![]() Soldier Builds and Squad Composition Main article: Squad Tactics (XCOM: Enemy Unknown) Not only is Titan Armor a life saver, but completing the project also allows the construction of MEC-3 Paladin suits. UFO Power Source research permits the construction of MEC-2 Sentinel suits, and unlocks the Elerium research project that is needed for Titan Armor. Research Heavy Lasers before Precision Lasers and prioritize building Laser Cannons for interceptors, otherwise Abductors can't be shot down reliably. This allows the construction of S.C.O.P.E.s and laser weaponry. Hopefully by the time XCOM has an Alien Containment facility built, soldiers will have two item slots so some can equip a Nano-fiber Vest and an Arc Thrower (a Support class with the Sprinter ability is a good choice). Research Xeno-Biology and the Arc Thrower. Also note that while Skeleton Suits are better, they may take too long for their benefits over Carapace Armor to be worthwhile. Also, Sectoids are usually easier to capture than Floaters, so XCOM may benefit more from the Beam Weapons research credit if laser weaponry is postponed compared to the basic armor credit if constructing armor is postponed. While Beam Weapons is also good it requires three research projects to get laser weaponry equipped on all classes of soldiers, a considerable investment compared to one project to equip an entire squad with armor. It takes a considerable amount of time to research, but is needed. MEC Troopers make quite a difference early on as their primary weapon, tactical subsystems and Collateral Damage are extremely helpful.īuild a Foundry when it is affordable (for this, you need to research Experimental Warfare) and get Tactical Rigging to double the number of items a soldier can equip (expensive but worth it).īody armor is next. Soldiers are too easily killed to be worth gene modding for a while and require some autopsies anyway. Research Meld first, then build a Cybernetics Lab and create a MEC (just one suit). Build the Officer Training School as soon as possible (usually put it top left): the Squad Size I and II upgrades are important. It's more expensive to excavate as XCOM builds down, so don't go down unless needed. Put your Cybernetics Lab in the 4 th tile and build the Foundry directly below. Plan on building four Satellite Uplinks in the top two rows of the 2 nd and 3 rd tiles. (Build power ahead of time, otherwise it will delay the next critical facility.) Steam is great but irrelevant if it's in the wrong place. Concentrate power facilities on the right-hand side. But don't let countries leave the Council just to get these earlier. Try to get South America and Africa covered early on (getting South America by May is usually when XCOM is ready to genetically modify soldiers so that works nicely). Start in Asia for the Future Combat bonus, as it provides a great benefit throughout the game.
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