Finally saw the kill counter on the screen, which had me confirm Bowmen's numbers for the last time it was shown in ep 16 to be now 15 kills and 3 captures. Dogfight at the start was awesome, Good job "Phantom Angel" Squadron
Best I can do is confirm that in July when I researched Plasma Weapons it only provided upgrade options, via the workshop, to improve laser weapons. Two upgrades, one to boost damage and one that automatically recharge laser batteries over turns. So yea, worth researching straight after laser weapons, unless it changed.
Great dogfight there Retcon, also game tip you can select the massive slider on the left of the fighter display to slow down an aircraft so that it doesn't overspeed the target. helps immensely with staying out of the firing zone while keeping the UFO in the Aircraft's firing zone.
You can also hit the 'x' under the afterburner and evasive roll buttons to tell your planes to leave the mission area after they fire all their missiles (if you don't want to try to use them as distractions).
I meant to thank you again so much for the opportunity to kick alien behinds. A couple of videos ago. As always, Retcon I love watching you. Thank you for making the community and their involvement so much of your greater story.
Mmmm, lasrifles my favourite. I use the laser weapons well into the late game they are great, especially once you unlock the tech that auto recharges magazines every round.
Alenium Explosives is a pretty easy research that auto upgrades your missiles and grenades. Which is an upgrade to firepower overall as well as better armor trimming on missiles.
All weapon technologies are in the game. Whoever told you plasma is not in the game did not plat Milestone 4. The only missing things are stuff related to the final mission. However, alien plasma does not provide new weapons. You need another tech for T3 guns
Interesting. Honestly, that's probably the point that's causing confusion. Researching alien plasma weapons does *sound* like it should provide access to new plasma weapons, but instead it (apparently) ends up granting access to Workshop upgrades for laser weapons. If the player ends up researching Plasma Weapons before they've actually unlocked Laser Weapons, then I'm assuming it would look like it unlocked nothing at all. :)
The door toggle may be a temporary fix that they'll update later _if_ they have time and resources. Scope creep being what it is, we may just have to live with it as is. You could always implement your own house rule on them sort of how "honest man" replaced iron man in a lot of Firaxis XCOM runs I've seen on RU-vid by various creators.
You can always choose not to cheese alien doors. I personally think you should only be able to open alien doors not close them. That or not control them at all and require a demo charge to blow your way in.
I mean, *not* using a mechanic always gets into a weird area - especially when it comes to a game as unforgiving as this one tends to be. I'd honestly rather just see them apply some basic in-game mechanics to temper it. I'd be fine with just being able to interact with a door once per turn, or only being able to open (or being forced to breach) an alien door once without being able to close it again after. Having an optional toggle in the settings to just disable all doors feels like a pretty wonky approach. :)
Reapers do not "insta-kill on melee hit." But they do a lot of damage, so unless the victim is a real tank, they probably will be killed. It is, however, possible to survive a melee hit from a Reaper. I note, though, that most of your 'nauts are fairly low in HP, so they won't survive.
I'd have to double-check, but off the top of my head I think there are eight or nine. I know there's one in particular we never really *want* to get, which is serving on a mission with over 50% casualties. :P
Pretty sure the Plasma weapons are "on-again, off-again" depending on what build you're playing. Which means any information you reap that is based on older builds is not necessarily correct.
From what I'm starting to gather in the latest responses, it sounds like they *are* in as of the latest build, but you're still supposed to do Laser Weapons first.
@@RetconRaider Gauss weapons are pretty good, anyway. I think you have to research Plasma for them, though (which doesn't actually make sense, but whatever).
Commander, unfortunately you will need to research the "laser' you can not upgrade your air craft weps or base defense sys beyond tier 2 without it. if you are not worried about that the go for "plasma research' to get gaus weps.
on the lead "Phantom" I like to run 1 gun 1 armor 2 msl. something sneaky... the "angel" can carry 6 sidewinders or as i like, 4 sidewinders and 1 torp. when you get your next "phantom' try that load 1 with gun/msl 1 with 1 torp 3 msl... it works... you think fighters are expensive ha tier 3 fighters start at 1.2 mil and the DS is a cool 1 mil even... you can build one every payday ...;-) msl boats just like the old days...
@@CowCommando I'll probably end up touching on it in my next round of one-offs. Hard to say if it'll be worth going farther than a one-off with it, but I certainly wouldn't mind seeing what people think. :)
@@RetconRaider It definitely leans more toward being a puzzle game than a tactical game (at least I felt the demo did), so I'm not sure what your viewers will think of it. I do think you'll get a kick out of the writing style if nothing else.