![]() Obviously don't bother against Sebillians or melee-range enemies :) It's an absolute life-saver (even against AoE weapons). Only ever scout ahead with 1 Assault at a time, keeping most units ready for reaction fire (or to eliminate anything he sees).ĭon't forget to pop smoke if something gets the drop on you. Send a lone Assault to open the door then lob in Stun gas or blast away as necessary (remember to close the door and move back into cover as appropriate). The Assaults will provide snap-shots if something pops up. Send the Heavies and an Assault to the side of the doors while keeping the other Assaults at medium range in front and Snipers a way further back. This helped train them up and was a god-send later in the game when you get nasties coming suddenly into the middle of your men or meet Aliens with a ridiculous amount of movement pointsĪpproach downed alien ships with caution. I tended to save the Assaults' Time Units for reaction fire. When an alien is spotted the Heavies duck into LOS, cut lose and then duck out again. The Snipers stay way back (out of range) while the Heavy-Weapons stay near the Assaults but out of Line-Of-Sight. Send the Assaults to scout ahead while using their shields as best as they're able. Generally speaking plasma weapons are 'good enough' for almost everything in the game, but MAGs make things a lot easier. Normally most of the above will flow together for example you'll get laser weapons on the way to interceptor laser-cannons. Get the best ground tank (I only used it for the last missions but it was pretty useful).If you're not progressing on any of the above, move forward on ground weapons-tech.Get Predator armour and then Sentinel when you can.Research the Alien Base Upgrade tech as soon as you get it (big bonus to research and manufacture).Upgrade your drop-ship when the tech becomes available.You're set to take on anything in the air then. Once you've unlocked them get 3 at your main base and 2-3 at each of the others. They're the game-changer as far as air intercepts go. Get Marauders as soon as they become available.After the above, always unlock weapons-tech to improve your interceptors.Skip researching the Corsair you won't need it.Gas grenades are a god-send and if you give stun-sticks to some of your assaults you might be able to grab some advanced aliens where you need to. Next research the aliens to unlock stun technology.Skip Jackal (it's expensive and mostly useless). If you're not going to be able to make it, air-strike it and wait for a better set-up. Only do ground missions close to your first base (air-strike the rest) and also time your drop-ship flight so you engage in the day. I had at least 3 Marauders at each of my 3 bases. I finished with 30 scientists and 30 engineers, all at my main base. Gradually increase both of these throughout the game (I started ramping up as my 3rd base came online). ![]() Get 5 scientists at the game start and 5 more engineers when the living quarters at your first base are complete. You can build AA guns at each base if you like I did but I never used them. I went with North America which was a poor choice I never used it for ground missions and I ended up losing Mexico and South America (my only two lost areas). Mexico and North Australia / Pacific are good choices. Get 1 x Condor and 2 x Foxtrots at each base.2nd base should be built month 2, 3rd base month 3 (start saving money at the end of month 2).The long-term plan is 3 hangars and 3 radars at each base but prioritise getting a 3rd base up before fully expanding your 2nd base's radar.I got a 4th near the end of the game but that was just because I had so much money :) Cover as many countries as you can with each base. Don't worry about covering land I only ever sent a ground mission to another continent once and that wasn't necessary.
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