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Help us out: how many scientists do you have?

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Triaxx2:
Please tell me you've managed to fix the X-Com goofiness where I'd always end up researching the more advanced fighter and then wonder why the 'later' fighter was worse? I don't recall playing a single X-Com game where that didn't happen.

H-Hour:
Each new interceptor is better than the last. But I still haven't fixed the alien materials/antimatter issue yet, so the later interceptors can be difficult to keep in the air. It will be improved before 2.5 is out the door.

Triaxx2:
I mean I'd accidentally end up with the best one and then end up researching the older ones.

Okay, so I'm at April 5, just started with 10 scientists. Very easy campaign. Research speed seems fine. I got through lasers without much issue. Of course all I got was laser base defense and Aerial Laser. Should I have researched something else? At the moment it seems lasers are pointless. There's not much reason not to jump straight to Plasma Pistols. I've already got enough to outfit the entire squad already. (Presuming I can manage to survive that long...)

Thurak:
on hardest difficulty I certainly have problems to get and maintain my scientists. The last game I had 70 tops but after two or three ingame months that number was reduced by 20 to make room for a work station and ten engineers when the most important ufo-building techs were researched. Not the most efficient way moneywise to scrap two labs, but on the other hand, more bases, including personal to protect them, just to disassemble UFOs were too expensive.

Nokim:

--- Quote from: H-Hour on November 01, 2012, 01:20:21 pm ---I have another question to add to the mix. How are your finances? Is it difficult to pay for 70-80 scientists or are you rolling in the cash after 5-6 months?

--- End quote ---
Problem is money and space to build labs not paying scientists. And of course there is problem with available scientists in beginning.

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