PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
Personally im thinking its best not to accept Progeny on the first opportunity. That many thin man is a pain in ass. Also, when you are almost home, you get one spawn in behind, then 2 spawn in front. that really ruined my day and meant my captive and soldiers were eventually killed. I also bugged out on that mission when a thin man went and suppressed me (did they ever do that before?).
You do get to replay the special missions if you deny them the first time right?
No, not in Enemy Within. But it appears that you don't lose anything from not doing Portent at least, except for the Council mission rewards (whereas if you don't take Slingshot you miss a whole lot of techs earlier than you could otherwise get them, especially if you take a live Muton).
On that note, i always found that the best strategy on EU was to build 2 workshops as fast as you can, 1 satellite in month one, and 6 in month 2. Then build 2 uplinks in month 2. that way you can manage panic, take whatever you need from abductions, and set yourself up for a month 3 base raid
I pretty much never built workshops - on Classic you're unlucky if you lose any countries in month 1, and I can usually keep pace with satellites after that. I only rush the base assault on Impossible, where panic is unmanageable otherwise. My early investments are the Officer Training School and Foundry, and if you go with MECs now I think you need the latter plus Mutons ASAP - without Ammo Conservation they get only two shots before needing to reload.
Im not sure whether mecs or anything else are worth deviating for and it would be interesting to hear views on this. Personally, even though i have failed on my first two attempts (classic ironman, although admittedly i switched off after progeny because i want to see what happens), i think sattellites is always better because the game becomes so much easier in month 3 (you can afford all laser rifles, carapace armour, foundry upgrades - and by extension mechs/gene mods, even laboratories, plus you are essentially ahead 1 month of where the devs probably thought you should be.
They've definitely upped the difficulty of missions by accelerating when aliens show up, and in what quantities - my second terror mission threw three Cyberdiscs and two Chryssalid packs at me. Everything seems a lot more accurate as well, plus Mechtoids are basically very slightly less resilient Sectopods a couple of months early. I'm pretty sure it's balanced around getting mechs or genetic upgrades early (at least, I didn't and am suffering for it). It seems to take a long time to level up MEC soldiers (I still haven't done it, since mine are dying too quickly), so you probably need them pretty early so you can level them enough to go toe to toe with Mechtoids (the basic MEC is a bit weaker than a Mechtoid, and only effective at very close range).
EDIT: It seems that MECs level up with techs - I'd assumed the promotion upgrades and the new MEC suits were different things, like standard promotions and armour equipment. I tend to neglect techs like UFO Power Source, so hadn't encountered higher level MECs (and now I have I don't have the meld for them...).