So, after playing another 20 or so Polyph missions, with attempts to get the big one to move again, I have not been able to make them move. I'm guessing it was a destroyed tile issue, but oh well. I guess that was just a quirk of that mission that day.
Onto the main reason I posted today.
For those who are trying to play this pack in SH, how are y'all (/did y'all) surviving the starting year? From what I can understand, the weapon progression is Harpoon->ADS->X-COM Rifle/Laser Rifle/Harpoon Gun (Laser for infinite ammo, x-com rifle for triple tap, Harpoon gun for underwater), but that's as far as I've gotten in terms of weaponry. I use the Torpedo Launcher for some of the mission enemies like the Jellyfish/Xarquids. I'm aware that the gas cannon + its heavy version can be used due to it having a higher damage than most options, but it is less viable for enclosed missions due to the arc. The other issue is that at least for the heavy variant, they explode any loot you'd gain due to pileup. What is the next weapon tier? Is the micro launcher any good?
As for armors, Diving suit is the starter, but you could choose the Aqua-lung which allows you to go vertical for the cost of stamina. I steam-lined for Hazard armor for everyone, I skip the Hard Suit due to the stat decrease and no crouching. When I can, I switch to aqua plastic suit and for my doormen the armored version (The one which cost 16x aqua plastics), which is pretty amazing since doormen can tank some sonic shots if they're lucky. I'm hesitant to consider piling everyone into the armored suits since for that price I could try and build the Poseidon, which I've yet to get enough plastic for by August. Is this one of the strategies people use to survive?
(Oh, which reminds me, I don't know if the increase in alien ships and interception correlates with the newest version, or if in my current game, I am just unlucky enough to be in the two highest activity zones, but there does seem like an increased alien activity in the latest version.)
My serious question is... how are y'all fighting the shark people? They seem to be quite resistant to the SC harpoon ammo, to the point that I've point blank placed roughly 20 or so into one shark and it didn't die.
As a final part, does anybody use the acid weapons early game for a particular enemy? I'm considering incorporating them into my play style, but haven't considered against what so far. How many drones do people keep in their bases? I'm tried keeping 4 scouts, 4 underwater scouts, and 4 of the drones whose names I can't remember, but that only have the single gun with 70% accuracy or something? Plus a HWP if I get to it in time.
By August how many bases do people have? I so far only make two, one for my main base doing 50-75 scientists and 96 Engineers, with the ability to do 20 soldier training, and my second base which is a mass soldier farm of 50 training, and as of this play through (#9) 2 workshops to try and get a bit more cash. (Still being built, but the way this month is going, I think I've lost, since I'm going to lose an Artifact mission and my last month had what seems to be an alien base built if the score is anything to go off of.)
Thanks for any advice given, and good luck to all playing,
Green
(Side note: Did one of the recent versions of OXCE remove the ability to trade cash for moving buildings around? Or is CTRL+Left-Mouse not the right keybind?)
UPDATE: This play through is now over. I did not survive the month. I got roughly 2000 points from various missions throughout the month, but I was still -874 at the end of the month. But, I have learned that Xarquids are particularly vulnerable to torpedoes, plus they give 4 plastics each, which is nice. Also, I've updated my post to be a tad more accurate since I am playing right now and not just posting between classes.
So, from Jan 1st to Aug 1st, I detected 52 flying subs. Also... apparently I spotted an alien colony? I never saw it on my geoscape I think.
Is the bubble good for the heavy suits, since it would allow you to carry heavier weapons and have more armor?
Update #2: I now agree with Shiroi Bara on the topic of the cruise liner missions, or at the very least have something running in the background that checks to see if the ship inventory is within the exit, and if not to move it until it is. As seen in the image attached, everything is below Telmo, who is not on an exit tile sadly.