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Old 22-01-2005, 08:38 PM   #11
Jman4117
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Join Date: Jan 2005
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Excellent game, but rushed out the door with most of the code reused from the original. From a tactical standpoint its far ahead of X-com, play this one on beginner after beating the original on superhuman. :evil:

Strategy Tips:

1. You can actually open doors before you enter a room in this game. Use it to keep from being cut down with reaction fire from all those aliens that stop moving after 10 or so turns.

2. All of the Sonic guns are on relativly equal footing. The cannon rarely gets you more than one shot, whereas the rifle and pistol can give you 2-3 shots on the move.

3. Use those tanks to scout in that wide open ocean terrian.

4. Gas cannons are awesome, anyone who can carry one gets one at least until gauss rifles come around.

5. Explosives do 4x damage to large terror units, and also the weak under armor is used instead of the side that was hit when the damage is decided. (Best use of Gas cannon HE k: )

6. Shok bombs knock Lobbies out cold. Fire then nade the body.


P.S. - Be on the look out for the research bugs. Whatever you do, DON'T research a Tasloth Commander, it is not a legal unit and will likely corrupt your save.

As for Turbo: I saw it on one of the X-com fan sites about 6 months ago, not sure if it is still around on the web.
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