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16
The X-Com Files / Re: X-Com Files feedback
« on: October 11, 2018, 12:34:24 am »
That's just the thing - without getting luckier with certain missions or knowing that I had to repeatedly interrogate the same type of enemy, I'm almost caught up on available research minus certain older weapons that I've been using as padding when there was nothing useful for my labs to work on and that state of affairs happened already two times just before promotions II and III. Perhaps feedback in a report/dossier that interrogating the same type of captives again and again gives new research topics to work on? The few times I tried all I got was amusing comments from the staff - something to consider going for once everything else is researched for the time being and only if said captives won't serve better sold?

My two primary issues at this time is lack of better armour - aliens tend to one-shot people with the alloy vests/shield combo and I would need to spend a lot of time rebuilding my roster with psionically powerful people. The only silver lining is that once I have Exalt/Lotus missions next I can actually afford to throw my veterans into the fray and spend them to get the captives I need without caring even if most people that go on those missions come back in bodybags. Then the lucky survivors could be relegated as snipers, which should mitigate the effects of enemy psionics by keeping them as far away from the aliens as possible.

Any idea what exactly unlocks the personal armour so I can finally get few cybersuits? Is it something I get through the alloy research or do I need to capture and interrogate someone in the cults? I do have the implants not only researched but a few built, duarhreed manufacturing, the alloy vest and have either already researched or currently researching everything made available by studying the allien alloys - said vest, the shrapnel bomb, blades, etc.

17
The X-Com Files / Re: X-Com Files feedback
« on: October 10, 2018, 04:35:04 pm »
I would love something like that and it would certainly significantly decrease the amount of save loading when I don't pay attention and get someone killed for no good reason. In my mind, unless you're one of the best players, you should be losing people in any mission with serious opposition unless you have a significant tech advantage armour wise compared to the enemy's weapons. However, at the same time replenishing your losses should be less tedious. One of the things I like about X-Com is that you can and often do lose people. What I don't like, at least in the original and most mods for it is how tedious often is training them. That was one of the features I loved about Enemy Unknown/Within - decent ranked soldiers as mission rewards that made losses and long recovery times in the Long War case much easier to bear even when I othewise had a long and diverse roster.

Frankly now that I think about it, this is actually my biggest gripe with the mod - how many tedious missions there are and even when they're not longer vital money wise you need to do them to train rookies and I'm at the point I really want to skip a lot of them.

As far as research goes, there might be more topics for it from undercover, especially Osiron ones, however I'm not willing to get people killed without decent armour for dubious gain. As far as that particular faction goes, I'll simply wait for the freighter mission to spawn again and hope it will be enough to progress with them. Once I got a lucky spawns with Lotus/Exalt and manage to capture the officers I need to unlock their HQ and hopefully something that's not already obsolete, I would have more things to research. A part of it is luck again - there were a lot of weapons that would have been useful if I got them earlier not only as initial research but requisition to have a reliable source of ammo. In this playthrough due to being stuck unable to capture Exalt/Lotus officers I was able to catch up with research twice and now that I'm basically ignoring the alliens after the two initial landings when I got lucky to get a bunch of captures, I'm close to caught for research.

That said, last time I payed I did get a nice cyberweb mission with two live captures and hopefully some new toys. At the same time I got a mission to strike at a cyborg factory I'll be doing next time I play and there should be some nice goodies in there.

I've seen at least one more person complain about the rate at which missions spawn, however in his case I think it was Dagon or Lotus that were mostly dry. In mine it's Exalt I'm not seeing much off and until recently I had to skip a lot of their missions I actually got due to spawning in a death trap. I had similar experienced with the Lotus ones - more missions, however unless the map is quite open the risk of ninjas sneaking to my people and murdering a couple before I knew they were there was too great. Now that I have large transports and can afford to bring dogs/scout drones/tanks without compromising the firepower of my away team, I could enjoy a lot more tactical flexibility and go for officer captures without too great I risk I recon.

Another note on research - splitting my scientists so each base was working on two or three projects at the same time feels like things wen't much faster than when I concentrated everyone on a single project. If I've been doing that from the start I might have been able to handle even more relevant research with just the two bases I had operational until recently, though that is just a gut feeling and I might be mistaken.

On another note about research - now that I'm actually familiar with what does what in the early game, even more research topics won't be too big an issue because I would remember the most important items to focus on and what I could delay depending on the circumstances and available resources. If I was willing to start this mod from the start, which I'm simply not. Once again, too many missions that are not fun yet practically mandatory to actually train my people.

I hope that Solaris will be able to do something about this in later versions of the mod. Just my feelings on the matter.

18
The X-Com Files / Re: X-Com Files feedback
« on: October 10, 2018, 03:45:37 pm »
I've tried interrogating types of enemies multiple times and the only thing I got of that was amusing but ultimately useless trivia so I gave up and have been selling the once researched types for the longest time. As I mentioned, mission wise I've been able to respond at almost everything I'm actually willing to stick my people at for a long time now. And going to more missions - that's a bloody issue because after two hundred of them I find myself as a player ready to start ignoring a lot of the tedious ones. If that's what it takes to keep progressing, especially with the less experienced people I might simply drop the mod and finally try piratez and concentrate on the WH40K one more.

This is a game after all and it's an issue when a significant chunk of the missions are simply not fun to play you know. Hell, that includes the various terror variants. In any build up map I find it prudent to bunker down at the transport, ignore dying civilians, kill every enemy that approaches and only go hunt down the rest when there're couple left. That's the one way to reliably keep my people alive in the build up maps, it works but its not fun to actually do.

It's regrettable that otherwise such a fun and innovative mod has a lot of its missions turn into a tedious chore.

On a related note, so far I've found the various assaults on cult compounds the most fun and dynamic to play at least as long as I don't have to abort in the first couple of turns due to starting surrounded and in an ideal position to get the whole unit either shot to pieces or grenaded to death.

As far as having a whole rookie base for alien life-forms/earlier zombie missions, I did try that with my second base and soon found out that if I didn't have at least half the team made of veterans I often had to either abort or lose people when more than a handful of enemies spawned near the transport. In my experience, it best worked when I had three veterans/two rookies in a humvee, doing my best to feed shots to the latter or four/four split in the Dragonfly. Needless to say, while it works, especially if there are a lot of zombies on such a mission, it's so bloody tedious that I simply began ignoring such missions for a few months on at least two occassions because I was bloody sick of them.

That at least in my mind is a balance issue. Fun and time you spend grinding should be addressed I recon. That's why I asked if there eventually might be an option to outright buy better soldiers after each promotion. For an example - you get the standard ones at the begining of the game with better and better ones after each time X-COM gets promoted to reflect that you receive access to better recruiting pool of people.

After loading a save from a few months back and avoiding that base defense I could say for sure that I won't be willing to invest time grinding through the first two years from scratch. There are simply too many tedious missions required and my free time would be better spent doing something actually enjoyable which is a pity because otherwise the mod is awesome.

19
40k / Re: Some misc 40k mod feedback
« on: October 10, 2018, 03:21:24 pm »
Of course not. That's practically suicide even if there's one of them who isn't panicked. Ideally I want to keep them at range. That really wasn't an option in the base defense if I wanted to actually kill them.

EDIT: A bit more feedback. After two easy large lander missions - traitor guard, I basically ignored everything in the air and there were no more landings that moths. The consequence was that two sectors defected and immediately a chaos base got revealed - plague marines with a few demons and terminators in the mix. For some reason I couldn't get support servitors loaded on Landspeeder, though they have no issue deploying with dropods it seemed. This time I did get 17 honour badges for clearing up the mission and a lot of money selling chaos sacrifices for a relatively light price - three dead people, one rookie Sister of Battle, a guard sergeant and a marine one. I just got my first hulk mission shortly after that but unfortunately could't get to it with enough people to beat it - it was just out of landspeeder range from my second base and most people in the first got wounded after the base assault. From what little I saw from the Orks it's a neat job and I can't wait to encounter them again, hopefully successfully this time.

One thing of note from the two plaughtroughs - I never detected a single chaos base in the first one for more than an year of in game time and in that game I was doing significantly more missions, often using droppods to evade enemy aircraft. What I note is that you play well enough not to lose sectors to chaos and thus have a chance for more enemy bases to spawn and thus liberate the places and if the side operation missions don't spawn, a player might face a shortage of honour badges that can lead to some issues with advanced equipment - either get a few nice terminator armours, upgrade fighter craft or build advanced equipment.

In contrast, by letting the enemy basically do what they want for about a month and losing couple of sectors, I'm right now ahead of the curve and got enough money to build a fourth base, outfit it with adamantium forge and basically turn built up my third one and by the end of the month it will be a nice cloaked and defended manufacturing hub that should basically solve any money issues I might have for the rest of the game.

Is it just me or isn't it counterintuitive that a great way to get ahead if you can handle assaulting the enemy bases would be to basically intentionally let sectors fall to chaos so you can then liberate them?

20
40k / Re: Some misc 40k mod feedback
« on: October 09, 2018, 06:16:54 pm »
I hope that the defense corridor will be more useful in the new version. In that mission the turrets got one-shotted all and despite focusing fire on a single terminator didn't seem to phase him.

I do know that melee weapons should work... However coming anywhere close to a group of six or seven terminators with the armour I had was suicide - couple of turns after they got to the fefense corridor and approached my people I managed to down a few of them and on the next turn I got multiple people one-shotted. It went downhill from there and more terminators and demons were coming behind that first wave.

Krak missiles, snipers, they work, sometimes. Others - I've had my whole squad focusing on a terminator and melting him in a few shots or the bloody thing could take everything I dished out for multiple turns. Not a good thing when there are a lot of them rushing in. As I mentioned multiple times, that's why I went for devastator strategy this time and focused on soldier weapons and base defenses. I could have gotten a terminator armour too but chose to build standard armours for everyone first.

21
The X-Com Files / Re: X-Com Files feedback
« on: October 09, 2018, 06:10:11 pm »
So not the tritinium vest or however it's spelled? I do have the implant and I'm building  more of those to outfit everyone.

Good to know about the HWP's being armours for the basic AI units. I'll give them a test run tonight.

I haven't really tested the Nitro Express. By the time I got it I had better options.

For that mission with the Dagon dogs - I had Black Ops shotguns, magnums, I'm not sure if I had CAWS already or not. It was a Dagon attack mission on a very built up map little in the way of clear lines of fire and a great amount of places where the dogs could jump around the corner or out of a building and eat a few people before they could react. If hit, they usually did get down in couple of shots from my veterans. Either that or someone missed and got their faces eaten.

To do that I would have to practically fire all by two or thee people senior agent and above which will cripple my roster.

I'm keeping apace with reasearch by only using two bases decked with everything science related I have so far. That might be due to the range again - Exalt and the Lotus cult I have the damnest time getting missions to spawn in the first place. It's rarer that I don't have to abort due to enemies surrounding my transport or having to kill the officers I need to capture or lose experienced people. I'm currently building up a third base, however at this rate I'll be turning it into manufacturing hub... and that was by concentrating all scientists on a single project until last night when I read that it would be better if I spread them out and it seems to be working. If I had done that earlier I would have run out of things to research a few times already.

The gym does help... if the rookies live long enough to get trained. Between injuries and missions, I still have a few people who I got at the start of the game who haven't completed their training yet. I did run dual gyms in my two bases for a time while until I got ten people trained apiece and then scrapped one. However between mission stat increase its hard to judge how much that training helped. The people who completed it all have between thirty to sixty kills and a lot of missions under their belts already.

I've been running between thirty to forty agents until the allien invasion began and those have been more than adequate to go to all missions I could want to. It wasn't so in the early game but by the time I had my second base operational and few humvees and vans it was a done deal. The moment I got a Dragonfly operational I simply didn't need any other transports in range, especially considering that I'm not touching undercover missions with a ten foot pole. Without armour my agents have the distressing tendency to be one-shotted in those. Simply not enough gain for the risk.

At this rate I would probably have power armour and plasma weapons or at least lasers for everyone by the time I'm able to capture who I need to get the Exalt and Lotus HQ's.

As far as the other two missions went, I didn't know you only needed to retreive the objective and then could abort and ended up fighting until almost all enemies were dead and the rest surrendered. Snipers MLG shined in the two HQ missions I got to do.

Ironically, the durathread factory I did early with only five people - good placing of the enemies, magnums and snipers saw me through until the officers were dead an the rest surrendered. I did a second one too, which went to mixed results even if I dropped a Dragonfly with a crack veteran unit on their heads.

Where the enemy starts positioned can make or break a mission no matter what equipment and people I bring.



22
40k / Re: Some misc 40k mod feedback
« on: October 09, 2018, 05:30:47 pm »
Yeah, I'm building only one appothecary armour per base. Servitors can heal? I haven't really used them as my experience with vehicle hadn't been good so far. Considering that lately most opposition is chaos space marines, I might invest in some sentinels. I do have a cadre of guardsmen I've been training for pilots and to flesh up the ranks while my marines heal after getting shot up.

Edit: Speaking about terminators - how do you defend against a base assault chock full of them? In the previous build, the defense corridor lasted two turns and that was mostly because it took that long for more than to of the terminators to get in. After that they simply rushed in and I managed to kill two, perhaps three after a lot of reloading and in the process lost more than half of the deployed marines. Mind you, in for that defense I did load an earlier save and re-deployed everyone I had in the assaulted base but it didn't help. That's why I went with devastator strategy this time. In the previous game I went with tactical and had only six people with missile launchers/lance cannons across my bases. The rest had meltas, plasma and snipers with most of them having the standard space marine armour. Needless to say, it was a slaughter once the terminators closed in.


23
40k / Re: Some misc 40k mod feedback
« on: October 09, 2018, 03:23:25 pm »
So basically five or six plasma defenses to be reasonably sure - those were the only ones I built. As I mentioned above, two hitting a target had no effect. My third base already have three building along with the cloak device and considering it has a lot of free space currently I should add three or four more and simply scrap the defenses in the other bases and rely on marines, the defense corridors that should be completed over the next month and whatever armoured units I have money for. Thats a few millions I wasted on a handful of defense installations in my first two bases then. :(

I haven't really used the tarantulla turrets yet because of the lack of mobility. My experience with the Sentinel and Assault Bike - big soft target that die two turns after leaving the transport and thus waste of money really.

I've had the transmission decoder available for a few months, however I have been going for better weapons and base defenses.

Speaking about scouts, once the enemy has located a base once it knows where it is and killing scouts in its general area doesn't prevent it from being hit again or am I mistaken?

As far as my bases are concerned, all are built with a single choke-point between the hangars and the base proper - a normal corridor after the lift until I have the defense one researched and replace it with it. I'm currently researching techs that would hopefully give me better fighter craft because in the last few months most small enemy ships are more than capable of melting my interceptors.

24
The X-Com Files / Re: X-Com Files feedback
« on: October 08, 2018, 11:46:48 pm »
I do have durathreed, I think I had the implant researched, however personal armour - I presume you don't mean the green armoured vest/shield combo?

EDIT: Yeah, I do have the implant, no idea what I need to capture for a personal armour. I did reload a save a few months back and by basically letting the aliens do what they want avoided a base assault The downside is that it was before I got the mission that finally allowed me to capture that floating officer of the Ninja Cult and that particular mission didn't spawn this time. Instead I got an Exalt one that started with my transport surrounded and had to abort or get everyone grenaded to death on turn two.

On the bright side I just got an improved skyranger build with another on the way along with a few dogs and scout drones. TWPs however - I manufactured two, have over fifty shells however I don't get the option to load them on transport - neither dragonfly nor improved skyranger that should be able to hold at least three according to the description. What am I missing?

25
The X-Com Files / Re: X-Com Files feedback
« on: October 08, 2018, 11:36:12 pm »
It might have been a good idea to have another base or two, for more soldiers if nothing else, however the roughly thirty people I had, they were simply sufficient to get the job done, especially considering that most missions I got were close to my base in Europe. Before I got the Dragnofly, I usually had a pair of rookies with three more experienced people in a humvee - bringing more green guys was a recipe to get everyone killed if something went wrong or there were more enemies spawned close to the vehicle.

Research - more scientists might have been usefull... if not for the fact that before Promotion II and III respectively I had everything useful available already researched and simply getting weapons I had no real intention of using because I already had better alternatives. In part that's because of the luck with mission spawining - it was about a shortly before the alien invasion began when I finally managed to capture a leader of the Ninja Cult and I had just gotten the first few of the cyber missions and researching stuff from there. Exalt - due to low number of missions and unlucky spawning of enemies, I think i was still on the second tier of safe houses with them and had no luck of getting close to the officers I needed to capture.

So the need of more than two bases fully decked with scientists - bio lab, intelligence center, science lab and the HQ in my starting one, those were more than enough to be be on the ball with what I actually had to reseach. Now that I know what to concentrate on, with similar setup I would get better results.

As far as armour goes, I had to initially face the aliens with armoured vests and just got enough alloy ones for two teams before the last few missions leading to the base assault that ended the campaing. I'll might load one of the saves I have from before the invasion began and after raiding a landed UFO or two to get a few captives and for interrogation and research, ignore them and keep my planes only as escorts for the transports until I got better gear.

As far as HWPs go - it was a trade off between bringing more people to a mission to gain experience and risking their lives so basically I ignored them. The first I really got was a scout one an it valiantly opened an elevator door so I could RPG a cyberdisc.

The same goes for the dogs. Ironically, I remember using them a lot in when I played the mod pack that this is built upon, however then you started with the Skyranger and I could afford to bring expendable units that didn't earn experience. With a Degonfly - a handful of veterans to do the killing, some rookies with P-90 to train and there simply wasn't enough space for drones.

What do I need for cyberarmour? More missions and salvage for the cyber ark I presume? By the time the invasion happened, I only had two, perhaps three of them and the first was before I had alien containment built so capturing the scientist got me a body for my troubles - three veterans in the hospital.

26
40k / Re: Some misc 40k mod feedback
« on: October 08, 2018, 08:35:25 pm »
Instead of making a new topic I decided to post here.

Feedback... First - awesome mod! The atmosphere is great.

Now balance issues. It might be just my luck and the fact that my first game I had no idea what to pursue research wise... however, there are a lot of ways for a new player to grind to a halt and if there's any resources online to avoid it, they're kinda hard to find.

First - you'll need at least couple of games to properly explore the tech tree and figure out what works and what you should focus on. That's an issue if you lack a lot of spare time for trial and error.

Second, base defenses and assaults. I hope that the new version improves on them. My first game ended when the second assault I got after more than an year of playing was chock full of Chaos Terminators who basically plastered my defenders. I had gone with tactical strategy and found that in order to reliably kill those I needed range and concentrated firepower. That mission basically ended my first game.

It's notable that during that game I didn't get a single base assault and I was late reseraching side operations so I had only the starting honor badges to play with and ended up using them for appothery armours. That did contribute to the loss. I did have money and other resources for multiple suits of Terminator armour in that game, just not the badges.

In my second game, the new version... Four months in a roll I'm getting my second base, the one in the continental US assaulted like a clockwork. The first three times it was traitor guards and the odd demons with the last, plague marines. That basically wiped out/injured my whole second string team despite replenishing the numbers with rookies. It doesn't help that it's still early enough that the handful of armours I have were with my strike team in Europe running all over the place going after landings and shot down ships. On a more positive note, I did find an enemy base early and got a few honour badges and I did recently research the side operations, though I have no idea how to start the first mission. Will it eventually pop up by itself?

Speaking about base defense... how many plasma defense installantions are needed to shoot down a ship assaulting your base? During the last base defense, I just got my second installation complete, both hit, the enemy ship survived and I had to deal with a lot of plague marines, demons and one terminator. At that rate, I might lose this game too.

I already have three installations building in my new third base, which I'll be using for storage/interceptors. The downside is that I simply that so far I didn't have the time/resources to upgrade my aircraft besides replacing the starting trasnport with landspeeders and they're getting more and more damaged with each encounter so I might have to restart this game too soon. I really hope that I didn't waste a great deal of money and some space in defense installations that simply can't get the job done.

Any tips? Disregarding ground equipment for air game is something I'm reluctant to do after losing the first game to that Terminator rush. That in fact brings me to ask about the various strategies - first time I went with tactical, because it would offer me more flexibility, I assumed. How would you see someone handling base defense when you got a ton of chaos terminators dropped on you? Unless range loves you, even one of those could eat multiple krak missiles, sniper shots, lance strikes, melta shots and a lot of plasma gun fire.

And what do I need to research in order to get Drednoughts or is that what I get from completing the Side Operations?

27
The X-Com Files / X-Com Files feedback
« on: October 08, 2018, 07:41:01 pm »
Some thoughts after my second X-Com files campaign. The first was to get a feel for the mod and see what might work or not. The second - I hoped to finish it up, a Veteran game with some liberal saving and loading to explore the mod.

First the good impressions.

The atmosphere is simply awesome. The mod does give a sense of starting as a bunch of more or less civilian investigators stumbling in the dark and the suspense and feeling of exploration is great. A lot of the new equipment is neat, though I in my two games I found myself simply not using a great deal of it. I'm not sure if it was because of luck or not, however my agents were simply useless when I tried to field test most of it. That said, it's nice that usually the gear you get in this mod lasts for more than a few weeks without being made obsolete.

Now for some so-so items.

Weapon balance. Pistols rule early game and rifles, baring sniper ones... I'm not sure if it was the ranges I ended up fighting at during most of my missions however up until the first couple of months of the alien invasion I found myself carrying pistols, shotguns and snipers/hunting rifles. Sniper/regular rifles and that include the Black Ops ones simply didn't perform as expected. Damage wise, shots per turn and hit chance - almost always it was better to carry either magnum, shotguns/CAWS or sniper rifles. The same goes for SMGs - the way I see them the only time they would be useful would be in basically point blank range when auto fire could actually hit something multiple times, however at that range shotguns are better and with AP ammo they were more effective in medium to even longer range.

I've noticed that the enemy, especially Red Dawn suffered less from such issues, however that once again might have been luck and the volume of auto-fire sent my way.

Level design next. I do like the new levels, however... I found myself avoiding a lot of the maps once I've explored them once. Simply put, I found that sticking my agents in most built up map/jungle maps was a recipe for losing people for no good enough gain. They simply aren't places that I would willingly do missions without power armour and weapons that could one-shot most of the opposition. On the other hand, a few of the missions I tried in such maps were tense, with me feeling how my agents were being hunted all over the places. A notable memory is the first time I encountered those green dogs employed by the Cult of Dagon. I spent close to thirty turns crawling all over the map hoping that when one of those show my people would be able to take them out with reaction fire before the beastie could close and eat their faces. So very much mixed feelings.

Now, for what ended my campaign - the alien invasion came and I was ready - I got interceptors ready, managed to shoot down a few UFOs, got lucky in my first small lander and got live captures of soldiers, engineers and a navigator. Come next month, and cue a base attack on my primary base. Even save-scumming like a champion the best outcome I got was push the aliens to the hangars. I was hoping that I had it into the bag, when I actually found what was waiting for me in the first one - two cyberdiscs and five or six sectoids. Two turns in and my few remaining soldiers got shredded.

That's another thing range related - as it turned out when I completed the research that showed psi strength of my people, all but a handful got scores from zero to thirty something. That in turn forced me to face the base defense while bringing only a handful of heavy weapons because otherwise by people gleefully blew themselves and any friendlies around when they either panicked or got mind controlled.

And here comes another issue I'm torn on. The X-Com Files is a great long mod... and after investing a lot of my spare time over the last couple of weeks in in, I find myself unwiling to grind through it again. By the time this campaign ended - I had close to two hundred completed missions and a significant part of those were frankly tedious zombie and other alien lifeforms hunts that I used to train rookies. Even if I won that base defense, after loosing so many people I simply wouldn't have been willing to subject myself to the grind necessary to rebuild my troop roster if the enemy actually let me do it.

Is there any chance that we would get an option to recruit better soldiers after gaining each promotion for example? More expensive of course. That's something I liked about Firexis Enemy Unknown/Within - even if you fucked up late game, thanks to certain missions you could rebuilt your roster in a reasonable time.

By the way, how many soldiers do you expect someone to have by the time the second year is over? How many bases? Speaking about that - something else that comes to mind - mission distribution. A great deal of missions in my two games were centered in Eurasia with Africa coming close third. The Americas had a relative dry spell with the odd Exalt/alien lifeforms/Dagon Attack. I simply had no incentives of building more than couple of bases over the first two years - one in Europe and another in the US. Once I got the Dragonfly transport, the range and time to get to a target became non-issues with only two, perhaps three missions I couldn't reach from my starting bases; no incentive at all to built a third at that time. That's an issue for me because it was roughly at the second half of year two that I began to regularly hit HQ and high level cult compounds and ofter I lost a few people on those missions. Training replacements was simply more and more tedious even if I had a more or less solid roster of thirty plus people by that point.

How do you see losing and training people when the alien invasion approaches? Especially when just the bloody sectoids regularly one-shot people with allien alloy vest and shields.

Speaking about missions... I found myself basically ignoring the cover operations after experiencing one of each type. Once again I found them too dangerous for my agents for no real gain. As far as money was concerned, fighting cults, selling corpses, etc and building what I can for profit was more than enough to keep me in the green. While thinking about building things, did I miss something or is the durathreed not really useful beyond a moneymaker if you don't have anything better? I found the X-Com jumpsuits underwhelming and kept using the armours offering the best protection even if that meant my agents were overweight.

Now, Cults. I've seen around this forum claims that you should strive to remove at least one, possibly two before the first year... How the hell? I found the two HQ missions I did a pain in the ass with eight people delivered by Dragonfly - and thinking about it that would have been an incentive of building a logistics base with a hagar, living quarters and storage to base an Osprey in range of where certain HQs appears. That in fact was the reason why I had to skip the first two times the Red Dawn one popped up - my Osprey couldn't get to it, and it was a suicide trying it with five people. However, I did get the Dragonfly researched and available before I could get the money for a third base so it became a moot point.




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