There is a discussion on the forum examining the benefit of sattelite rush (which requires US start) vs early SA bonus :
http://forums.2k.com/showthread.php...er-of-Scientists-Interrogations-on-Impossible
Also why does the Ethereal interrogation give such a shitty bonus? All it does is give research credit to everything but by the time they show up everything has already been researched for the most part.
That would be a good plan but because everyone but one guy has will <40 anytime someone dies half the team shits itself. Also I might've gotten super lucky or shit was glitched because I was researching plasma rifles in april because a mutons were rocking them but after that mission they went back to light plasma.NCE allows you to have dedicated bullet sponges, soldiers whose sole role is to get into low cover so that your other valuable soldiers don't get targeted instead. That said, I like the option because it allows you to get heavies that can use their main weapon too, and make some soldiers truely special.
One of the problems with the endgame is that you research the end game plasma weapons by may, so afterwards, you are not outgunned anymore, and you have no shiny new toys to discover. The endgame of the OG was pretty easy too, but I think it was easier to rush it.
Some of the changes of the expansion are really welcome though : with portent, you are guaranteed not to have a bomb disposal mission in march (I think you can only get rescue Van Dorne, or escort the scientist now). As it was usually game over in I/I unless you had an easy map or knew the map perfectly, I find that to be a welcome change (but having to rescue the Vip and his constant bickering you cannot stop is a big issue). The other good change is the pacing : Meld gives a small incentive to proceed more aggressively, and the newly buffed SHIV or new MEC help do just that. I think it's not too bad as they made the early game a bit longer, but the reduction of frequency of horribly designed map where you trigger 3 pods at once has decreased, so the early game has become a bit more enjoyable than before once I get used to it.
Winning the Nobel Prize has been severely dumbed down a few years ago...Impossible difficulty shouldn't be completable. You could play through the game but once you get near the end, maybe at the final mission itself, your team gets vaporized and you get an automatic game over screen with a message like "This is the impossible level, boys. Impossible doesn’t mean very difficult, very difficult is winning the Nobel Prize, impossible is eating the sun …"
The peace prize isn't a real Nobel prizeyeah. Obama winning the Nobel prize...
During the early design stages of Enemy Within, I knew I wanted to incorporate covert operations somehow. So we created a character, the Infiltrator, who would collaborate with the aliens and use a new alien type, the Venomorph, to sow terror and discontent among the Council countries supporting the XCOM project. The Venomorph was a scary alien design – it converted civilians into pod people, but could then burst out of them into its combat form. We designed a new mission type in which XCOM soldiers had to extract a double agent while neutralizing disguised Venomorphs… but once the extraction occurred, the Venomorphs would all burst, and it would become a combat mission where the double agent had to be escorted to safety.
But this ran into a host of creative and production problems. The AI work to get civilians to behave as if nothing were wrong was daunting, especially since we were committed to the Seeker and Mechtoid. The narrative problems were strong too – why would the aliens care about helping the Infiltrator? How would she protect herself in the final mission to take her out? If she’s got so much alien assistance, where are these double agents coming from? It didn’t make any sense. The Venomorph itself was artistically very challenging; it had to look like it could pose a real threat, yet also plausibly originate in an embryonic, parasitic form inside human bodies.
And so, in one of those rare occurrences in game development, we made a change that solved creative and production problems. The Infiltrator and the Venomorph were cut; in their place, EXALT was born.