silencer_pl, on 11 October 2015 - 06:08 AM, said:
Why would you want to skip lasers? Lasers are the first thing you should go for and deploy in April.
Well I can endure April only with conventional weapons, even on Impossible (sometimes even May). Skipping lasers allows you to focus research on Carapace and Experimental Warfare (which gives Reaper Rounds) and you'll save quite a few alien alloys from not building lasers. LPRs come free (since you'll capture them), give +10 Aim and have the same power as Laser Rifles.
It's more challenging but quite rewarding when you start deploying Carapace+LPR squads by late April/May since your squad will be superior to every alien, even the Mutons that start appearing on May.
sp1ke, on 11 October 2015 - 06:03 PM, said:
For me the single highest priority in Impossible is getting OTS to increase squad size, without which XCOM is doomed to lose its vets and end up just loosing rookies 4 at a time and missions 1 at a time. :-(
OTS is critical to start building on the first month to get the Squad Size upgrades. Either try getting a Sergeant promoted or to receive one as a reward for the 2nd round of Abductions.
silencer_pl, on 12 October 2015 - 06:33 AM, said:
Going for Xeno-biology and arc thrower to get faster lasers is pointless, because your wasting the time on 2 techs to get 1. Just get few more scientists and you'll be good.
The Laser Weapons research credit applies to Weapons Fragments, Beam Weapons, Heavy Lasers and Precision Lasers techs, plus Xenobiology/Arc Thrower are useful throughout the entire game. It is a matter of maximizing your gains by starting research when you'll gain the most from the bonus.
NKF, on 12 October 2015 - 08:26 AM, said:
As for armor - I'd argue the Skeleton suit is a very worthy project to invest some research time on as early as you can. Of the starting suits, it has rubbish protection but the +3 to move and grapple are a major boon for all the classes. It's budget Ghost Armor without all the cool extras.
Skeleton Suit also includes +10 Defense, which can be better than the added protection of Carapace since it's better not to get hit at all, and it costs less Alien Alloys to produce.
silencer_pl, on 12 October 2015 - 01:12 PM, said:
Capturing aliens is difficult and risky. I do it if situation allows it, the live aliens can wait few missions more. And having that in mind I plan the research for things I need now and don't have to rely on captured aliens. I only can see Xeno-biology researched first only when starting in South America, because any interrogation / autopsy is instant, but still didn't play long enough in South America to test if it is good to do it if one wants to race to lasers.
Yeah, SA rocks for a capture strategy but it will hurt you on early income.
The best maps for capturing aliens are Large Scouts (Outsider/LPR waiting on bridge for you to come and get it), and Abduction maps with plenty of building/cover/roofs. Disabling Shot is also very nice to neutralize aliens and reduce their HPs by 1, 2 or 3 points (depending on the type of sniper rifle) to increase the stun chances. And 2 Arc Throwers also help a lot in case the first one fails to stun the alien.