The Mimic Beacon is completely broken and a great way to save yourself in a bad situation.They can also break some enemy skills like the Sectoids’ mind control or the Codex’s ability to split into two and teleport after it’s hit, perfect for focusing down a kill on one of those slippery bastards. While they don’t tear down cover or do damage, they cover a massive area and disorientate enemies, dropping their accuracy to nil. The other utility item options are super useful in their own right and can help you a lot more than a fourth redundant grenade. Grenades are exceptionally useful at all stages in the game for knocking out cover and peeling armor, but don’t get tunnel vision with them.Just make sure you have a resistance contact open in an area with a black site mission you can always take on if the counter gets too hot. Don’t feel like you have to tackle every black site and plot mission as soon as they come up, you can take your time investigating resistance rumors and leveling up your squad before diving into the difficult plot missions. When it fills up it isn’t an instant game over, it just puts you in a critical state with a 20 day final countdown. Speaking of putting things off, the AVATAR countdown is scary, but not as scary as it looks.Prioritize a strong squad over making Central happy. Early on, your support staff will badger you towards building a bunch of plot essential rooms, but you can actually put these off longer than they imply. A few of these can make an otherwise mundane squaddie into a real powerhouse (my back-up Specialist who unlocked the Grenadier’s shredder perk became one of my favorite picks). ![]() Not only does it dramatically reduce the recovery time of wounded soldiers, but it grants a chance of unlocking a random perk each time a soldier levels up.
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