Well, with the right weapons they are pretty easy to kill, it is just surviving long enough to get a shot at them that is difficult. It also helps to know that the free grenades are pretty much overpowered. They have their shortcomings to be certain, but their ability to damage pretty much everything at least a little, and to hit things before they are visible makes them a plausible main weapon even late-game...
Oh, Just thought that I would mention that when opening a door, particularly against transgenics, who tend to be unable to open doors and like to explode, I often queue up a run-away order after an open door order and rely on someone who isn't opening the door to shoot anything that turns out to be on the far side...
Hrmm, looking through the glossary, I think I figured it out. The basic information doesn't telly you how long it takes to shoot, nor the rounds in a burst. So while the MP5 deals 240 damage per busrst and the P90 deals 225, the P90 deals 45 damage per shot and fires 5.6 shots per second in burst fire, while the MP5 deals 40 damage per shot and fires 6 shots per second. The MP5 has a higher listed damage because it fires a 6-round bust instead of a 5-round burst. Some of the handguns with high rates of fire deal over 300 damage per second in burst mode, but have issues with reloading a lot... All of this assumes that the Glossary is telling the truth of course... Anyway, as you may be able to tell I am about 8 minutes into the show... Of course, early-game the soft damage is probably more useful than the hard damage...
Oh, okay, it does tell you the rounds per second, but not how many rounds are used in the listed attack. So an aimed shot will do 90 damage at one round per second, but it fires two rounds, so is only 45 damage per second. The Burst fire is 225 damage for a 5-round burst, but with 5.6 rounds per second it is closer to 250 damage per second. 252 by my count, but it says 250, so something is fishy...
I expect that you have quite a waiting list by now, but my preferences would be for a FN Five-Seven Tactical for close-range emergencies, a medkit and a couple of smoke grenades, and as many frag grenades as I can fathom. And ideally at some point in the distant future I would get a collapsible machine gun, but that is quite a different weapon...
Oh, small tip, if you get an alien base mission, consider sending one of you troops in with a smoke grenade already equipped, throw the thing at your feet as soon as you arrive, and then throwing half-a-dozen grenades into the little lowered section behind you while everyone else gets ready to die for a gunfight. The starting position for the alien base missions is not even remotely fair...
Neostead is very nice...
45:20> I think that the rocket missed and hit a space or two away, it might have done more damage if you had aimed it manually on the space that the slugthrower was going to be.
Oh, yes, Area 51 can hurt, have Fun!
Yes, it is very very mission heavy, I sometimes find it repetitive when I am the one playing it. Which is why I am thankful for the N.P.C. soldiers who will do things for me, even if they don't win all the time, and probably take horrific casualties. Every time you let them take a mission, it probably costs humanity another dozen lives that it doesn't have to spare...