quipment loadout/arsenal I favour, is-all units well equipped with combat armor, soon as I can afford enough to buy all metal armor and bunker beta gets enough in stock, all units with metal.
I have three human troops, my lead char. farsight and stitch. Stitch gets ALL the books on medical skills, doctor and first aid. Skills are already high in those areas. Farsight is getting trained in lockpicking, trained up past 100%, traps, ALL troops get trained in sneak, as far as possible, as some of the bulker metal armors will if I read this forum right here and there, impact sneak skills and lower it *
*is there any way to exploit this weakness, by, as one can turn up the difficulty setting from normal to high, to cheapen experience level gain skill points a little, only to exploit the difference in sneak skill, not sure how right now, I'm tired right now, just come back about 7am, from 10-11ish pm, few drinks with a mate or two, but anyone fancy pondering that exploit idea, seeing if they can come up with something creative? not sure if it can be done but hey, worth finding out.
Anyhow-skills-all in sneak, high level, for missions rather than random encounters, although I use it in both...run from place to place, crouched position, hit the decks and go prone anywhere my squad is taking up a position, all are trained in small guns, getting it as high as possible, and I'm starting to train them to a highish level of throwing, where they can at least toss a grenade and reliably have it go where its intended as opposed to in my face
Lead char has their tags in energy weapons, small guns, and I forget what else, possibly heavy weapons, intended as good all rounder, moderate skills in heal, not great, stitch on the other hand, trained high-ish, not specialist but decent all rounder in small guns, medical skills, stitch is my unit medic and decently rrained close combat, not TOO bad at sniping, can pick some fucker off from a distance if I have to without getting torn a new arse, again not a combat specialist but able to dispense with whatever humans come in missions, radscorpions, other assorted pests etc.
Farsight...not so general purpose, throwing not trained so high, sneak trained well, only a handful of skill points above what he/she starts with , this one is my sniper.
Equipment loadouts I favour are-everbody carries a hunting rifle, one has a few assorted rifles I don't need to carry really, an automatic riflewith decent range, .303 cal. for if I need burst fire capability with a greater accurate range than the AK47m, not as high damage per round/burst, but plenty of them pick up AK47s regularly in missions, all units carry 7.62 mil rounds and a lot of them, few hundred a piece, the ones who will regularly USE 5.5s, carry a couple of hundred rounds or so, farsight or stitch, forget which one off the top of my head, has the single .303 rifle of my squad.
Everyone carries several sidearms, just picked up a rocket launcher for one in macomb, need more rounds for it though, I go with either hunting rifle, until I get hold of something more accurate at long range and built for it, hunting rifles, two at least of my squad carry them, the two with best smallarms skill training, not quite sure yet weather I I favour the Ak, for use in medium close range, high fire rate building, search and destroy type work, along with the skorpion for an automatic, quick reaction sidearm, one has a .44 revolver, always set to aim for the head, occasionally change, and go for a disabling groin shot if I want to get in there close to a disabled enemy and put a doubletap in the face at point blank range while they are down, 3AP for a non aimed shot, 4 for the usual aimed shot, I think farsight maybe it is, either that bugger or stitch, lead char has a .44 cal desert eagle for a non-auto sidearm, for close range, aimed shots to head, eyes or groin. Two of them carry shotguns also, usually loaded, as I have currently no armor piercing slugs for heavily armored hostiles, standard 12.ga, for those with leather or no armor, civilians that piss me the hell off by being in my way, but turned or already ARE hostile,, or for dangerous leather or no armor hostiles close range room clearange, flechette antipersonnel cartridges.
Have some hollowpoints for the 9mms though, and armor piercing if needs be, not had reason yet to use the relatively sparse magazines that I have available.
Grenade throwers or rocket troops? no problem there, hunting rifle will outdo their capability to engage my unit no problem in terms of range and accuracy to pick them off, they are a high priority target. All my troops carry either petrolbombs or grenades, in many cases, both. Have plastique and dynamite handy for any demolitions work needing doing.
Close range, I sent the two sniper specialists in with hunting rifles, even at close range, in one hand, in the other, hunting rifle sometimes, might start picking up pump action shotguns for all three squad members even if I regularly use others. Stitch I think is going to be trained in heavy weapons for now, all upgraded from smallarms, to energy weapons when they become available, stitch...carries the explosives, the rocket launcher, about 20 odd grenades, some frag, some petrol bombs, one or two incendiary grenades with my lead. Stitch is getting trained, aside from small guns temprarily, first few missions, use the books, until 1smallarms is high enough to, with a hunting rifle, get a heashot reliably at a moderately far distance, take out snipers on distant roofs etc, otherwise, get trained in energy weapons as and when its useful, otherwise immediate training in heavy weapons, rocket launchers, explosives etc.
Lead characer gets all the science books, going to try and exploit the scripted talk with the librarian when I give him his glasses back, aleady stole the book from him...lets see if I can get me another for bugger all
Again, one soldier, just one, is going to get trained high in thievery, not a skill I use indiscrimanatey, to avoid impacting reputation/rank, and/or karma, but when soemthing is particularly uesful, I'm liberating it for bloody sure. Does the general/ C.O in the bunkers ever have a scripted event where he uses that minigul thats vital, otherwise, again, its getting liberated in the name of 'I need that more than you for you lazy deskjob-working armchair general fuckwit'
I tend to either sent my lead and farsight in together, have stitch take a different route, and for missions involving heavy urban engagement, pincer movement, cleansing room by room within buildings, on roofs, those on ground take in a pincer movement, flank on both sides, overwhelm, after sneaking in very close while prone, and suddenly break to crouch, take cover, open fire, surprise surprise, or not, not possible for one to surprise a heap of dead bodies, is it nnow

)
So yes I do carry ammo, and lots of it, for various types genreally need and will use often, specialists cary rounds and supplies appropriate to what I have them specialise in, my medic, stick has the first aid kid and doctors bag, several doctors bags, I have a few of the super stimpacks if needed for rapid healing in the middle of a firefight, if the shie hits the fan, and everyone carries stimpacks. Other than that, carry weight gets used for associated stuff worth taking back to the brotherhood bunkers to sell. I NEVER use buffout (not yet had an absolute need for a combat situation I cannot best without its use, no use for meth gum, other than as a no-weight portable income source, gather as much as possible, sell when recruiting new mission orders,, I carry just a few voodo items, on a couple of squaddies, whoever might need them for a specic tast, simple renzesvous with whoever has some if who I need to use has none if needed to solve any problem I can't get past, lock skills, etc and can't blow the devilry open)
Likewise I carry a minum, distributed amongst squad members, to be allocaed to whoever can apply their trained skills to the appropriate level forthe task at hand of mentats, two boxes at least for at least one solder, preverably three, but very, very rarely do I ever make use of them.
Thats my strategy, armor layout, weapon and equipment loading amongst my squad, personal mission engagement tactics, . Works pretty damn well at any rate. Still picking up the new style from FO1 and FO2 for the changes in HUD and non-strictly turn based (playing exclusively in real time...helps to have experience playing a whole sodding lot of the old microprose X-com series games, UFO defense/enemy unknown, terror from the deep, apocalypse, (and interceptor, enforcer also but less useful), turn based, the practise is in X-com UFO defense, and TFTD, all isometric in perspective, tactical squad games, X-com apocalypse is realtime, with various time dilation settings if one wants to slow down the game speed and allow for timing of thrown grenades, launched heavy weapons such as rocket launchers, or other game-unique weapons.
But speed it up once pins get pulled, targets get assigned to high priority, dangerous targets packing weapons with extreme, rapid lethal fire capability then back to a normal rapid time dilation speed, euickly, if possible, exterminate the highest priority targets first, then lay down as much overwhelming firepower on individual threats as possible , as fast as possible, if not sooner.
Groups? in x-com apocalypse, carpetbomb them with incendiaries, high explosive ranged weapon fire etc.
I can send my unit members in solo, for pincer movement flank tactics if need be, otherwise, lead them in as a squad of the three, seek and destroy, kill on sight if hostile. Using sneak skill, crawling prone, or sometimes to take up defenseive sniper positions on rooftops or elevated ground, kneeling.
Its more in the line of discussing any glitches of bugs I joined NMA for, correcting/working around, or to bounce heads ideas of heads for potential exploits to be had to hack the game.
I gather there might be a oatch or fix to the sometimes not being able to see the interior, minus roof, cutaway view if my lead game character squad member isn't the one selected and active, if its a single one of hte group. Otherwise right fucking nuisance. Is there any patch that allows for a red outline, like the old fallout games I and II, for those raiders/other enemy whilst within lign of site/detection fielf of view of some random one of my unit, to view indoors without the other shite getting in the way?
Hostile encounter/engagementwise is the one time I ran into a sodding shitload of deathclaws and got the everloving crist on a bike ripped a new out out me. Couldnr put them down whilst I was only armed with what I described, and B-not fully used to the gameplay interface and controlls.I'm pretty damn well getting familiar with FOT-tactics/BOS (PC version, not the console release, which I have never played) as far as combat engagement tactical sltiations gos. Any comers, get to die screaming and chole on their own lungs, as I snipe them out.
Noted somthing also perhaps, not sure, but the targeting probability seems to change in realtime combat, difficult many times to get off aimed shots targeted to specific body areas within a realtime combat, mose over on specific areas of the body, targeting to-hit probability percentage as displaced on mouseover of enemy units a mouseover with hitprobability appreas in grey/whie when its possible, however probbable (ot not as the case might be, depends on the range, the weapon as to wheather the shot can be made...but move mouseover and evaluate to hit probability then try moving ppointer/cursor over different bodyparts, only in live time combat, probability tp hit gets these percentage changes, and they are different according to what bodypart is targeted, torso, left/right arms, legs, head, not sure about eyes, too fine a detail to see really when but I am thinking perhaps that allows for aimed targeted shots, in realtime, but without having to right click, set things to target one specific area...just pick targetable vital spots as needed, live time.
Might be wrong, you people might know it already, but if I may have figured something out om tje ways pf a creative hack-around, no harm in putting it out there.