Yea i'm 80 hours in this campaign and it feels like i'm not even close to mid-game yet (may, still using laser weapons no carapace armor). This is my 3rd campaign attempt, still really noob, first 2 attempts ended in complete disaster before even hitting september.
Well yes the campaign is a LOT longer than that.
One thing my previous "cheating run" was useful for, was prepare me for what comes after. Hard to set a correct PSI squad if you have no idea how psi works. Hard to prioritize the best technologies for your tactical style, if you've never seen them before. And so on.
1st attempt i failed horribly at the tactical game, lost too many soldiers, second attempt i got shellacked at the air game, lost my satellites cause i had no interceptors to defend them with. I have a much better grasp on how to play the air war this time around and laser cannons should help. The phoenix cannon seems p. crap
Honestly I don't care much for the air game so I set the Friendly Skies options. Still difficult of course but more manageable.
Anyway, I also don't like phoenix cannons but they might be useful for the lower chance of outright destruction of the UFO.
Also there's a foundry project to improve them, but I never took it as I have just a couple of those cannons, so it'd be an inefficient expense.
Lasers and sting-rays and a few Foundry projects will have to do, like it or not, for a
long time. The EMP cannon arrives much, much later.
As far as glitches go i haven't ran into anything game breaking though
Yeah but I also mean crashes (had just a few but with landed barges, base assaults and so on... you don't want to lose a 3 hours mission when it's almost done), and minor things like mis-clicks, which sadly happen to me now and then. And in this game, a mis-click likely spells death.
Excellent tip, definitely gonna try that. I thought that ability only allows you to move and not perform another action.
Me too, since in the UFOpaedia it states (IIRC) that it gives a "yellow move", but it's actually anything you can do when you can yellow-move.
The paedia can be criptic like that. For instance it says that MECs "cannot use cover" - obviously they can "use" props that block LOS but they cannot peek from cover to
fire. Anyway I'm not a hotshot player, so I do suggest to read the paedia carefully for some nice tips and insight. Especially the class builds, nice stuff there.
In my experience you want most of those subclasses covered to face diverse situations, but definitely you cannot do without a couple of HEAT Gunners with Rapid Fire (Mechtoids and Cyberdiscs, and later Sectopods, are easy to hit but can take A LOT of punishment), and reliable ITZ finishers supported by sappers and/or rocketeers. I once almost decimated the entire complement of EXALT ambushers in a single round, with a well placed grenade and the ITZ sniper finishing them all off
in the exact order of their remaining HPs (and only because I decided at the last moment to equip the Enhanced Beam Optics... that single added point of damage made the
whole chain possible!).
Also make a couple (or more) of Infantry Tanks. Equip them with Reinforced Armor, give them Iron Skin and the best armor... if you can add a PSI support buffing them with Mind Merge, they will
laugh at the damage.
I've had regular enemies hitting them like 4 times in a row and cause NO damage! Sure the big robots will harm them still, but they'll survive at least, a couple of shots even perhaps.
Just make sure you handle cover and the defense scores of your team in such a way that the TANK will be targeted, not the others.
You also want 2-3 Concealment Scouts to set up proper ambushes - no other clean way to do them. Bioelectric Skin is very useful here.
Oh, and Crit Infantry soldiers become slaughterers eventually, especially with Pulse weapons.
Yea idk what that is lol.
It's a stealth bomb, makes the targeted friendlies vanish for a turn
My biggest fear right now is getting into a fatigue/wound spiral, not sure if i have enough soldiers trained, only 1 loss so far but most are fatigued or wounded, a back to back terror plus council mission could really fuck me over.
I created a roster with 5 soldiers per class at the start (theoretically 5 full teams of 8 specialized soldiers), then completed it with the 6th team with the arrival of Van Doorn, Annette, the Furies and a couple of fulfilled council requests.
I feel it's now more or less enough since I've finally got rid of Exalt... it was a real pain before that, but I managed to make every single soldier to appear and sound unique, so I needed to make do with these few.
Seven teams might be better perhaps.
Oh, I generally use 1 SHIV per mission, occasionally 2. The hardest missions requires real soldiers in every slot though.