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My observations on the game

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Battlescared:
I respect your opinion on this but let me point out a few counterpoints that you may not have thought of:

1. Base Entrance.  We've had a few discussions on this.  It seems that troops deploy randomly when a base encounter begins.  My troops always spawned in the living quarters modules, which I tried to locate close to the entrance.  Other people reported their troops showed up in different areas, so not sure what the difference is.  Either way, at times I had to move my troops as fast as possible to the entrance, but I never had a problem.  Just don't send people up too fast with no TP's to back them up.  Get them together as quick as possible, and move them together, waiting for the enemy to come to you until they play chicken and wait for you.

2. Engaging ships before you're ready to engage:  Don't do it.  There is no law in the game that says you have to engage every ship that appears.  In most cases, the tough ships are the harvesters (two Stilleto's can always shoot down a UFO fighter or scout) so just wait till they land and engage them on the ground.  Better loot anyway, and a full 100% ship to deconstruct later (assuming you've build a UFO Depot).  You can also build SAM sites to help soften them up a bit.

3. Never engage a UFO with a dropship.  Period.  If there are fighters in the area, don't send out a dropship.  Wait for them to leave.  As far as I know, UFO crashes don't disappear until you engage it, so just let things lay till you can get to them safely.  A little patience is required here.

4. Countries can be bought off.  Sell your recovered UFO's to the countries who complain the most.  They'll come around and be sending you nice fat checks after a few months of gameplay.  Really, then it gets boring after that, so enjoy the country tension while you can.

5. Just to be sure you're aware of it, there are multiple selections on the stilleto screen for weapons, armor, miscellaneous systems (in the drop down list).  Be sure to put a ECM and weapons targeting on your stilleto's.  It does help their survivability.

6. Research.  Build a second living quarters and laboratory in your first base as soon as you can.  Hire as many scientists as you can, up to 20.  It helps speed things along.  I usually make my first base the primary research base until I have more cash later on.  Use your second base to be a production base.

7. I agree with you on the troop deployment of the initial drop ship.  It's a map issue as it's been explained.  Later on you'll research a larger drop ship and then you'll get to charge off the ship like we used to do in XCOM.  I've never really had troubles with the troop being spread out on start, but I never liked it much.

Crystan:

--- Quote from: Battlescared on June 19, 2012, 02:04:54 am ---5. Just to be sure you're aware of it, there are multiple selections on the stilleto screen for weapons, armor, miscellaneous systems (in the drop down list).  Be sure to put a ECM and weapons targeting on your stilleto's.  It does help their survivability.

--- End quote ---
Hmmm do we have actually any sort of advanced Polymer Aircraft Armour? If not - why not add some adv. armour tech stuff after researching some UFO stuff.

kurja:

--- Quote from: Crystan on June 19, 2012, 02:18:40 am ---Hmmm do we have actually any sort of advanced Polymer Aircraft Armour? If not - why not add some adv. armour tech stuff after researching some UFO stuff.

--- End quote ---

there is an advanced aircraft armour

Nokim:

--- Quote from: kurja on June 19, 2012, 08:25:53 am ---there is an advanced aircraft armour

--- End quote ---
But it's based on alien materials and makes aircraft slooooow.

Nutter:
Is armour even worth it?
Sure you have more armour on your craft but good luck catching up with anything faster than a scout, which, hilariously, doesn't warrant it anyway.
Sure, a Saracen might have some use with it but I somehow doubt the increase in life expectancy would actually provide any meaningful bonus with the things its hunting.

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