This mission certainly went better. I think dealing with a smaller group helped keep you focused on the action.
That brainsucker you got at the bottom of the ramp wasn't dead, just stunned. They generally look a bit flatter when dead.
Of course, it did die from the explosion that took out hyperworms, but it would have been quite dangerous to have left it behind as it would have woken up and jumped on your agents from behind.
On a similar note, the other brainsucker that suddenly appeared towards the end had hatched behind your team as they turned away to go after the Spitter. The pod was either fired by the anthropod just as it fell unconscious, or it was part of its gear that fell to the ground. Try to listen for the noises, as the pods do make a certain noise when they hatch.
As for your ships: You may as well get some hovercars to help out your bikes. They have a much smaller profile than the Valkyrie, so won't get hit as easily and they will pack more overall firepower. They're still on the cheap side as far as the aircraft are concerned.
A pair of hovercars are also a decent backup transport for city missions as each one can carry 4 agents and have a slot for a standard 2x2 module block. Two hovercars, one with a cargo module and the other a bio-transport module, can function the same as a Valkyrie for missions in city buildings. Crashed UFOs should still be dealt with by the Valkyrie (or better) as you can only send one in at a time.
Now for a few random things:
- If you have a chance, give the motion scanner a try. It's in its element in real-time. Stick it in your hand and turn it on like a medikit. Civilians do add a bit of noise to the readings, but you can still use it to pick out unusually fast moving aliens like the Brainsuckers and Poppers.
- See the two buttons above the firing modes. These control group formation. The default setting has the team stand and move in an X formation. It provides the most control of the two and you'll probably use it for the entire game.
The other is single file formation. It's a great mode for moving teams through narrow paths or setting up a line of agents across from UFO doors. It's quite interesting, but has a flaw that makes it less suitable for prolonged use.
In single file your squad will form up into a line and head towards wherever you tell them to go. It's quite a seamless procedure and fun to watch as your soldiers will form a line no matter how muddled up they are.
The issue with this mode is that it's slightly bugged as far as the walking speeds are concerned. It doesn't matter whether you're walking or running, the agents will move at what ever speed suits them and will sprint or walk in odd bursts. If you really need to be running at top speed, have the agent switch back to X formation.
- On the subject of food: Evonet, the waste management company, run the Recyclotoriums that process, er, stuff into edible food. If you ever visit one, you'll see the dead bodies in the works. Coincidentally, perhaps due to an oversight by the map designer, the Superhuman map has one Recylotorium in the city that's owned by X-Com. If you remember the base you had in your recruitment video, it's just across the road from it. It doesn't do anything and doesn't cost anything, but it is all yours. Feel free to make up your own conclusions about it.
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.