Leader ability for loot don't kill with explosives and a little luck, I think black market had a cache of them for intel but that may have been a "loot" mission.How did you manage 5 shredder cannons? Elerium Cores do come a lot slower and I've had to ration them pretty siginificantly. I stopped making heavy weapons after I kept getting fucking flamethrowers. I have 2 EXO, 1 WAR, 1 Wraith, 1 Spider and that's been fine the whole game for me.
Also: Exo/WAr suits look so fucking stupid. I don't get why 20 years later the tech used actually went down from what it was. The Lore note even said they designed the spider based off of prototypes from the old XCOM base they found.
And the GTS vulture ability, an extra piece of loot every time really adds up, always has a chance to be a core.Leader ability for loot don't kill with explosives and a little luck, I think black market had a cache of them for intel but that may have been a "loot" mission.
It really depends, purely on what you have built and your needs. If I've got a workshop, I'll sometimes forgo engineers for an extra scientist or supplies. Early game really pushes you to put off radio comms for a while, so mid game you are very often supply locked on upgrades, and you can't sell anything because you need bodies for upgrades. So early mid game if I've got a workshop and 3 scientists already, I start grabbing up supplies for a little bit and then go back to engineers. But yeah, supplies are a very viable choice, it isn't like EW, mid game. Early game it is engineers all the way unless there is an engineer you can buy from resistance HQ for less than 200 (Always check there, if that's the case, grab the supplies and buy the engineer.)When you guys get guerrilla ops missions which rewards do you generally lean towards? Originally I was doing either eng or sci depending on my count but I'm starting to think the supply rewards would be quite beneficial as well. The mission reward basically pays for a class of magnetic weapons for your squad.
Yeah I knew they could raise like civvies and other dead aliens and shit, but when the fucker rezzed my hologram and it became a living being I couldn't help but chuckle.It's an ability sectoids have to create psi zombies, never knew it works on your own dead since I haven't had someone die. Working on a mimic beacon is pretty damn funny though.
It depends...If you think you'll have radio towers built, and areas to open that month (Or the next month), then no, the intel is too valuable. If not, because your radio comms are still a few weeks from being built and you need to set up towers, I'd take the gamble for an extra engineer early game. Not for a scientist unless I really got shit on by the RNG and don't have my second by that time. Otherwise, unlocking as the geoscape asap is more important because it will get you supplies and over the months you'll get more scientists/engineers that way. (The only reason I might take it for an engineer is actually because you need them to staff power/comms, to unlock the geoscape faster. heh.)Do you ever buy sci/eng from the black market? Or is intel too important?
I was still feeling the game out on normal. or whatever normal is called in this one and I played pretty conservatively. Plus I always took two grenadiers and plenty of shred so when I did activate more than one pod it wasn't very dangerous.You've never had a dude die?
You know you can take them out on missions while they are training and no progress is lost, right?Psi-Ops absolutely do not need to be nerfed considering how long it takes to train one, the fact that you can't use them during that long training process...
Didn't know this until recently, but the continent bonuses are randomized and choose from a list of 14 or so, fromthis thread;I will say though that proving grounds tends to be better if you start in Asia, GTS tends to be better if you start in the U.S. The extra slot from Asia means you don't have to choose between grenades and special ammo, while the U.S. start allows you quick buy the GTS upgrades. (I really love how the start locations affect build order.)
Yeah, the order is really the important part and sadly that is still a crap shoot. Can work in your favor though - I thought I had shot myself in the foot when I built the Psi Lab early on, but my first Psi Operative came out of the tank with Domination, Null Lance, Stasis, and Inspire in less than 2 months. I have a second one training now that got Domination on the first roll. I was running Ranger (Phantom), 2x Specialist, 2x Gunner, Sharpshooter (Sniper) on most missions and then replaced the 2nd Specialist with a Psi Op, may replace the 2nd Gunner with another Psi Op if the training works out.No, I didn't know that. Granted, they still won't be very useful until they've unlocked the right powers which you can't control the order of, but yeah that definitely changes things. I assume leadership training is the same way. Yeah that changes things significantly, especially if you get the more desirable powers unlocked early on.
Whole strategic layer has a pretty massive facelift.So, in EU I loved the combat but hated the strategic layer so much that it turned me off playing the game entirely. Any significant changes here or is 2 just more of the same in that regard?