![]() ![]() The exchange of Harald retire for Olga's fast learning. The second shop disable this and you can only use right click to add 10, one right click at a time. Example: in production shop you can add 10 to a prod line, and use ctrl + to increase them at fast pace, which is very much appreciated. The lack and loss of some minor functionality. But if some appearance mod to change armour's look? The cartoony look seems to offend most of players, though not to me. It's minor con to some, but a big one in my book. They are the reason you should delay exterminating them to the last possible moment in order to have enough people to research. from optimizing science and technical trainings, to make full use of the allied personels. Using them mean freedom to take damage, because it's easy and quick to heal. Not using them mean we can concentrate XP in human team, and dont have to waste precious research and production time. + Recognize the value of using drone or not. On the other hand, expand as fast as you can so that later on when we have to withdraw/abandon some territories it wont hurt as much. Expand as fast as you can without the ability to defend is a recipe to suicide. It's necessary to fight battle you can win nearly wound-free, or just walk away until you got better personel or weapons. It's necessary to take only what territory you need, not what you can. 4 major suit handlers should make them fast enough even with Impossible modifier. + The suits can be made gradually and have its place in each stage, some longer than other: The transport suits can still be used in certain map due to its humongous inventory. A true experience of a weak Terran force in a hostile planet. The few Ret ammo we can trade is used in ret rifle as sniping tool. The workshop cant even make other type of weapons (other than TNT and ammo) much because of the need for efficiency. You need to use Beastmen weapon as soon as possible so that your production can keep up with consumption. And yet the new guns still can have place: human plasma rifles replace martian version quickly enough, and the fully modded rifle cede its place since middle game, but not the sniper rifle. The ret pistol is valuable late game to deal laser damage to Matriarch. I use TNT at 700+, with 300+ of contact mines, ret and beastman combined, to the last fight. + Weapon retain its use throughout the game, most of them. Ambush, shoot then run, is generally the tenor of the day. Kicking door running in with gun blazing is a big no no. ![]() It's necessary to pick terrain to fight, use TNT to kill or lower their HP, and pile on them multiple on one. Each fight with one to three target can potentially wipe out the whole team. My team always has trouble dealing enough damage to kill target fast, and trouble taking damage at all. Shortest review line: Impossible difficulty bring out the best in UFO AL and make players use all features designed in game. ![]() The game test my mettle in both tactics and strategy, making each fight a battle for survival even with (and especially with) save and reload. It sure does feel good, surviving then beating UFO AL at impossible difficulty. ![]()
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