Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
About optional items, developing Plasma Grenades was very rewarding. I ended up loving Flashbang grenades, which I have never used before: they not only prevent enemies from using most of their special abilities (avatars and codex don't teleport, mutons can't counterattack melee atacks, etc) but they will make affected enemies to loose their grasps over your mind-controlled allies. Researching Experimental Ammo was also rewarding: by some happy mistake I got not two but three A.P. Rounds (and one Tracer Round) which were used by my grenadiers and sharpshooter.
PD: I had no idea that if your Resistance Comms has two slots for engineers, you can only assign one engineer in the second slot (which gives you +4 contacts) and leave free the first slot (which only gives you +2).
My biggest mistake was taking too long to learn where the Forge and the Psionic Gate missions were hidden, and then again too even longer to made a path there. I should have tried to initially expand only to my direct neighbor regions.
Researching the Psionic Gate project required me to have 10 alloys, which I have spent in something else, I had to reload.
Dark Events were a big problem: I ignored one that imposed Intel penalties and lost days trying to earn more.
Also, having 5 scientists instead of 4 meant that the final Shadow Chamber research projects were discovered in 5 days instead of 6, which mean a lot since I got the achievement in the nick of time.
I disagree on sharpshooters being bad, they have an ability to shoot many targets on the same turn and that alone deserves them the extra ammo mod. At least grenadiers can still shoot after reloading.
As a result, I did not have to buy a resistance comms upgrade, or the subsequent power relay.
I had an Elerium conduit on the 3rd layer, so I was able to build a second power relay and keep the Proving Ground active. This let me pick up bluescreen rounds, an Exo suit, and some special ammo.
I played vanilla but with alien ruler DLC active. Having the frost bomb is very helpful throughout the campaign, but I discovered a rather significant downside. Before the final mission, you have to hack the network tower with a 3-person team. The Archon King chose this mission to appear for the first time. I don't think I've ever had to save-scum that intensely.