic. This unit should have five <color #66ff00>Skill Points</color> in the <color #66ff00>Biochemistry</color> skill. Having the bonus of the //Primary specialization// means that treating a squad member with a missing Health less than 50% of the maximum item effectiveness will not consume the item. Note that a level 5 medic can heal <color #66ff00>60% more</color> with the same medical items compared to a non-trained marine. | The ideal squad has a medic. This unit should have five <color #66ff00>Skill Points</color> in the [[skills#biochemistry|Biochemistry skill]]. Having the bonus of the //Primary specialization// means that treating a squad member with a missing Health less than 50% of the maximum item effectiveness will not consume the item. Note that a level 5 medic can heal <color #66ff00>60% more</color> with the same medical items compared to a non-trained marine. |
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Always protect your medic! Even though this unit can deal damage, it’s better to protect them because of their increased healing ability. Step a bit back if necessary, and watch out for flanking. When the situation requires, use <color #66ff00>self-healing</color> with your other units too, because a severely injured unit may not have the time to wait for the medic to arrive at the beginning of the next turn. | Always protect your medic! Even though this unit can deal damage, it’s better to protect them because of their increased healing ability. Step a bit back if necessary, and watch out for flanking. When the situation requires, use <color #66ff00>self-healing</color> with your other units too, because a severely injured unit may not have the time to wait for the medic to arrive at the beginning of the next turn. |