Early Hints and Tips
Posted: Mon May 14, 2007 5:04 am
Here are my early bird hints and tips for the uninitated (new players).
1. After achieving your first promotion, all soldiers should get +3 AP and +2 shooting. (some soldiers get the other way around, +2 AP and +3 shooting, since their shooting may be dirt low). Sure, accuracy is nice, but having AP means you can move further, and take more shots. After the first promotion, keep adding AP and accuracy at about +1 each, and add some bravery and health. Oh, and Reactions is VERY nice, especially later on (as in my soldier took TWO opportunity shots). Realize that these other areas are also useful. Specialize for the Throwers with less shooting, but do not go overboard unless you like the grenade style of play (even a 32 throwing skill can get the bomb on target enough to damage the enemy). Oh, and later on you will need strength. Strength scores of 40, 48, 50, 52 and 60 are eventual mid-game necessities. Not all soldiers need mega strength, but still. (EDIT. Also, er, str 70. hmm. probably more.)
(There are 6 main skills, AP, Health, Bravery, Reactions, Strength and Shooting. Throwing is less important since if you are that close you should not miss too badly. But you only get 5 points to spend. A balanced approach is needed, although some soldiers may specialize. I usually (but not always) load up on AP early with +3 and then +2 on the first 2 promotions, and if we miss the target ... oh well, another soldier gets to try. Your newer Rookies will drag the whole team down if they cannot move with the team.
2. Try to build one base a month starting in FEB the first year. DO NOT BUILD A BASE THE FIRST MONTH (they cost 1 million+ each, and you only have 1 million to start with. Wait until FEB when you get lotsa cash, then add a base every 1st of the month). After 3 new bases think about adding more fighters but you may have to save to build a base WITH FIGHTERS on the far side of the planet. You will need multiple sorties to handle the incoming load of aliens around APR/MAY. I usually take the three areas close to main base first since these hangars can assist the main base fighters. I don't add extra hangars until later.
3. Use the light tank early on as a scouting unit. Do not get too fancy with 'letting the soldiers get the kill'. If you play the vanilla game, you will be on many, many missions, and it takes a lot of exp to get the higher ranks. You can always replace a cheap tank, and keep your soldiers out of sickbay. This is important early on since you only have 8 soldiers to start with. You will get about 1 raw rookie per month the first year. Work them in on your team and realize you may need these guys sooner than anticipated.
Do not get too happy when you get a new tank design. You have to build them, and if destroyed it is gone. Also, the later tanks are nice but not much more powerful than expected. Eventually, I do not even bother with tanks, but it is always a nice fallback tactic to use a cheap tank in case many soldiers are out of action. I keep one each of the new designs at main base in case I am attacked there.
4. Be careful building too many labs or workshops early on. When assigned to projects you will waltz through the cash fast. If you get through the tech tree, the game knows this, and it gets harder. Be happy that your scientists have something to do.
(I was able to research all tech one items the first 12 months, and I did not add a new lab, but I did delete the initial lab and added a new workshop after advanced labs. I now have 3 workshops and 1 ad lab, which works well.)
5. Base defences are not that great. Have a few to keep smaller ships away, but understand that the aliens are masters in space and can wreck any base you have.
6. Patience. Later, huge ships will show up and it does not get any easier. Still, keep plugging away. You will succeed eventually.
7. If your soldiers are almost all in the hospital, think about not searching all enemy crash sites. The smaller sites are not that great anyway, and scouts are actually harder than much larger ships (until you get better armor on all mission soldiers).
8. Use all of the weapon types you have at your disposal. Always take a few rifle, shotgun, missiles, and, lateron, the various heavy and special weapons. You never know what you are facing until you are in the mission zone.
9. Later on, you will have more technology. Build everything. Consider, you have 2 new fighter cannons besides the stock one you can buy. Build both of them. They take a while, and if you build both you will get both. Meanwhile, if you build just the best item (which is usually harder to build and takes more time even with extra engineers), you will get one at a time, whereas if you built both the 2nd and the 3rd items you will get a steady stream of new tech (which is still way better than the stuff you can buy). Do this with the soldier weapons as well.
10. Try to keep soldiers with the same or similar weapons. That way you will look for them when the time is needed for a particular job. It makes it easier to keep track of who has what and adds 'personality' to your soldiers. (Gee, Nancy the Heavy Weapons specialist is out of action in sickbay, I guess we'll just have to go without Heavy Lasers this time ...)
Use the lowest ranking soldiers for advance scouting and opening critical doors. If they fall, you will still have your veterans. For one thing, someone has to 'take point' and perform the advance recon. In some of my toughest battles, a lot of soldiers died early on but we did damage and had to clear the enemy base with 'whomever is left'. It is very nice if your #1 and #2 officers are still alive in times like those ...
11. Although I have never done so, some players may suggest a quick evacuation in some situtations. There are enemies that you may have trouble with. If you do not have the right weapons some enemies are extremely tough to take out, so staying in those situations is outright suicide. Have your sqaud load up with every weapon type available, and have several soldiers capable of carrying heavy weapons in case the guy with the heavy weapon is dropped. Also, always load up on stimpacks and grenades and extra ammo. And don't get fancy with the kills! Whoever has a shot should take it, and if you move a different soldier into view ... WHAM, guess what? Mr. Alien had a few AP he did not know about and now your would-be experience getter is in sickbay. Also, save AP to move away from the target in case it does not die. I have seen 90+ accuracy miss since the soldier knew he was not going to be able to move afterwards and was gonna die.
12. Research. Advanced Cannon is a must have the first month, since if you can not shoot down the little ships you are gonna have a tough time. Keep building ad cannons for a long time, they are a nice plug-in when your better cannons are not available (due to combat losses).
As for the rest of the research, I do not want to spoil things. So, work on what you think is best for the situtaion. Need better weapons? Then go for lasers, (bear in mind, lasers lead to laser 1 which leads to laser 2 and then laser 3. You want 2 and 3, but after researching them you still have to FABRICATE them.)
13. Workshops. Early on there will not be much to build. Later on, your scientists will not have anything to research, and then the engineers will be very busy. Unlike the original game, some items just take too long to assign many workers to. Also, unlike the original game, you need everything. Grenades, ammo, guns (various types), armors, fighters, fighter equipment, specialized gear, the works. Basically, do a little at a time. I usually have 1 worker per project and 10-15 projects at all times. I prioritize for 'crucial equipment'. Also, I 'brainstorm' by adding many workers near the end of larger projects. I sometimes do this for research as well.
14. PS, I do not use any mods, so this is my list of tips for the stock game.
Anyway, hope this helps some. (lotsa typos in me post)
1. After achieving your first promotion, all soldiers should get +3 AP and +2 shooting. (some soldiers get the other way around, +2 AP and +3 shooting, since their shooting may be dirt low). Sure, accuracy is nice, but having AP means you can move further, and take more shots. After the first promotion, keep adding AP and accuracy at about +1 each, and add some bravery and health. Oh, and Reactions is VERY nice, especially later on (as in my soldier took TWO opportunity shots). Realize that these other areas are also useful. Specialize for the Throwers with less shooting, but do not go overboard unless you like the grenade style of play (even a 32 throwing skill can get the bomb on target enough to damage the enemy). Oh, and later on you will need strength. Strength scores of 40, 48, 50, 52 and 60 are eventual mid-game necessities. Not all soldiers need mega strength, but still. (EDIT. Also, er, str 70. hmm. probably more.)
(There are 6 main skills, AP, Health, Bravery, Reactions, Strength and Shooting. Throwing is less important since if you are that close you should not miss too badly. But you only get 5 points to spend. A balanced approach is needed, although some soldiers may specialize. I usually (but not always) load up on AP early with +3 and then +2 on the first 2 promotions, and if we miss the target ... oh well, another soldier gets to try. Your newer Rookies will drag the whole team down if they cannot move with the team.
2. Try to build one base a month starting in FEB the first year. DO NOT BUILD A BASE THE FIRST MONTH (they cost 1 million+ each, and you only have 1 million to start with. Wait until FEB when you get lotsa cash, then add a base every 1st of the month). After 3 new bases think about adding more fighters but you may have to save to build a base WITH FIGHTERS on the far side of the planet. You will need multiple sorties to handle the incoming load of aliens around APR/MAY. I usually take the three areas close to main base first since these hangars can assist the main base fighters. I don't add extra hangars until later.
3. Use the light tank early on as a scouting unit. Do not get too fancy with 'letting the soldiers get the kill'. If you play the vanilla game, you will be on many, many missions, and it takes a lot of exp to get the higher ranks. You can always replace a cheap tank, and keep your soldiers out of sickbay. This is important early on since you only have 8 soldiers to start with. You will get about 1 raw rookie per month the first year. Work them in on your team and realize you may need these guys sooner than anticipated.
Do not get too happy when you get a new tank design. You have to build them, and if destroyed it is gone. Also, the later tanks are nice but not much more powerful than expected. Eventually, I do not even bother with tanks, but it is always a nice fallback tactic to use a cheap tank in case many soldiers are out of action. I keep one each of the new designs at main base in case I am attacked there.
4. Be careful building too many labs or workshops early on. When assigned to projects you will waltz through the cash fast. If you get through the tech tree, the game knows this, and it gets harder. Be happy that your scientists have something to do.
(I was able to research all tech one items the first 12 months, and I did not add a new lab, but I did delete the initial lab and added a new workshop after advanced labs. I now have 3 workshops and 1 ad lab, which works well.)
5. Base defences are not that great. Have a few to keep smaller ships away, but understand that the aliens are masters in space and can wreck any base you have.
6. Patience. Later, huge ships will show up and it does not get any easier. Still, keep plugging away. You will succeed eventually.
7. If your soldiers are almost all in the hospital, think about not searching all enemy crash sites. The smaller sites are not that great anyway, and scouts are actually harder than much larger ships (until you get better armor on all mission soldiers).
8. Use all of the weapon types you have at your disposal. Always take a few rifle, shotgun, missiles, and, lateron, the various heavy and special weapons. You never know what you are facing until you are in the mission zone.
9. Later on, you will have more technology. Build everything. Consider, you have 2 new fighter cannons besides the stock one you can buy. Build both of them. They take a while, and if you build both you will get both. Meanwhile, if you build just the best item (which is usually harder to build and takes more time even with extra engineers), you will get one at a time, whereas if you built both the 2nd and the 3rd items you will get a steady stream of new tech (which is still way better than the stuff you can buy). Do this with the soldier weapons as well.
10. Try to keep soldiers with the same or similar weapons. That way you will look for them when the time is needed for a particular job. It makes it easier to keep track of who has what and adds 'personality' to your soldiers. (Gee, Nancy the Heavy Weapons specialist is out of action in sickbay, I guess we'll just have to go without Heavy Lasers this time ...)
Use the lowest ranking soldiers for advance scouting and opening critical doors. If they fall, you will still have your veterans. For one thing, someone has to 'take point' and perform the advance recon. In some of my toughest battles, a lot of soldiers died early on but we did damage and had to clear the enemy base with 'whomever is left'. It is very nice if your #1 and #2 officers are still alive in times like those ...
11. Although I have never done so, some players may suggest a quick evacuation in some situtations. There are enemies that you may have trouble with. If you do not have the right weapons some enemies are extremely tough to take out, so staying in those situations is outright suicide. Have your sqaud load up with every weapon type available, and have several soldiers capable of carrying heavy weapons in case the guy with the heavy weapon is dropped. Also, always load up on stimpacks and grenades and extra ammo. And don't get fancy with the kills! Whoever has a shot should take it, and if you move a different soldier into view ... WHAM, guess what? Mr. Alien had a few AP he did not know about and now your would-be experience getter is in sickbay. Also, save AP to move away from the target in case it does not die. I have seen 90+ accuracy miss since the soldier knew he was not going to be able to move afterwards and was gonna die.
12. Research. Advanced Cannon is a must have the first month, since if you can not shoot down the little ships you are gonna have a tough time. Keep building ad cannons for a long time, they are a nice plug-in when your better cannons are not available (due to combat losses).
As for the rest of the research, I do not want to spoil things. So, work on what you think is best for the situtaion. Need better weapons? Then go for lasers, (bear in mind, lasers lead to laser 1 which leads to laser 2 and then laser 3. You want 2 and 3, but after researching them you still have to FABRICATE them.)
13. Workshops. Early on there will not be much to build. Later on, your scientists will not have anything to research, and then the engineers will be very busy. Unlike the original game, some items just take too long to assign many workers to. Also, unlike the original game, you need everything. Grenades, ammo, guns (various types), armors, fighters, fighter equipment, specialized gear, the works. Basically, do a little at a time. I usually have 1 worker per project and 10-15 projects at all times. I prioritize for 'crucial equipment'. Also, I 'brainstorm' by adding many workers near the end of larger projects. I sometimes do this for research as well.
14. PS, I do not use any mods, so this is my list of tips for the stock game.
Anyway, hope this helps some. (lotsa typos in me post)
