Many base-defence squads have found themselves armed with 80 Heavy Plasmas and not a single clip!. Make sure you sell off excess items from your bases' General Stores periodically, to avoid the 80-Item Limit bug. Defending your bases is particularly easy if you have adopted a proper base layout strategy. HWP/ SWS units are valuable for base defence (as they don't have to worry about psi/MC attacks), but need to be accompanied by soldiers, or attacking aliens will destroy your base by default. Generator (to prevent aliens from attacking in the first place) and a well armed legion of soldiers (to kick them out when they do). If the Battleship/Dreadnought heads directly towards your base at top speed, you have been discovered, and you must fight.Īn "optimal" base defence system might simply be a Mind Shield/ M.C. A Battleship/ Dreadnought may show up later, but if the Scout failed to find your base, the larger ship will not know where it is either. You will need a Hyper-wave Decoder/ Transmission Resolver to know what type of mission the ship is on. To minimize the chance of your bases being found, it is advisable to quickly shoot down any Scout ships on a Retaliation mission. Given the advantages you have when fighting in your own base (where you have a very good idea of where the alien units will begin and what the layout is), and the fact that an alien commander is always present for you to capture, having aliens arrive could be considered more of a bonus than anything. The base defence screen is boring and gets repetitive quickly, so many players opt to not pay maintenance on defensive measures and simply allow the aliens to land. Once this happens, the aliens are content that they've done enough damage. Once aliens have found your base, they will continue to attack it until one of their craft make it past your defensive measures, and the crew are beaten inside the base. Plasmas/ Sonics and Lasers/ Gauss are completely outclassed by Missiles/Torpedos in terms of cost-effectiveness. Each additional Missile/Torpedo multiplies your base's longevity by about 2.4, while each additional Fusion/P.W.T. Defences with a Grav/Bombardment Shield will offer only 9 to 1 protection. For the same price, 3 Fusion Ball/ P.W.T. On average, 30 attack ships will be destroyed before one gets through. The odds of penetrating 12 such modules and a Grav/ Bombardment Shield are 30 to 1. If you have enough space and don't mind building them, Missile/ Torpedo Defences are the most cost-effective of the defensive base facilities. At your disposal are a number of measures you can use to prevent these attacks from taking place. ![]() Aliens will soon start finding - and attacking - your bases.
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