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Also squad upgrade means that all relevant members of your squad get the upgrade, permanently (for plated armor, that's everyone. for weapons, it's for classes that use that weapon)
In my experience, i only needed one comm room with an aditional engeneer.
from what i gather you need to strategize the end of the month,thats what matters, if the enemy will make a facility in a few week or days, LET THEM, make the contact, then act against the facility in that area to push it down a notch, while making new rooms .
Chamber CAN wait, it also stops all your research when you use it, focus on psionics, that way you can build a psionic chamber and train a soldier there (it MUST be a rookie).
But if enemies are already starting to buff up with more armors or 7 bars of life, yeah, get the mag weapons, so you can have at least the rifle. it makes a diference.
But plan for end of the month,so you get good grades,and have time to build stuff in the interim.
I'd recommend to get the Retroactive AWC mod so you don't have to worry out on missing perks. It's still worth getting quickly so you're able to half the time soldiers are injured for, but that mod should take care of the other problem.
You'll need to spend some resources for the Predator armor, but once you do every single one of your soldiers will get more health and an extra item slot to use. Don't panic about not having enough resources the second you finished researching it, just continue to do missions until you get supplies from somewhere then get it. Then you'll probably want the magnetic weapons to increase your offensive power.
Probably keep a couple elerium cores around, you can't even really use all those experimental grenades and ammo from the get-go anyways.
You're doing just fine, seems like you've got plenty of soldiers and are doing just fine on progression. Don't be anxious that you're doing something horribly wrong, just keep on playing and moving along.
everything else is up to you.
/edit, Exo suits are a good tech path choice if your new to xcom.
My take on things:
You generally want AWC asap, since it not only unlocks hidden abilities, but it also can cut down in half your healing times. You have lots of soldiers, so healing times are not that big of a factor. But without Retroactive AWC mod, you will likely miss out on a lot of those extra perks if you build AWC late.
If you already have one Resistance Comm, concentrate on getting it upgraded and staffed, which will give you a total of 10 contacts, quite a lot of expansion room before you need another comm. If you haven't built one yet, you really should make it a priority. Extra regions is what gives you income and access to Avatar facilities.
Shadow chamber on the other hand, you can safely postpone for a VERY long time. Chamber will get you missions that progress main story and knock ticks off the main Avatar facility, but you are not pressed for that yet. Better concentrate on the helper facilities. On my last game, I already had everyone in full power armor with plasma weapons when I started on the chamber. That said, on Legend, things are different, and sometimes this may be the only option to keep Avatar project in check. I would start worrying about SC when your Avatar bar is at 11.
Don't sweat the Dark Event either. In my experience, if there are helper facilities, the breakthrough dark events will usually add ticks to one of helper facilities. Then you can take those right off by raiding that facility. Same goes for events that speed up facility construction.
Research: I personally would go for Mag weapons first. Here is a quick comparison:
Soldier in plated armor but regular rifle shoots an alien, leaving it with 2HP. Next turn, alien shoots soldier, taking out 25-30% of his health instead of 50% or so. Next turn, soldier has to shoot that alien again, and run the risk of missing. Net result -6-9 days wounded.
Or, soldier in kevlar with a mag rifle, shoots alien and kills it dead. End of story.
In other words, anything that increases your damage output should take priority over defense.
Speaking of Psionics - probably good idea to do those right after Mag weapons. Or even before. But you definitely want to dig out your first power coil by that time, cause you want your Psi lab on a coil. Not much sense having Psionics researched if you lack power to construct and upgrade the lab. Psi lab lets you train Psi Operatives, who can get you massive advantage in missions.
Be sure to check Black Market for research credits. Cutting down an 18-day research to 9 for 60 Intel is one heck of a deal. Just make sure yoy keep enough intel to make further contacts.
Muton autopsy is important since it gets you grenade launcher upgrade and Plasma grenades (PG project) you. However, if you do a few more missions, you might score enough Muton corpses to make the autopsy instant.
Btw, 'squad upgrade' means you build it once, and all your soldiers get it.
Experimental ammo/armor/grenades: Depends on how many Elerium cores you got. The answer is, it really depends.
Say, base cost of a given research is 60 days.
Tygan alone (counts as 2): 60/2 = 30 days.
+1 scientist: 60/3 = 20 days
+2 scientists: 60/4 = 15 days.
+3: 60/5 = 12 days.
+4: 60/6 = 10 days.
In other words, first two scientists are the heavy hitters. Any extras are kinda blah.
You want Engineers. You want lots of engineers. Prioritize them until you got at least 7 of them.
Also, definitely make progress toward contact with regions with facilities, but don't let it consume you. You can get by with two resistance communication rooms total, with upgrades/staff engineers they should handle all the contacts you need to complete the game. The only time to worry is when the meter is completely filled and you have 20 or so days to stop their progress (happened to me in a Legend game, but I still managed to reduce it to 3 squares by game end).
Lastly, definitely invest in psionics. Fully upgraded psi soldiers swing things in your favor so much it's almost cheating.
The game also loves to interrupt you at inconvenient times. Which is why I love 'remaining mission time' mod.