Quote:
Originally Posted by twillight
(Post 412166)
I hope they'd insert showing the mind-skill right at the start. It's not fun when it turns out that only 3 of your 20 soldiers have enough mental power to not be controlled by the UFOs in the final mission... And of course all of them are only rookies instead of your highest-rank ones.
|
You have to react and improvise, marine. I think it makes sense from a story-telling point of view. What you say is like saying that Mutons are hax because they're far tougher than Sectoids and they aren't harmed by normal firearms, but they're revealed later well into the game.
My strategy implied three complete squads in three different bases. By the time I learnt the psi strength of my men, I just re-distributed them so that the psi-strongest are in one of the bases, from which I always launch missions against psi-enabled aliens (Ethereals or Sectoids).
You can learn which soldiers are psi-weakest even before you research psi. Any of your soldiers that is psi-attacked and fails to resist, mark him and transfer him to another base if necessary.
Quote:
Originally Posted by Japo
(Post 210721)
My strategy involves covering the whole world, and goes as follows. First base in Europe, second in Eastern Asia and Third in North America. The order is dictated by the addition of the covered countries' contribution to X-Com. In the long term all of them get full operational facilities and personnel.
Among my soldiers I select one third of them with the greatest psionic strength, and put them in Europe, which is closest to the other two. When the mission is against Sectoids or Ethereals, I launch from Europe and my squad is then impervious to psionic attacks.
The rest of the world is covered by cheap radar-only bases in Africa, South America, Australia and the North Pole, which can include stores so that I can free some slots occupied by storage facilities in the operational bases.
|
|