Posted 03 May 2021 - 01:01 PM
I gave up.
I tried to prolong for fun but come to a point of too much like work.
After three Beastmen area was completely done for 3 rescue captured alien missions, they are completely contained in the key gate and fortress area. respawn an invasion mission for every two cycle of gate opens, I think.
The gate defense and that, occupy most of our production's demand. Anytime we can use TNT and captured weapons, we got some spare time for workshops to produce somethign else. Thus we have incentive to make use of what we have on hands.
The martian emp rifle is okay, and so is the human emp rifle. The latter can be a part of EMP close combat arsenal: Equip magnetic enhancer, martian lightning sword, and human emp rifle. can shoot at medium-close range, and smack things at melee range.
The martian plasma gun is bleh because too slow in aiming and shoot, too slow in ball travelling.
The human lightning balls is even more bleh because it require tech with driving training. Who would have spare time to get out of workshop, I ask you? Maybe the rare Cydonia gate missions. So I made one as trophy gun and untouched.
The human plasma gun (annihilator) is actually better than expected. it shoot a straight line of fire in the way of warp cannon but better because most of time wasting in readying gun. The actual time shoot is equal to a rifle (1.5-2 sec) and we can shoot thrice (standard battery) or 6 (advanced) before reloading and therefore waste time to readying gun again.
All that and gatling dont have any accessory, so it's abig minus.
I use a lot of stimulants to supplement combat capability.
Ramirezol and marthamphetamine and reticulin for shooters.
Marthamphetamine only, for melee fighter.
So major medicine solsci has plenty of use.
So because I gave up, I attack Zephyria main fortress before even the primary key gate which is one complete hard battle the last game I run to this way.
The two stage battle is meh, I say. Easier than primary key gate mission, because that one has a pretty flat terrain, no where to set up defensive formation. This one? Slap in marthamphetamine plus powershield and you can use one soldier to test the minefield. All the rest? NOthing before the power of 7 chem-up shooters in defensive corner. The amount of hostiles are laughable.
I consider this mission is a failure of design. As a FINAL BATTLE which win the game even if you leave several zones left in alien hands, it's too few hostiles.