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It is more reasonable to do your first liberation without lasers of armor. The earlier you do it the lower the force level and advent strenght. This means not only weaker enemies but also smaller pods.
Define early? A lab should be build on a power coil. So it is not really a option the first couple of months (and as a result a bit late for lasers).
Send smaller squads and over infiltrate.
Missions have regional cooldowns. So doing a only 1 region strategy means you will do only 1 political prisoner mission (save rebels, rookies or staff from the cell) and 1 extract/rescue vip from vehicle mission every 3-4 weeks.
Also is there very little kill experience and mission experience per soldier decreases with each additional soldier after the third.
So with a 1 region strategy you get A: less experience. B: less staff (scientists, engineer), C: less intel, D: less rookies and rebels (jailbreaks) and E: Lower Global Vigilance what indirectly results in less time to beat the avatar project
Stealth more, fight less. Mission experience, not kill experience.
https://www.youtube.com/watch?v=dsuWfAQts_M a example of how useful officers can be. P.S. Do not copy his 1 region until liberation strategy as it is losing him his campaign.
You will need to research armor eventually. And vests and armor can be worn together. Unless you mean heavy armor what needs to be researched separately.
Did you not state earlier that you were short on manpower?
Edit: One more thing. You have to pay upkeep for your facility's. If your supply is 0 at the end of the month then you pay 0 upkeep. Sitting on a pile of supplies for months will cost you supplies instead. There are ways to game it by starting the build of a facility and then canceling it. But that is IMHO a bit to gamey.
My strategy regarding supplies, alloys and crystals in the early game= using them on whatever is available. And when you have liberated you're first region and build up a economy you get all the stuff you need to keep everyone equipped.
Rendering corpses I tend to avoid as much as possible as it delays your research. And stockpiling corpses means that you can occasionaly do several autopsy instantly (at the cost of some additional corpses).
Basically I found a nice high spot for my snipers and equipped them with auto reloader, more mags + stock. Both had Damn Good Ground.
I would use a Shinobi to scout the area and set up a kill box infront of an enemy patrol and let my guys stay in overwatch or try to flank. When enemies were low on health or had little HP, I would use my snipers to pick them off, and they usually had great accuracy for being on higher ground + using steady aim after each kill instead of putting them on overwatch.
I find that when the base assault is available, force strength is usually around 5. If I wait until I have the gear it usually isn't any stronger because I've been doing supply raids/column ambushes to keep it in check and gather materials. I'm not sure I trust balistic weapons for the assault. The mission is essentially an endurance test and the difference between basic gear and the tier 2 stuff is massive since you can only use so many items before you have to rely on armaments alone.
Agreed. I was just testing it out and found it lacking.
I didn't realise that. Good to know. I thought it was all based on the power rating of the region.
After trying it out, I don't think vests are a good substitute for armour. They are a good substitute for the AWC medical facility though. But it also means you need more resources to get both vests and armour + build the proving ground, so it ultimatly slows things down a lot.
Yes, but equiping a huge force is impossible and there comes a time when you can't compete with balistics and squaddies. And that time seems to come pretty quickly. More troops are good once you get to tier 3 weapons and can filter your old gear down through the ranks. Spreading your power around just seems to water down your effectivness. I'd rather win two decisive victories, than three phyric ones. Usually I have enough troops for two effective squads + some bench warmers who will eventually form the basis of a third fighting force once I have the economy/equipment to support them.
Good point, but I'm not sure how much that would save, since you don't have many, if any, facilities at the start. It's probably just going to clear out the spare change that you can't spend on anything. So instead of losing $10 per moth on upkeep, you lose $5 or something.
Yeah it's getting that liberated region though. A sucessful base assualt is probably the biggest finacial gain you can make and it really turns the game around. You can just about equip your entire force with gear from the gains and then you get a boost to income that allows you to start building facilities. You also get to see the bigger picture so you can focus on completing the main objective of the game. It's almost like the game starts in earnest after the first liberation, so it's important that its done as quickly as possible.
I just render troopers. You're never really short of them, at least in regards to research oppertunities. It's also better to spend a few days rendering corpses so you can start researching the tech you want, rather than waiting weeks for more alloys to come via the field.
Edit: http://steamcommunity.com/app/268500/discussions/2/135509823666945076/
My earliest building was actually guerilla school, the difference between squaddies and rookies is huge, so having an unlimited supply of squaddies is great especially when number of troops is higher in LW2.