|
by Hans Clastorp 10/11/2012, 1:06pm PDT |
|
|
|
|
|
WITTGENSTEIN wrote:
Rules for X-COM:
1. Don't sell ANYTHING on the market except ruined UFO parts
2. Launch satellites. Satellites everywhere. The game is impossible to play without overwatch on every country. (I consider this a flaw)
3. There is almost no net benefit to additional labs. Meanwhile, additional workshops and engineers decrease the material cost of all items you build.
4. Thermal Generators. All thermal generators.
5. Play the game from the beginning after finishing the tutorial. The difficulty curve just ramps up dramatically as soon as those green linebackers get involved.
Totally agree on all of the above, to which I'd also add:
6. Whenever you have a choice of abduction missions, choose the one that gives you Engineers. I seem to be getting more than enough scientists just from council rewards and satellites.
7. Capture and interrogate a muton as soon as you can, because it will speed up plasma weapons research significantly.
I've put about 15 hours into my first campaign so far (on Classic difficulty), and I seem to be keeping my head above water for the most part. I've lost four nations from the council, but seem to still be doing ok for funding and I've got all my dudes kitted out in laser weapons and carapace armour. Probably my favorite moment so far was when all my veterans were wounded except for my squadsight sniper captain, and I had to deal with a map full of mutons and berzerkers with just him and 5 rooks. Managed to make it through with only 2 casualties, felt pretty damn good. This game is fun as hell.
|
|
|
|
|
|
|
|