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39. Re: XCOM: Enemy Unknown DLC Released; Two More Packs Planned Oct 24, 2012, 19:37 Flatline
Tim Collins wrote on Oct 24, 2012, 12:53:
Creston that is the best damn info EVER....seriously i was in awe reading your strat. I knew they goofed...good call on waiting to do the containment thing.'

JSP thank you also.

I'll elaborate a little more myself. Never build spares of anything if you can help it except for satellites, and then only build what you can launch during that month. Unless a country asks for it, you can't sell anything you build off (one of the big complaints IMHO). Since the only thing you exhaust is alien grenades until you research that in the foundry, you'll only ever need say 2 medkits.

I'll take that to an even further extreme. I'll go to deploy and when I get to the squad selection screen I kit out and then anything I feel I'm missing I'll actually cancel the deployment, rush over to engineering, and buy precisely what I need, since foolishly enough making gear is instantaneous.

The assault soldier's ability to get a reaction attack if an enemy moves within 4 squares is effing GOLD. My two assault specialists have somewhere like 40 kills each, and are alive because of that very ability.

Squadsight for your sniper post-patch is way, WAY better than move & shoot (I've lost maybe a dozen opportunities to kill aliens without move & shoot, but my sniper has like 70+ kills, mostly due to squadsight).

Asia, if you can, is a GREAT place to fill out mid-game if you have the opportunity. Why? 50% cost reduction in the officer school AND 50% cost reduction in the foundry = a LOT of money saved.

Once you can build an Elerium Generator, your power needs are pretty much over.

When you get the ability to make SHIVs, don't bother with the normal shiv- make an alloy shiv. It's way more worth it.
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