Advice

Tuhalu
Posts: 433
Joined: Wed Feb 01, 2017 9:02 pm

Re: Advice

Post by Tuhalu »

LordYanaek wrote:
Is it so? I didn't look at the code, only the ini files but i was under the impression both squadsize and liberation were multiplicative modifiers and thus would counter each other on GP missions.[/quote]
From the code, the final number comes from (BaseHours + SquadSizeHours + CovertnessHours + LiberationHours) / DefaultBoostInfiltrationFactor[x].

SquadSizeHours is calculated as a BaseHours * (SquadSizeFactor - 1.0) where SquadSizeFactor is taken from the ini files.
CovertnessHours is calculated as (BaseHours + FMax(0.0, SquadSizeHours)) * (CovertnessFactor - 1.0) where CovertnessFactor is a fairly complex calculation that uses the average "covertness" of all your soldiers and their gear.
LiberationHours is calculated as BaseHours * (LiberationFactor - 1.0) where Liberation Factor is taken from the ini files.
DefaultBoostInfiltrationFactor[x] is taken from the ini files, where x is the difficulty (0-3 for rookie through legend).

From this, you can see that the hours from squadsize only cares about the original BaseHours value. Liberation adds a negative value to the final calculation of between 0% and 90% of BaseHours, but doesn't actually modify BaseHours and thus has no effect on the scale of SquadSizeHours.

Furthermore, BaseHours is much higher for Golden Path missions than any other mission. Either 6, 8, 9 or 10 more days depending on difficulty.

Lets take the veteran BaseHours and assume CovertnessHours wind up at 0. We'll infiltrate 10 men.

On a normal mission, you have BaseHours = 120 hrs (5 days) and 4.0 as your SquadSizeFactor. The calculation is 5 days + 5 days * (4.0 - 1.0) = 5 + 15 = 20d.

On a Golden Path mission, with no liberation quests done, you have BaseHours = 312 hrs (13 days). The calculation is 13 days + 13 days * (4.0 - 1.0) = 13 + 39 = 52d.

With the region fully liberated, the Liberation Factor is 0.1. The calculation is 13 days + 13 days * (4.0 - 1.0) + 13 days * (0.1 - 1.0) = 13 + 39 - 11d17hr = 40d9hr.

Normally, you won't see this huge a number due to the covertness modifier, which combines Officer leadership, class Perks (Covert, Ghostwalker, Tradecraft, etc), Suppressors, light armor (spider suit, wraith suit) and Chameleon Suits. There are also some classes/gear that cause a penalty to covertness, but their effect is relatively minor.

Mostly, you wind up with a number in the range of 20-30 days if you stack up enough covertness effects.

Note: If Liberation Factor applied to the total of BaseHours and SquadSizeHours, you'd be able to infiltrate the Psi Gate in 5.2 days without any covertness benefits at all.
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: Advice

Post by LordYanaek »

Well, thanks for this :) Makes a lot more sense now.
I thought the liberation boost was a big deal but it looks like it's not. Sad as it could be a good way to promote liberation and limit the "rush trough Golden Path missions while ignoring everything else" the late game tends to turn into.
Tuhalu wrote: Note: If Liberation Factor applied to the total of BaseHours and SquadSizeHours, you'd be able to infiltrate the Psi Gate in 5.2 days without any covertness benefits at all.
I didn't test liberation to help in the Golden Path actually and thought it would work this way, allowing a very quick infiltration of the mission to repay for the time and effort put into liberating the region. It looks like it's not really worth the effort from those numbers
Severian
Posts: 28
Joined: Wed Feb 01, 2017 2:23 pm

Re: Advice

Post by Severian »

Flapdrol wrote: IMO Red Fog makes the game a little bit easier, as AOE damage can now assist with group control. Firing a rocket into an 8-pack of advent and injuring all of them, makes it much harder for them to do something back. Instead of taking a 20% shot at an enemy, you now throw a grenade to partially disable him.
I agree. Red fog really helps with control I think, and slightly changes the way I play. I always try and have every enemy injured in some way the turn they reveal. I don't have to worry about enemies with 1 health left, as long as they don't have never-miss abilities (like viper spit). (If they do, of course, you need to kill them or disorient them.)
LordYanaek
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Joined: Mon Jan 23, 2017 1:34 pm

Re: Advice

Post by LordYanaek »

Red Fog definitely changes how you play.
As for making the game easier? Well, probably a tiny little bit ;)
It will often help you control the least dangerous opponents but on other times you'll have to choose between taking a low % shot (because of red fog) or spend some actions healing your guys so overall i think it's mostly fair
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Advice

Post by Jackal »

LordYanaek wrote:Red Fog definitely changes how you play.
As for making the game easier? Well, probably a tiny little bit ;)
It will often help you control the least dangerous opponents but on other times you'll have to choose between taking a low % shot (because of red fog) or spend some actions healing your guys so overall i think it's mostly fair
Okay, so, i'm trying a new twist: my second haven is still at Advent Level 2 so i'm going ot try liberating it instead of my first one. My idea is that I shouldn't do any missions except the one that will get me the first liberation mission
so, i just ignored an easy light/8day mission to rescue a VIP technician/ intel package

is there anything wrong with this idea?
Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Advice

Post by Psieye »

Jackal wrote: is there anything wrong with this idea?
It is valid playstyle. Just bear in mind the HQ mission will always be full of enemies no matter what and some of the later lib missions get a boost in Advent quantity too.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
Tuhalu
Posts: 433
Joined: Wed Feb 01, 2017 9:02 pm

Re: Advice

Post by Tuhalu »

Jackal wrote:Okay, so, i'm trying a new twist: my second haven is still at Advent Level 2 so i'm going ot try liberating it instead of my first one. My idea is that I shouldn't do any missions except the one that will get me the first liberation mission
so, i just ignored an easy light/8day mission to rescue a VIP technician/ intel package

is there anything wrong with this idea?
The thing is, early on you probably only have 3 regions contacted. If you try and keep 1 region "easy", then that means the other two regions are going to be getting harder as ADVENT floods in there instead. The higher vigilance and strength in those regions will remove the best missions you can do, forcing you to spend all your early intel and research on getting more regions, but without the benefit of easy scientists and engineers.

My basic strategy was to push through the first 3 liberation missions as quickly as I could in each of my 3 starting regions. Whichever order they reached the Network Tower was the order I liberated in. None of them got above Strength 5 before liberation. The difference between a Strength 5 region and a Strength 2 region is only about 4-5 enemies in the HQ Assault.

If 4-5 more enemies on a huge map is all it takes to beat you when you have 9 soldiers, then you need to get better at your tactical gameplay.
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Advice

Post by Jackal »

Tuhalu wrote:
Jackal wrote:Okay, so, i'm trying a new twist: my second haven is still at Advent Level 2 so i'm going ot try liberating it instead of my first one. My idea is that I shouldn't do any missions except the one that will get me the first liberation mission
so, i just ignored an easy light/8day mission to rescue a VIP technician/ intel package

is there anything wrong with this idea?
The thing is, early on you probably only have 3 regions contacted. If you try and keep 1 region "easy", then that means the other two regions are going to be getting harder as ADVENT floods in there instead. The higher vigilance and strength in those regions will remove the best missions you can do, forcing you to spend all your early intel and research on getting more regions, but without the benefit of easy scientists and engineers.

My basic strategy was to push through the first 3 liberation missions as quickly as I could in each of my 3 starting regions. Whichever order they reached the Network Tower was the order I liberated in. None of them got above Strength 5 before liberation. The difference between a Strength 5 region and a Strength 2 region is only about 4-5 enemies in the HQ Assault.

If 4-5 more enemies on a huge map is all it takes to beat you when you have 9 soldiers, then you need to get better at your tactical gameplay.

my first region is already at 6 so i was waiting... maybe now that i've got predator armor and laser sniper guns and laser machine guns..
Jackal
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Re: Advice

Post by Jackal »

just had a reinforcement ship fly in open its doors .. no one jumped out.. is this normal or a bug?
DerAva
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Joined: Thu Jan 19, 2017 8:46 am

Re: Advice

Post by DerAva »

LordYanaek wrote:Red Fog definitely changes how you play.
As for making the game easier? Well, probably a tiny little bit ;)
I think you are underselling red fog here by a significant margin. There are a lot of factors that give a clear advantage to XCOM here:
  • Most of the time you have some sort of ablative equipped on your soldiers, so the first few HP lost won't even trigger RF
  • XCOM has access to healing, Advent doesn't (bring in the Autodocs!)
  • RF lowers the aim debuff floor - without RF there is only so much you can do to reduce the enemy aim, with it it technically allows you to debuff an enemy's aim far enough that they have a 0% chance to hit a soldier standing out in the open
  • Most aoe damage abilities basically have a Flashbang like debuff effect baked in due to the damage - yes, it doesn't stop special abilities, but if you only care about the aim debuff then you just saved an action
  • Talking about action economy: since you can almost ignore enemies with extremely low health you don't have to spend an action to kill them right away
Looking at the stats screenshot of people who completed a campaign you often see 60-70% Flawless missions - red fog certainly was not a hurdle there.
Overall it's probably a force multiplier - if things go right they will turn out even better, if things go horribly wrong then it will feel painful - although you kind of have more "outs" if things go wrong, since you mostly have to apply significant RF to recover.
LordYanaek
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Re: Advice

Post by LordYanaek »

Jackal wrote:just had a reinforcement ship fly in open its doors .. no one jumped out.. is this normal or a bug?
Definitely a bug but it might just be a visual one as i've seen this occur and the reinforcements still dropped.
DerAva wrote:
  • RF lowers the aim debuff floor - without RF there is only so much you can do to reduce the enemy aim, with it it technically allows you to debuff an enemy's aim far enough that they have a 0% chance to hit a soldier standing out in the open
  • Most aoe damage abilities basically have a Flashbang like debuff effect baked in due to the damage - yes, it doesn't stop special abilities, but if you only care about the aim debuff then you just saved an action
The point about RF+Flashbang is good as i have seen enemies with as little as 6 aim when they have only 1HP left and are 'banged but most of the time when see this it occurred because you got the low end of the damage range (which can be pretty large on high tier weapons) so RF actually acted like an RNG mitigator on that shot which i tend to like.
As for only caring about the aim debuff ... well, past the early game almost every enemy at least have some grenades so i rarely care only for the aim debuff. I might care only for aim+move debuff if the enemy is too far for grenades of course.

I don't deny it's more often a help than a hindrance but it can bite back pretty hard which is why i consider it fair. I like it for the additional tactical options and better class balance (who would care about medic specialist without RF?) but of course it's a personal preference.
It's certainly not a cheat as long as you keep it active for both sides (also some enemies are immune to RF).

I think advent should have some ablative hit points on their armors thought (every enemy in armor in fact) but i also think the entire armor system should be changed to provide at least part ablative. But that's another story.
Jackal
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Re: Advice

Post by Jackal »

follow up.. do, the reinforcements came every turn for like three, so i decided to send my specialist out to see if he could find another tower to hack (i've never done that before) .... i'd already put everyone in the evac zone (they werent' when the bug first happened) but him and BANG the reinforcements showed up that turn.. they were the kind that "beamed" in and they showed up for real

I think my game is acting weirder and weirder .. it's crashed a couple of times recently

if i re-install it, will i have to start over?
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Advice

Post by Jackal »

LordYanaek wrote:
Jackal wrote:just had a reinforcement ship fly in open its doors .. no one jumped out.. is this normal or a bug?
Definitely a bug but it might just be a visual one as i've seen this occur and the reinforcements still dropped.

That was kind of what i thought, but they never showed.. and then reinforcements came in turn after turn with no ship and no actual enemies.. until the last one "beamed" in...
Jackal
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Re: Advice

Post by Jackal »

LordYanaek wrote: But that's another story.

so, am i screwing up making my soldiers officers... i STILL don't quite get the ranking system and whether or not the Sergeant is more important than the 2nd Lieutenant etc..

Am I messing up, ranking up all my SSGT's?

Also,

also, i'm about to go on my second radio tower (the one that opens up the HQ mission) and my second and third havens are stuck on 6 and 8 rebels.... i have a ton of recruits but no rebels...

also, i think i've only had one Faceless mission, is that because i've been keeping so much intel?

I don't want to screw up my trajectory. I am hoping the mission I am about to unlock tomorrow will open the radio tower for my second haven which is only in Advent Level 3. If i bust that open, i am hoping to go in gangbusters on that regions HQ right after that mission.

-- j
ginyu549
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Joined: Sat Apr 29, 2017 3:58 pm

Re: Advice

Post by ginyu549 »

Jackal wrote: so, am i screwing up making my soldiers officers... i STILL don't quite get the ranking system and whether or not the Sergeant is more important than the 2nd Lieutenant etc..

Am I messing up, ranking up all my SSGT's?
I don't think you are screwing up, but there are some things to think about.

First off, officer abilities only work for 1 officer per squad/mission. If you take more than 1 officer on a mission only the highest ranking officer will have their officer abilities, any other officers have their officer abilities disabled. If you take 2 or more officers of the highest rank, then the one with the best will is the "command" officer, and the others have their officer abilities disabled. So that means more or less it's best to only take 1 officer per mission as the "unit commander". You can still take the other soldiers that are officers on the mission, but you don't get their officer abilities.

Second, training the officers takes time, so you will only be able to train so many officers. It's best (IMO) to decide which soldiers you think will make the best officers and train up enough of them that you can take one on every mission, or have one in every squad. And it's probably wise to have a few backups, just in case...

The ranks don't really mean anything compared to the soldier ranks. All it is is a marker to show you how many perks/abilities you have. there's no in-game effect of the rank besides those abilities. Of course the higher rank officer you are the more uses of the "command" ability you have. IMO that's the best officer ability and the best reason to rank up your officers.
Jackal wrote: lso, i'm about to go on my second radio tower (the one that opens up the HQ mission) and my second and third havens are stuck on 6 and 8 rebels.... i have a ton of recruits but no rebels...

also, i think i've only had one Faceless mission, is that because i've been keeping so much intel?

I don't want to screw up my trajectory. I am hoping the mission I am about to unlock tomorrow will open the radio tower for my second haven which is only in Advent Level 3. If i bust that open, i am hoping to go in gangbusters on that regions HQ right after that mission.

-- j
Besides the jailbreak missions, which sometimes give you rebels, if you put a soldier in the haven as an adviser then they will slowly recruit more rebels over time. Whether or not you get rebels or rookies in a jailbreak is up to the RNG I think, not much you can do if that's the issue, just hope you get another jailbreak with more rebels.

A soldier adviser in your haven will also eventually find faceless and trigger the faceless hunt missions. It's possible (especially early in the game) to have hunted all the faceless out of your havens and not have any faceless to hunt! If you don't have a soldier in the haven, say you have a scientist, engineer, or no one, then you will never find any more faceless. Only soldiers can trigger that mission.

Sounds to me like you're doing pretty good. Just don't concentrate too much on liberations, once you get the blacksite mission you should start slowly working your way down the story path (be sure you're geared up of course). Liberations do help with a lot of different things, so do them when you can, but advent global strength will keep going up no matter what and the longer you take to get to the story the harder all the missions will become. In fact if you liberate too many regions it can backfire because you won't have any regions to run missions in, and the ones where you can run missions will have all the advent strength for the whole world concentrated in them.
Jacke
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Re: Advice

Post by Jacke »

Jackal wrote:That was kind of what i thought, but they never showed.. and then reinforcements came in turn after turn with no ship and no actual enemies.. until the last one "beamed" in...
There is apparently a bug fixed in 1.3 that leads to empty reinforcement drop ships, so a variant of that could have been the early ones. And when there are actual aliens in the pod, it deploys in via a void rift effect, which could have been the last one.
Jackal
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Re: Advice

Post by Jackal »

ginyu549 wrote:
I don't think you are screwing up, but there are some things to think about.

First off, officer abilities only work for 1 officer per squad/mission. If you take more than 1 officer on a mission only the highest ranking officer will have their officer abilities, any other officers have their officer abilities disabled. If you take 2 or more officers of the highest rank, then the one with the best will is the "command" officer, and the others have their officer abilities disabled. So that means more or less it's best to only take 1 officer per mission as the "unit commander". You can still take the other soldiers that are officers on the mission, but you don't get their officer abilities.

Second, training the officers takes time, so you will only be able to train so many officers. It's best (IMO) to decide which soldiers you think will make the best officers and train up enough of them that you can take one on every mission, or have one in every squad. And it's probably wise to have a few backups, just in case...

The ranks don't really mean anything compared to the soldier ranks. All it is is a marker to show you how many perks/abilities you have. there's no in-game effect of the rank besides those abilities. Of course the higher rank officer you are the more uses of the "command" ability you have. IMO that's the best officer ability and the best reason to rank up your officers..
Thanks, ginyu. I mostly get that part, although you wouldn't know it from my last mission where I clicked on my specialist to make sure he would be in range to either give my soldier +3 extra movement or the command for an entire extra move only to realize that I didn't have a freakin' officer AT ALL.... sheesh. Survived the mission with a badly wounded Shinobi .... LOL

and i do get the waste of sending more than one officer on a mission..

i am more concerned with how it affects their status for being the rebel advisor and I, blush, i admit i don't really understand the ranking very well
ginyu549
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Joined: Sat Apr 29, 2017 3:58 pm

Re: Advice

Post by ginyu549 »

Jackal wrote: i am more concerned with how it affects their status for being the rebel advisor and I, blush, i admit i don't really understand the ranking very well
I'm not 100% sure, but I don't think the officer ranks (or regular soldier ranks for that matter) affects anything as far as being a haven adviser (They might actually recruit a bit faster or have a better chance to find faceless?). I think personally that it's a good idea to have an officer as a haven adviser, but only because you get command, and the other officer abilities for the faceless missions, and retaliations. With only the one soldier and some rebels those officer abilities can be really handy.

As far as the ranking, I didn't pay much attention to it myself. You can sort your soldiers by rank and see who has a higher rank (that's the default sorting in the barracks/squad screens) but by the end game I had so many havens and advisers were getting wounded all the time, so I was switching advisers all the time, I just lost track. I didn't feel like micro-managing all the regions and their advisers, so a lot of the time I just had random soldiers in the havens and it all worked out for the most part. (There were a few tragedies though lol. - sorry West Africa.)

I think the only ranks that matter in the havens are the rebel ranks. A rebel with a rank (versus one without) gets one or two combat perks to use on missions, and also gathers more intel or supplies or whatever. The more ranks a rebel has the more they gather.

I guess with officers there are also a few things in the GTS/AWAC that you need an officer of a certain rank to buy? I don't remember exactly but I'm sure there's something good...
Tuhalu
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Re: Advice

Post by Tuhalu »

Both Officer Ranks and their basic Rank make a soldier advisor better at detecting the Rendevouz mission. Officer Ranks are about half as good for this purpose as their basic rank.

Soldier advisors also count as working the Recruit job and their basic rank affects the percentage bonus they give to all Recruit jobs in the haven.
Jackal
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Re: Advice

Post by Jackal »

ginyu549 wrote:
I think personally that it's a good idea to have an officer as a haven adviser, but only because you get command, and the other officer abilities for the faceless missions, and retaliations. With only the one soldier and some rebels those officer abilities can be really handy.
.

DUH.... i can't believe i didn't make that obvious connection... I guess my faceless missions have been pretty easy so far, but THANKS IN ADVANCE for that one.

I hope my xcom soldiers can't see this screen from inside the hard drive or i may have a mutiny on my hands when they realize how much of a ding bat their supreme leader is LOL
LordYanaek
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Re: Advice

Post by LordYanaek »

Jackal wrote: I hope my xcom soldiers can't see this screen from inside the hard drive or i may have a mutiny on my hands when they realize how much of a ding bat their supreme leader is LOL
Nah, put the blame on Tygan who caused brain damage when he removed the chip :lol:

Re : Faceless and Co
  • Each (normal) rank is worth 5 "points" of "detection strength" (for lack of a better word) until rank 4 (Sgt) then you get 2.5 until TSgt and 1 for GSgt and MSgt.
  • Each officer rank is worth 2.5 point for the first 4 ranks (up to Major) then 2 and the final rank is 1.
  • Psi ranks have a strange progression of 6-12-20-25-30-35-40-45
Psi troopers are the best at finding faceless but otherwise a simple Sgt with 2 officer ranks gives you 25 pts. Going to higher levels will cost more efforts for reduced gain in detection power but of course, the higher your detection, the betters.
You should also keep in mind that Advisors will fight not only in Rendezvous missions but also retaliations so having a good soldier with good gear is always a good idea. I don't give my best gear to advisors because i need it for my squads but leaving them with ballistic weapons the entire campaign is a bad idea.
I don't really use command with my advisors as they are usually the best soldiers in the mission (for rendezvous) so loosing their attack to give an additional action to a rebel is rarely interesting but i guess it can be useful for a good flank or run and flashbang.
Jackal
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Re: Advice

Post by Jackal »

HUZZAH!! i liberated my first haven... i actually took out a troop column and bumped my infiltration 3 hours before another advent column that I couldn't stop was about to push into my haven. It was only Extremely Heavy.... I slowly made my way through... no causalities... only two minor wounded. I really am having to learn to play slower and smarter. I went with one sniper, one ranger, two techs, one grenader with stingers, one shinobi for scouting and a assault to get me out of overwatch situations and to use run&gun and trench gun...

now, I have to decide what to do with my liberated colony...is there any reason to do anything beside recruit or supplies? I have to research that and decide how much loot to spend etc.

now, i have to decide what to do next, lol. i've suffered a LOT of DE that i never had a chance to stop ... like freakin' faceless for a month, booooo..... but the counter is only on four


thanks for all the advice guys
Tuhalu
Posts: 433
Joined: Wed Feb 01, 2017 9:02 pm

Re: Advice

Post by Tuhalu »

Jackal wrote:HUZZAH!! i liberated my first haven... i actually took out a troop column and bumped my infiltration 3 hours before another advent column that I couldn't stop was about to push into my haven. It was only Extremely Heavy.... I slowly made my way through... no causalities... only two minor wounded. I really am having to learn to play slower and smarter. I went with one sniper, one ranger, two techs, one grenader with stingers, one shinobi for scouting and a assault to get me out of overwatch situations and to use run&gun and trench gun...

now, I have to decide what to do with my liberated colony...is there any reason to do anything beside recruit or supplies? I have to research that and decide how much loot to spend etc.
You did the HQ Assault with only 7 guys? Or did you forget one or two of them? Learning to play missions methodically is a big deal for defeating the big no-timer missions as you learned. It's hard to avoid getting one or two wounds, but you can usually avoid taking any more than that if you avoid a rolling engagement.

Intel in a liberated region is largely wasted effort. Recruiting can be useful for the chance to randomly recruit a Scientist or Engineer (rare, but possible in liberated regions) and to provide a population buffer against Invasions (if any happen), but you don't want to overdo it. A steady source of supplies from liberated regions is very useful and can easily match or beat out your income from black market sales over the course of a campaign.
LordYanaek
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Re: Advice

Post by LordYanaek »

Intel job in liberated missions is only useful to provide actual Intel and detect an incoming invasion. Unfortunately the incoming invasion might actually never happen and those rebels on Intel are not gathering supplies so you're actually not gathering supplies to maintain your ability to gather supplies which makes little sense. It makes even less sense when you consider you probably need 8-10 rebels on intel to have a good chance to detect that invasion (it will be worse in 1.3 with 0% missions being harder : that mission is a supply raid BTW).

So yeah, it's not very useful unless maybe if you want to create a "border defense" region to intercept invasions and you have more liberated regions adjacent to that one.

As for recruit, it depends how many people you already have. When i have less than 13 i usually try to run some recruit until i reach 13 for max supplies. When i'm at max count i usually don't as there is always a risk you'll get some faceless but in my finished campaign i managed to get a scientist and engineer from one liberated region and it was great help.
Jackal
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Re: Advice

Post by Jackal »

Tuhalu wrote: You did the HQ Assault with only 7 guys? Or did you forget one or two of them? Learning to play missions methodically is a big deal for defeating the big no-timer missions as you learned. It's hard to avoid getting one or two wounds, but you can usually avoid taking any more than that if you avoid a rolling engagement.

Intel in a liberated region is largely wasted effort. Recruiting can be useful for the chance to randomly recruit a Scientist or Engineer (rare, but possible in liberated regions) and to provide a population buffer against Invasions (if any happen), but you don't want to overdo it. A steady source of supplies from liberated regions is very useful and can easily match or beat out your income from black market sales over the course of a campaign.

Doh! Man, those guys would be pissed... to be fair, I had my specialist, who is slow (made slower by a laser rifle, not a sten gun) hang back the entire mission... but how could i forget my gunner... 'Bubbles' (that nickname kills me) came through a couple of times with clutch shots either under 40% or killing a guy trying to break suppression (Advanced Hair Trigger FTW!)

So, yeah, 9 guys... you were right about 10 being waaaay too much extra time. It turned out perfect too because of the troop invasion i was able to avoid ... i went in at 140something %

thanks for the advice about the intel. Saved me some leg work. will be nice to finally have some income!
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