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Tips and Hints
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Tips and HintsFor each soldier, decide to specialize in light or heavy weapons. Heavy weapons are generally better, but have higher skill requirements; for best results, don't buy anything past the Advanced Combat Gun (requires 1 point of Light Weapon skill) for anyone destined to use heavy weapons. You'll want at least half of your soldiers to train this way. The skills required to use advanced weapons and equipment often mean that other equipment becomes "skill free". For example, any soldier with a Servo System can wear Standard Armor and carry Light Stimulants and a Small Medic Kit without spending additional skill points. Keep an eye out for such opportunities. Moving horizontally or vertically costs one AP per square. Moving diagonally costs two APs per square. This is geometrically incorrect, but does mean that moving from point A to point B has the same cost regardless of the route chosen. The only exception to this rule is Jump Packs, which compute diagonal moves correctly. Weapon heat is reduced at the start of your turn. If your weapon shows "hot", you won't be able to fire defensively. On "reach the red exit area" missions, the mission ends when you end your turn. (The Scay'Ger don't get a parting shot.) If you can't hear speech in the cut scenes and briefings, turn up the music volume. Try to open all of the equipment crates. The game is fairly generous with the equipment points, so if you can't open some of them you won't be in trouble, but some of the crates contain implants that upgrade your skills. In the expansion missions, some of them carry equipment you can't get elsewhere.
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