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they are useful if you want to give a laser to a second or third sniper or heavy. but certainly aren't useful for the early game.
Lasers vs armor. something of a conundrum.
Lasers requires: weapon fragments.(scope) -> beam weapons (rifles and pistols) -> Precision lasers (shotguns and lasers) + heavy lasers (heavy weapons, mec weapons, SHIV laser, air lasers)
whereas Carapace requires Alien materials (nano fiber vest) -> carapace armor -> (skeleton?)
Another thought is to stick in experimental warfare, a foundry and Tactical rigging ASAP.
Beam weapons + precision or beam weapons + Heavy weapons costs more research time than carapace (unless you stun a sectoid) vs unless you stun a floater.
But lasers from exalt won't help you much especially if you got progeny and slingshot going.
Conundrum nothing. Carapace won`t massively increase the chance of surviving a LPR hit for early soldiers on Classic and may as well not exist on Impossible, whereas lasers allow you to kill enemies with less soldier actions.
In a game such as XCOM, where the combat is based on preventing enemy attacks hitting you rather than living through them, damage is much more important than HP, and you get oneshot most of the time anyway on the higher difficulties.
No kidding. You`re better off "rushing" alien grenades if you`re Slingshotting.
Not due to HP, but due to movement bonus and the grappling hook.
But then again to make good use of those you need firepower — so beams still come ahead.
suppose I don't need containment for alien grenades.
For normal and below difficulty it dont matters, u win no matter what crap u do, because the game cheats for u.
Works wonders in MP, heh.