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Or if you have the strength, equip three High Explosives, one in the hand and one on each shoulder. 42 packs thrown out into the night should deal with most of the aliens, leaving you to clear the ship, or to just camp the entrance
Smoke doesn't travel vertically, so if you're playing OpenXCom and thus have no smoke limit, smoke the ramp, but also inside the Skyranger, then underneath by the front wheels on your next turn
Medi-kits are the best item to manufacture for sale in the early game. Laser Cannons are the most profitable per hour once you have researched it.
it is 100% always better to land and instant abort terror sites then ignore them point loss diference of around 300 points rather then 2000
also pack electo flares just incase a close call day mission ends up being a night mission
most farm houses and barns can be hollowed out with a high explosive pack though a window on the second floor
proximity grenades 1 tile away from a door are very useful for clearing the map with out aliens inside the ship popping in and out pot shotting your guys and can be removed with a normal grenade
if aliens are turtling hard its not a waste to have a guy enter the room with a primed high explosive pack to ensure it gets into the room
Also buncha helpful stuff in these there comments. I never knew you could re-throw flares...
There was a time when I did not know what electroflares were for. I fought night missions, anyways, and suffered terrible casualties. Electroflares were absolutely amazing when I started using them. You can even pick them up and throw them somewhere else and they stay lit up. During night missions, the autocannon, firing incendiary rounds, makes an awesome illumination device.