![]() Once I have the contacts, power and resources, I expand a bit. It gives me time to investigate rumours and means I'm not requiring Resistance Comms and Power too soon. Regions - I stick on 2-3 regions for quite a while which keeps my territory tight and cozy, if a bit poor. They give larger squads, faster healing and covert actions. I put a workshop nice and central as soon as I can afford it, but I build GTS, Infirmary and Resistance ring as priorities. I don't build power or comms until necessary. ![]() In WOTC I go with whatever Tygen says is inspired, since fast research is best research.įacilities - begin excavations immediately, aiming as best I can towards the power conduits. ![]() I don't autopsy until nothing else to research OR instant research. Research priority - Armour (cuz my soldiers need to take a hit or two) and Weapons (dead Advent can't damage you (zombies not withstanding)). What works for me (and I'm not playing on superhard - not good enough for that!): I put in "Spoiler-free" in the title because I can imagine that there are some missions and things that happen that may lose their punch if they're spoiled. What research have you found is good to prioritize? How important is it to contact other regions, and how quickly? How should you prioritize new constructions? Which abilities are good and which are bad? etc. With this in mind, what have you other Commanders learnt from XCOM 2: WotC that you can pass on? Your first attempts will most likely fail, but you will learn things that will help you the next time. Something I've learnt from playing various rougelikes is that knowledge is power. It's helping me adjust my mindset from looking at is a pure strategic and tactical game to one that includes, at times, surprisingly random elements that need to be accounted for, beyond merely to-hit-percentages. Others have pointed it out before, but it's just now becoming clear to me. ![]() The more I play XCOM 2, the more I see that it has a lot of roguelike elements in its DNA. ![]()
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