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Old 02-08-2016, 10:58 AM   #52
jeff061
Grizzled Veteran
 
Join Date: Nov 2003
Location: MA
I've restarted a few games, similar to XCom 1. Bad pacing or research choices. 3rd play through now, made a beeline for squad size upgrades, armor upgrades and magnetic weapons. Seems to be going much better. In mission benefits aside, when you are up to 5 or 6 teammate you can absorb a rookie much more easily. Ideally you end up with a pool consisting of less rookies as you cycle them into mission, but they can also serve as cheap meat shields that don't impact you too much if they die(just recruiting costs).

First time through I raced up the story before getting my shit in order and it wasn't pretty. Second play through I waited too long to upgrade squad size.

Really enjoying the game. I don't mind the turn limits, but I'm not sure how much of a fan I am of the advent doomsday clock. I haven't gotten further enough in to see how that impacts things at a macro level.
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