My five tips for success (so far...)

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.
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jryan99
Posts: 2
Joined: Tue May 08, 2007 10:06 pm

My five tips for success (so far...)

Post by jryan99 »

1) Unlike X-Com, you can't manufacture things for profit... so far. Newley invented laser rifles aren't a hot commodity on the world market for some reason.

2) Hit Alien bases early, or at least try not to let a month pass with a zone in Alien control. You will most likely be strugling to stay in the balck financially.... a loss of a zone perminently could be disasterous.

3) I like laser rifles. The added accuracey and damage tends to make all the difference.

4) Rotate your squads early on while they can get experience somewhat safely. Then once they all have a level or two, dump the tank. Four extra soldiers have more firepower and flexibility than a tank.... and after a level or two they should all be crack shots.

5) I tend to carry 20 researchers and 20 builders... I run three research jobs simultaneously at all times (10 on a weaponry project, and two 5 man "autopsy" teams), in manufacturing I usually have 5 assigned to ammo, 5 to medkits, and 10 either idle or building the next big thing.
GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: My five tips for success (so far...)

Post by GalacticOrigins »

I agree with most, except the engineers/scientists. I would reccommend only 10 each until ad lab is available, then the ad lab and 3 workshops. That is, unless you have 8 bases and 2 fighters at each. Then, if so, you can defend your territory better.
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