aliens

Author Topic: What definive choices do you make on XCF?  (Read 967 times)

Offline betatester

  • Colonel
  • ****
  • Posts: 208
    • View Profile
What definive choices do you make on XCF?
« on: June 30, 2024, 12:33:21 am »
On many occasions you have to make choices that are definitive like do you share tritanium and many others
I wonder what the others players choose
Did somebody made a list of all the choices because exploring the tech tree is a bit boring?

Offline Juku121

  • Commander
  • *****
  • Posts: 1798
  • We're all mad here.
    • View Profile
Re: What definive choices do you make on XCF?
« Reply #1 on: June 30, 2024, 01:04:38 am »
There are not that many occasions to make a hard choice: cultist arms dealers, the five M.A.G.M.A. tech shares and human sonic research. Most of the time, taking the opportunity is better than not taking it. Usually, the penalty is essentially some score and maybe money.

Cultist arms dealers are largely a matter of opportunity cost since their merchandise has a rather limited window of usefulness and you get to loot a lot of the same stuff anyway.

Human sonics are short-term gain vs long-term payoff. The sonics themselves are a bit niche but powerful, although the money is also quite nice earlier on.

M.A.G.M.A. shares are largely all worth it, although not every reward is equally useful.

« Last Edit: June 30, 2024, 01:06:19 am by Juku121 »

Offline psavola

  • Commander
  • *****
  • Posts: 827
    • View Profile
Re: What definive choices do you make on XCF?
« Reply #2 on: June 30, 2024, 07:29:19 am »
As Juku121 said.

Cult arms dealers are essentially useless, because by the time you could get them, you already have superios Black Ops and other equipment.

Also, with Sonic tech I usually look at the monetary situation I'm at when I get it. If I need 5M really badly at that point, I'll return it. But otherwise I will keep it. Sonic (mini)shotgun is really useful, especially in underwater missions, because it will almost always guarantee a single hit kill and thus avoid reaction shots from aquatoids. The downside is the ammo consumes a significant portion of Zrbite. It can be useful overground as well, but as said, you may need to be careful about ammo consumption.

Wrt. MAGMA shares:
 - Alien gardens tech gives you very powerful chem clips for pulse weapons. Those can be really deadly especially against less armored foes. But by the point you get this, you are usually very deadly anyway. So it's a matter of taste whether you want chem clips or not.
 - Terramite and Elerium battery (you need to share both) give you power armor. It is great for underwater and useful on the ground as well. If you already have good armors, this is optional. You can also churn out undersea missions to get a number of armors off Gillman Hero. So while this is not mandatory, this can be rather useful especially for underwater missions if you get it early enough. (For ground missions, by the time you get to this point, you will likely have stolen off at least Power Suits from heavy MIBs so this is not essential, but Power Suits can no longer be used underwater, so..)
 - Elerium explosives gives you anti-E115 grenades for TAC launcher. I've never found this all that useful. I suppose this could mainly be used for chryssalid terror missions.
 - Tritanium ammo gives you access to a couple of useless guns and allows purchasing tritanium ammo for pulse weapons and heavy shotgun. I've never shared this myself, but if you are at a stage you find those useful, no problem I suppose.

By the point you'd share these, your monthly score would probably already be in the 5000+ range. So the point penalty is not really a big deal. If you share anything, you will also get "slander missions", which you cannot do (you'll always be late) and get additional hit. There are also other similar mission triggers, like sharing tritanium ammo leading to an osiron mission.