Quote:
Originally Posted by ReaperSmurf
By that late in the game you'll be facing Sectopods, Elite Mutons and Ethereals. I don't like your chances... but best of luck anyway.
I think an early mission with an Assault carrying a medkit would have a decent chance. Run & Gun for the win.
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You'd only get one heal for 4 HP. I think you'd be better off with a grenade. If it was early enough to only be facing Sectoids and you used Run & Gun to hit the correct one when mind merged it could work quite well.
But I still think I could do it late game. A small scout would not have a Sectopod on it. If you were sure it didn't have Cyberdiscs, and they generally don't, you'd be set to MC one of whatever you encounter at range. The aliens generally target whatever you MC which takes 1 to 2 aliens out of the equation. Add the fact you can kill many things with 100% hit chance with Mindflay or at least destroy their aim, and you're off to a good start.
If the soldier happens to be a Heavy with Dual Rockets (Blaster Launcher) and Dual Grenades I personally think the 11 aliens on the small scout would be mince meat.
Of course an Assault class with the Alloy Cannon setup for Criticals also makes short work of anything s/he comes across so that might work too.
And all that said I haven't played Classic yet so it might be a different game altogether.
Quote:
Originally Posted by Dressy
I quite like South America as a starting point. Instant interrogation and autopsies is quite neat and a real time saver.
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No offence meant, but South America is the absolute WORST starting position. It only takes 2 satellites to get that bonus. The least of any of them. And the cash is the worst.
You need Engineers to start more than Scientists so you can get Satellites cheaper, and Satellite Uplinks, Power, etc built to get coverage ASAP.
Here is my last monthly report before finishing my Normal Ironman game to give you an idea of what you get from where.
BTW A full Psi squad kicks some serious butt!