Posted: Wed Sep 01, 2004 12:20 pm
xaasf, that was the worst xcom strat I have ever read... are you playing on super-easy or something?
Tip 1:
Keep your crew alive... even if you have to resort to save, oops, reload, save, oops, reload tactics. Before you know it, you'll have your very own Tatyana Bulakov (©Vonkaar) with 300 kills and you'll start clearing artifact missions (circa TFTD) with only ONE person and a backpack full of sonic cannon ammo. She was so hardcore it was like playing Blade in a game full of retarded paraplegic alien vampires.
Tip 2:
Research is the key but you'll need alien technology a LOT more than your own. Med Kit is the only thing you immediately need (see tip 1). Learn the key alien autopsy techs (I forget which is which) and you'll start clearing jungles with their badass weaponry. Alien grenades are especially important.
Tip 3:
Pay attention to the alien activity charts. You WILL lose the USA funding eventually, but you can delay this if you baby them... put several bases with LOTS of RADAR/SONAR on both coasts (I usually did Miami and near Hawaii for TFTD). If you see the charts spiking over a particular country, send a craft to the biggest city and park it for a few days until you find their base. Knock it out... even if the base was alive and 'corrupting' for a few weeks, the points you get for a fully deestroyed base will probably win the country back in your favor.
Tip 4:
Don't be a pussy about bases... in TFTD, the Crab-men are so fucking rough, fully clearing a base is nearly suicidal. Don't even try. Bomb the controller and get out. In X-Com1, go for it. 1500 points a base should be the norm. Plus, you get so many artifacts, you can keep your operations funded simply by the loot you obtain.
Top 5:
Figure out the research tree to get alien craft ASAP. If you get to the 'later' stages of the game and EVERY ship is 'huge', you'll surely want to have 10 alien technology-enhanced ships to knock them down. You always get more points from a knocked-down craft that is then looted than a 'landed' craft that is taken out. Every hour that a craft is landed and operational, you are losing points and the country is being corrupted. Don't lose countries!!
Ya'll can tell that I can type with 1 full hand now, yes?
Tip 1:
Keep your crew alive... even if you have to resort to save, oops, reload, save, oops, reload tactics. Before you know it, you'll have your very own Tatyana Bulakov (©Vonkaar) with 300 kills and you'll start clearing artifact missions (circa TFTD) with only ONE person and a backpack full of sonic cannon ammo. She was so hardcore it was like playing Blade in a game full of retarded paraplegic alien vampires.
Tip 2:
Research is the key but you'll need alien technology a LOT more than your own. Med Kit is the only thing you immediately need (see tip 1). Learn the key alien autopsy techs (I forget which is which) and you'll start clearing jungles with their badass weaponry. Alien grenades are especially important.
Tip 3:
Pay attention to the alien activity charts. You WILL lose the USA funding eventually, but you can delay this if you baby them... put several bases with LOTS of RADAR/SONAR on both coasts (I usually did Miami and near Hawaii for TFTD). If you see the charts spiking over a particular country, send a craft to the biggest city and park it for a few days until you find their base. Knock it out... even if the base was alive and 'corrupting' for a few weeks, the points you get for a fully deestroyed base will probably win the country back in your favor.
Tip 4:
Don't be a pussy about bases... in TFTD, the Crab-men are so fucking rough, fully clearing a base is nearly suicidal. Don't even try. Bomb the controller and get out. In X-Com1, go for it. 1500 points a base should be the norm. Plus, you get so many artifacts, you can keep your operations funded simply by the loot you obtain.
Top 5:
Figure out the research tree to get alien craft ASAP. If you get to the 'later' stages of the game and EVERY ship is 'huge', you'll surely want to have 10 alien technology-enhanced ships to knock them down. You always get more points from a knocked-down craft that is then looted than a 'landed' craft that is taken out. Every hour that a craft is landed and operational, you are losing points and the country is being corrupted. Don't lose countries!!
Ya'll can tell that I can type with 1 full hand now, yes?
