![]() I get both, but usually only after my entire squad is in powered armor. Battlefield Medicine and Experimental Armor are, IMO, the weakest options. When I reach Tier 3 Armor I go for my first WAR Suit > Powered Weapon until I get either a Blaster Launcher or a Shredstorm > Wraith Suit > second WAR Suit > Powered Weapon until I get a BL or Shredstorm > 1 or 2 more Wraith Suits.īluescreen is priority one when Sectopods are about to appear, but I delay it until this point. I don't build EXO at all and go straight for WAR Suits for my Grenadiers). I try to not spend much on Tier 2 Armor (one or maybe two Spider Suits for Sharpshooters and Rangers with the first built ASAP are enough. Configurable via XcomGameDataCharaterStats.ini: - Amount of utility slots each soldier type has (xcom and different factions) Known bugs: - Utility items will change position when replaced in inventory, except for the first slot. After that I go for Experimental Grenades > Advanced Explosives > Experimental Grenades 1-2 more times (I really want Acid and Incendiary Bombs).Īfter my grenades are built, I go for Experimental Ammo until I get Talon, Tracer and either Dragon or Venom rounds. Add dummy vest slot icon for those who do not want to use the T-Shirt. ![]() For classes that have been built for melee they are 100 worth it. The vests are mostly worthless,exosuits are a must have,since they let you take the glorious shredder cannons. This is what I think about the Proving Grounds projects: Plasma Grenades are a thing I want ASAP (i will even lose research time on Muton Autopsy for it), Skulljack + Skullmining are priority number two. War armor gives you armor and a shoulder mounted gun I believe they can also do a shield wall almost like the mec cover ability in xcom.
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