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That's not right for the base game, are you using a mod?
So i abandoned the matrix from my buildlist.
they serve well enough, if you can spare the power and staff, early game I'd rather my engineers be digging, but once I clear everything, sure, take my 3 diggers, stick one in power, one to build the turrets and man them, the last probably goes to power or resistance comms.
but its certainly NOT a priority build, its useless before the chosen attack or UFO defense
During a chosen attack there are roughly 30 or so enemies, the turrets kill maybe 8 of them for free.
1. The cannons were very useful. I dont face endgame opponents yet so I could have handled it myself but they took down 2 guys of the first pod that came at me right when I moved the soldiers to the first cover right in line with the cannons.
They took down 2 crystalids.
2. For some reason (bug?) those turrets have squadsight. They could fire across the entire map and 2 shot tanks as well as the final generator which they took down in 4 shots or 6 not sure. I think 4 or 5. Its weird but it was very useful.
All in all, for the investment and the pretty cheap upgrade for two extra turrets and slightly better stats (think it was 75 supply for the upgrade) it was worth it. When cover is blown from enemies or you have holo targeting they decimate enemy pods. Dont forget each shoots 2 times.
Dunno how many they killed but they killed 4 tanks, the generator and a significant number of enemies. They would have killed more but I gave those kills to soldiers that needed promotions.
All in all, for the investment I think they are quite useful.
As I said, not sure if a bug or not, but those turrets can fire across the entire map if your reaper/ranger scouts the targets. I had 2 snipers but it takes some time for them to take down the tanks. I saved a lot of time with the turrets as backup. On particualrly hard avenger defenses maybe in late game this could be useful. Then again, your squad will be that much more powerful. Guess its good to have it but you prolly dont need it to survive.
I dont regret the 200 supplies. Or 300. dunno how much is cost initially. But the upgrade was 75 supplies and 2 power.
and its not the cost in supplies that concerns people.
its the cost of
1.) power
2.) use of the room
3.) research.
4.) staffing engineer.
Of those two missions the first often comes before I can get the matrix built anyway, since there's no way I'm bumping GTS/Res Ring/Proving down my build order, meaning it's at best built fifth, since power is required after the first three buildings.
The calculus then ends up being whether it's worth investing resources (mostly the research time, building space and power) for literally either zero missions or one mission where there's any benefit.
Once those 2 Mission types stop, you can remove the facility and free up the space.
Yeah, man. You think exactly like I do. Thats what I thought, too. Those missions can be very tough.
And quite frankly, I desperatly try to avoid loosing my best scouts. Thats Dragunova and two insane Rangers who got sick random skills and are just alien terminators.
They did the scouting for me, backing each other up. I could afford to split all three off (1 with mimic beacon in case they got revealed) because of the 4 turrets that were even more usefull than I had anticipated.
And I see it just like you. As I said, I treat missions (specailly missions you cannot loose like avenger defense) as game over missions. So I use everything I have. Dont wanne jinx my ironman run. Ive never beaten it on legendary ironman and so far everything looks soo good. I only lost a single recruit in the entire campagin so far. Till midgame. I think thats pretty good. Right now my infirmary is mostly empty. So, I wont take any chances.
But for ppl that already finished on that dificulty and play bettter than me its prolly not necessary to get the matrix.
But for all those that are just starting on lgendary and find it challenging....if you get a good start and get a lot of engineers (I had 3 after like 2 weeks, and like 6 or so after a few months. I think now its 8 or even 10. Not sure.) and dont just waste your supplies, then go for it and get it. But I was pretty lucky this time around when it came to preventing the chosen from extracting knowledge or capturing my soldiers. The two runs before this one I wasnt as lucky or simply played worse. The matrix finished basically one 'second' before I needed it.
Taking that into consideration - that there is a good chance that it wont even be ready for the (first) avenger defense - and that you stall something like psi lab for it, it might not be the best option. Not because it sux, quite the contrary, but you might struggle to finish it in time.
As good as it is, Id not skip gts, resistance ring, training center or prooving ground for it. Maybe you could argue that you could stall infirmary a bit. But thats a tough choise. Id prolly go with infirmary. I managed to squeeze it in just in time after infirmary.
Well. Its definitely not completly worhtless. I dont regret getting it. But I wouldnt use it in each run. Only if I have a lot of engineers early on and enough resources.
Never tried that, lol.
main reason they fall off is because they get too far back for squadsight.
Safe to get rid of them once every Chosen dies?