Posted 04 February 2014 - 10:58 AM
It seems to be less resources for income, so things are tighter than normal games. Not that it's too tight, as we can just request rarer resources from factions, and pay them by things we have abundant.
For that economic aspect, superhero just impose upon you a tight restraint, but certainly not crushing. Hell, a powergamer can circumvent it pretty quickly. Overall, a careful balance between tracking base (which cost resource) versus the harvest from each base will bring you through with flying colour. After that, the major expenditure of resources will be spent on building 2 colleges on 50-70 resource-base, and 3+ colleges on better ones (which Stuttgart qualify in both games). Finish with that investment, now you can pay to build labs.
The HP of enemies are certainly quite tough to achieve one-shot kills, unless you manage to arrange one-volley kills. And paralysis projectors are certainly handy to achieve that, what with their long range.
Currently i'm at 7 days from space walnut arrival. Africa and Europe is tightly hold. Cultic brazil as the "preserve". Are in process of conquer north america, as well as asia and australia.
Roster of 14 soldiers with minimum level 7 and as high as 13. I have more overqualified recruits than I have trained personels, as the training time is too long. It is just another way to control my skilled minions, not that it's too onerous. I can hire more, but why bother to dilute xp gains when there's no criticial need.
The lesser prospective employees offered by three factions are level 4, with only the 3000-resource soldier (ie top relationship offering) is level 10. I hire only one level3 Medic guy as the training time is longer than I expected and my med in training is at mid-level2. There is rare need for medic in battle, but more often for level3 outside of one, as most of the time my squad run in a state of light injury.
Trooper is the most useful training groupskill. A trooper level3 is heroic in rifle and throwing, meaning they immediately become useful and we can aim them at more exotic training combination, unlike other groups. Either stalker (more stealth), or leader (for beneficial auras), but you have time to develop further a level3trooper. I have in my squad 2,3 troopers as the backbone.
Gunman is immediately useful as it allow access to machinegun (level1), but a good machinegunner should go the way of technician (level3 for mech bonus).
One scout to use scanner to discover yellow targets. A good spotter for snipers, you can say.
I might abandon this game for Aftermath, as I am not sure the game can challenge me later on. Might.