PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
My understanding is that Mechs cannot interact with things, so they cannot open doors other than by just walking through them. However, they can definitely collect meld. Not sure about transponders.
I think I have the game sussed now: Research meld first, build 1 workshop in month 1 (1st abduction take engineers) and then dig for your thermo generator and try to build the mech lab ASAP.
Don't rely on this - I've had starts with no steam available at all.
Launch 1 satellite in month 1 ensuring that you will get at least 10 engineers at month end (dependent on start location). After you have researched meld its best to go for either carapace or laser weapons IMO, but really its up to you.
I usually go for survivability on Ironman or Marathon, so carapace it is - otherwise lasers.
The crucial thing is to get 6 satellites up in month 2. For that you need another workshop and enough cash for 6 satellites, plus 2 satellite uplinks mid way through the second month. You should have the power from the thermo generator you got towards the end of month 1. You should also have enough spare cash to get an officer training school and of course build your mech.
I've never needed to put more than 3-4 up in month 2 (on Classic). I also give priority to alien containment, which I want online if possible before the first Slingshot mission (I haven't actually managed to capture it yet, but if you can taking the Muton alive in Friends in Low Places is the greatest benefit you can get from Slingshot, with early alien grenades and plasma).
Im trying to decide now what the best composition and priority of mechs/gene modded soldiers is. My initial thoughts are, in order of priority:
1. Mech with flamethrower – easily the best mech
Yes. I'd forgotten about the movement boost from Kinetic Strike until it was mentioned here, but Servomotors makes all MECs superfast anyway; the flamethrower is still optimal. I usually take two MECs on missions, one with each loadout (plus grenade launcher and, eventually, electro-pulse - I've yet to see any use for either of the other options).
2. Heavy with mimetic skin (preferably with shredder rocket) – useful as a scout, and gives you an almost guaranteed rocket attack opening.
3. Support squaddie with mimetic skin (for Exalt missions – doesn’t have to be support) – I prefer supports with mimetic skin because they have sprint as a perk which can enable them to get good flanking shots after they have been cloaked. Another option is an assault (or even sniper), although I prefer assaults to not have mimetic skin because of lightning reflex, which is a very good perk. I take a squaddie here to get some easy promotions (Exalt maps are usually just killing fields).
4. Both snipers with depth perception (I usually use 2 snipers)
I give pretty much everyone mimetic skin without a reason not to - Bioelectric Skin has some uses, but it's not serious competition. Playing with Training Roulette, it's best on whatever soldiers pick up the Major sniper promotion (half cover counts as full). I'll usually prioritise giving it to my Exalt agent, who I prefer to be an assault (Run & Gun) or - without Training Roulette - a sniper (Gunslinger, Double Tap). In particular using a new sniper as an Exalt agent can allow you to promote them quickly, which is often problematic with snipers.
5. Another heavy with mimetic skin.
6. Support with secondary heart (when they die)
7. Assault with secondary heart and adrenal fluids (when they kill)
8. Snipers with muscle fibre density (when they can jump)
I tend to give adrenal fluids to snipers, as they kill very reliably, and muscle fiber density to Heavies (even with random stats, Heavies tend to be picked from lower-accuracy soldiers in my experience and so need the elevational boost). Remember that you can have one of each type of genetic enhancement (skin, torso, brain, eyes, legs) for any individual soldier, not just one enhancement of any kind. Genetic mods aren't all that effective in isolation; they become valuable when you have several on an already strong soldier. I also give Hyper-reactive Pupils to anyone with Bullet Swarm (just thinking of it, I haven't done this yet but it's also a good pick for an Assault with Close Combat Specialist and/or Close and Personal).
Anyone have any other strategies? I guess the mind control ones are ok, but I see them as mainly purely defensive and thus a bit of a waste (I know secondary heart is purely defensive, however this involves certain death, whereas mind control can be mitigated in other ways).
Neural damping is frankly overpowered (while I don't see feedback as being useful at all). An alien who tries mind-controlling has a 5-turn cooldown - if you have a soldier with neural damping, and he's targeted, you basically nullify mind control for the rest of the combat. Since mind control is the only serious threat other than Sectopods and the ever-dangerous Cyberdiscs in the late game, and a threat mainly because your own soldiers are so powerful, this is a big issue. It really shouldn't have the "never mind controlled" part of the ability. It also has the rather unfortunate effect that Will isn't really a very important stat any more - thanks to medals soldiers never panic past the earliest game, and Neural Damping makes alien psionic powers unimportant.