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Tactics / Re: Weapons/Armor research
« on: January 27, 2012, 05:21:47 pm »
Between the need to research to enable autosell and the fact that Interest advances slowly enough to cause large stretches of time with nothing available on the tech tree, I research everything. That said, my priority order:
Bolters first. I used to open with Lasers, but it takes three techs to get anything man-portable out of it (CWLO, DF cartridges, and a weapon)—considering that this is the only part of the game where the number of available scientists isn't the limiting factor, it doesn't even slow down obtaining lasers much.
Laser pistols second. Getting close combat troops to suddenly be a ranged threat is big. Also, very easy on the ammo supply, which is nice when production is still slow and the asymptotic market hasn't yet gotten used to the idea of DF cartridges existing.
Nanoarmor and plasma grenades are roughly similar priorities, with plasma grenades coming in slightly ahead due to both techs being useful (while Alien Armor is only good for enabling autosell).
Laser rifles come roughly next. I used to go for kerrblades/monoknives, but I've started instead giving my close-range troops two different kinds of pistols. Haven't gotten very far in a new game since this happened, so plasma pistols may move up into this slot.
In principle Heavy Lasers would become a priority when Shevaar come on the scene, but I've always researched them as part of exhausting the available tech tree by that point.
Plasma blades, needlers, particle pistols, and coilguns as soon as they become available.
Stun rods are low priority, I fit them in wherever.
The other weapons are just for when scientists have nothing to do. Plasma weapons may have their priority increased simply to enable autosell and keep from drowning in the things. Late-game I started using the plasma blaster (once the flamethrower stops being useful, and the trained soldier who was using it needs a new gun), but that was well after it showed up.
(I should make special mention of the Medium Alien Armor for the feeling of betrayal from my first game when I prioritized it heavily, only to discover that it doesn't lead to anything)
~J
Bolters first. I used to open with Lasers, but it takes three techs to get anything man-portable out of it (CWLO, DF cartridges, and a weapon)—considering that this is the only part of the game where the number of available scientists isn't the limiting factor, it doesn't even slow down obtaining lasers much.
Laser pistols second. Getting close combat troops to suddenly be a ranged threat is big. Also, very easy on the ammo supply, which is nice when production is still slow and the asymptotic market hasn't yet gotten used to the idea of DF cartridges existing.
Nanoarmor and plasma grenades are roughly similar priorities, with plasma grenades coming in slightly ahead due to both techs being useful (while Alien Armor is only good for enabling autosell).
Laser rifles come roughly next. I used to go for kerrblades/monoknives, but I've started instead giving my close-range troops two different kinds of pistols. Haven't gotten very far in a new game since this happened, so plasma pistols may move up into this slot.
In principle Heavy Lasers would become a priority when Shevaar come on the scene, but I've always researched them as part of exhausting the available tech tree by that point.
Plasma blades, needlers, particle pistols, and coilguns as soon as they become available.
Stun rods are low priority, I fit them in wherever.
The other weapons are just for when scientists have nothing to do. Plasma weapons may have their priority increased simply to enable autosell and keep from drowning in the things. Late-game I started using the plasma blaster (once the flamethrower stops being useful, and the trained soldier who was using it needs a new gun), but that was well after it showed up.
(I should make special mention of the Medium Alien Armor for the feeling of betrayal from my first game when I prioritized it heavily, only to discover that it doesn't lead to anything)
~J