Wow, this is an old game. But this was a game I loved.
Let start with early research (I'll try to avoid spoilers and talk only about what was already discussed here previously).
Yes, go for laser tech first. Try to get rid of the old technology rifles asap and research and produce laser rifles for every man of your team.
No ammo means more space for other stuff like grenades (useful early on).
Do not try anything bigger than a small ship, or any terror mission without laser weapons.
Plasma guns will be your next weapon technology, but in the meantime, you are safe with lasers.
Medikits and movement detectors come next.
My team organization:
2 with handguns
12 with rifles.
No heavy weapons.
The only exception to this might well be at the very beginning of the game, before I get lasers. I might use a few (2-4) heavy gunners.
Everybody gets a gun, 1 ammo and 1 grenade.
The handgunners are the scouts for inside the ship (high reaction). They carry 1 extra ammo and maybe flares (for the outside part, just in case). Later, they'll be carrying movement detectors. They enter the spaceship first, after someone else has opened the door. They turn corners, use elevators, enter new rooms first... Remember: have some other idiot opening the door.
The 4 best shooters of the team are my killers. They travel light : 1-2 extra ammo. Always keep enough action points for them for opportunistic fire. They won't go on scouting. The team progression on the field is paced on them.
The 4 best throwers carry 1-2 extra grenades.
The 4 worst team members with no qualifications gets... flares. They help scouting the area (outside), they serve as cannon fodder, door openers...
Each female member also gets a medikit, so I know immediately who carries one.
I split them on the field in 2 independent teams, so if one gets stuck or killed, the other one still has a chance.
Let start with early research (I'll try to avoid spoilers and talk only about what was already discussed here previously).
Yes, go for laser tech first. Try to get rid of the old technology rifles asap and research and produce laser rifles for every man of your team.
No ammo means more space for other stuff like grenades (useful early on).
Do not try anything bigger than a small ship, or any terror mission without laser weapons.
Plasma guns will be your next weapon technology, but in the meantime, you are safe with lasers.
Medikits and movement detectors come next.
My team organization:
2 with handguns
12 with rifles.
No heavy weapons.
The only exception to this might well be at the very beginning of the game, before I get lasers. I might use a few (2-4) heavy gunners.
Everybody gets a gun, 1 ammo and 1 grenade.
The handgunners are the scouts for inside the ship (high reaction). They carry 1 extra ammo and maybe flares (for the outside part, just in case). Later, they'll be carrying movement detectors. They enter the spaceship first, after someone else has opened the door. They turn corners, use elevators, enter new rooms first... Remember: have some other idiot opening the door.
The 4 best shooters of the team are my killers. They travel light : 1-2 extra ammo. Always keep enough action points for them for opportunistic fire. They won't go on scouting. The team progression on the field is paced on them.
The 4 best throwers carry 1-2 extra grenades.
The 4 worst team members with no qualifications gets... flares. They help scouting the area (outside), they serve as cannon fodder, door openers...
Each female member also gets a medikit, so I know immediately who carries one.
I split them on the field in 2 independent teams, so if one gets stuck or killed, the other one still has a chance.
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