Base Management: Suit Up!
Been a while since I played. A new rumor for Resistance Contacts appeared. While very nice, I think we have to ignore it for now.
What we'll do first is grab the intel, build a radio tower, and contact West Asia to reach the next Alien Facility. Might lose out on the free contact cap increase
We did some work on armors. After Alien Encryption research (the second one so far) finished, I chose Powered Armor next. In the Proving Ground I completed an EXO Suit and a Spider Suit.
After those I chose Mechanized Warfare which will probably allow us to build our own MEC's. Doubt we can afford them, but we were down to 3 Cores and we'll need at least 2 for Plasma Grenade and Skullmining once we have the supplies for them. The MEC project costs us nothing but time.
Month ended. We failed one mission, the one where Sunrise got grabbed by the Viper.
Countering the breakthrough seems like a no-brainer. We're already hanging by a thread.
After building a radio tower in Eastern Europe, we could contact West Asia for only 40 intel. We have 175(!) after the rumor + research combo. And we're about to get more:
If we manage to rescue Dp, that is. He was captured back when the Berserker Queen first showed up (it knocked him unconscious), now we have a chance to get him back to our squad and he has info on the aliens!
Here's the Spider Suit. It has a grappling hook, and the wearer gets to dodge (like Vipers). Gave it to our sniper Brick (Old Harry is still injured).
And here's the EXO Suit. It's a lesser version of the RAGE Suit, but still pretty nice. I did end up switching it from Sunrise to Lewwyn, cause Sunrise could use the utility slots.
We're rolling out with 2 grenadiers, 2 specialists, 1 ranger and 1 sharpshooter. Sunrise is back on medikit duty, but also has the Dragon Rounds cause he has a high hit chance.
These Rocket Launchers came out at a good time. Our frags just aren't cutting it anymore. Now we'll have at least two strong AoE armor-shredding cover-wrecking explosions.
Time to head out and save Dp101
Been a while since I played. A new rumor for Resistance Contacts appeared. While very nice, I think we have to ignore it for now.
What we'll do first is grab the intel, build a radio tower, and contact West Asia to reach the next Alien Facility. Might lose out on the free contact cap increase
We did some work on armors. After Alien Encryption research (the second one so far) finished, I chose Powered Armor next. In the Proving Ground I completed an EXO Suit and a Spider Suit.
After those I chose Mechanized Warfare which will probably allow us to build our own MEC's. Doubt we can afford them, but we were down to 3 Cores and we'll need at least 2 for Plasma Grenade and Skullmining once we have the supplies for them. The MEC project costs us nothing but time.
Month ended. We failed one mission, the one where Sunrise got grabbed by the Viper.
Countering the breakthrough seems like a no-brainer. We're already hanging by a thread.
After building a radio tower in Eastern Europe, we could contact West Asia for only 40 intel. We have 175(!) after the rumor + research combo. And we're about to get more:
If we manage to rescue Dp, that is. He was captured back when the Berserker Queen first showed up (it knocked him unconscious), now we have a chance to get him back to our squad and he has info on the aliens!
Here's the Spider Suit. It has a grappling hook, and the wearer gets to dodge (like Vipers). Gave it to our sniper Brick (Old Harry is still injured).
And here's the EXO Suit. It's a lesser version of the RAGE Suit, but still pretty nice. I did end up switching it from Sunrise to Lewwyn, cause Sunrise could use the utility slots.
We're rolling out with 2 grenadiers, 2 specialists, 1 ranger and 1 sharpshooter. Sunrise is back on medikit duty, but also has the Dragon Rounds cause he has a high hit chance.
These Rocket Launchers came out at a good time. Our frags just aren't cutting it anymore. Now we'll have at least two strong AoE armor-shredding cover-wrecking explosions.
Time to head out and save Dp101