Vehicles with explosive ammo (rockets, pulse lasers, plasma bolts etc. Position your snipers and machine guns to take advantage of this. You only have a fairly short sight range, but any alien one of your guys can see can be targeted by anyone else with a clear line of fire. It will usually prevent the AI from deciding to take a shot, and if it does shoot through it makes it much more likely you'll survive. Drop it anywhere you expect incoming fire. It's also where you gather the tech you need for research, and the alien materials you need for construction. Ground missions net you about double what an airstrike does. Air superiority = funding = the tools you need to do the rest of your job. Research air techs (that includes the heavy versions of weapons, which upgrades your cannons), and stay ahead of the curve. Letting UFOs fly around willy-nilly and conduct cattle mutilation and anal probe missions lowers your funding. The main key to overall success is maintaining air superiority. I believe that the next interceptor after the corsair is a foxtrot replacement, and the final interceptor is a multirole craft that can replace everything. If you only have one foxtrot good to go, it can head out, unload on a corvette or landing ship, return to base, re-arm, and go back to take it down. Note also that you can tackle UFOs in waves. UFOs are stupid, you can keep them jigging left and right and stay behind them if you weave back and forth. If you tail a UFO before you intercept it, you'll start behind it (and out of it's arc). Ideally, by the time heavy fighters are appearing, you're already in the process of replacing your condors with corsairs. Condors can also take down heavy fighters, but it's hard if the condor is alone. One condor can take down three fighters with it's guns, you just have to use pause and roll away from incoming missiles. They can assist a foxtrot vs larger UFO's, but once you can scramble two foxtrots per UFO (or one foxtrot vs a scout), save them for anti-fighter duty. You will also want 250k spare to stick a radar in base two once the command centre is complete.Ĭondors are necessary for taking down light scouts. I recommend saving cash so you can start building foxtrots and developing your second base during month one (Foxtrots are 200k each). You're aiming for two foxtrots and one condor at each base (more foxtrots is always good), more condors is a waste of money. You want to work towards three bases to cover the vast majority of the world. However, I am moving through a Veteran game fairly comfortably (although I did start building Corsairs a tad late, and the heavy fighters are causing me some grief atm). I should point out that I'm by no means an expert. Thought I'd post up the stuff I discussed on Saturday.
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