Difference between revisions of "Research (Long War)"

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Autopsies now require multiple corpse specimens (so, 1: you cannot 'double-dip', and 2: do not worry if you cannot go for a capture on an alien's first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable), and some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it's unlocked). Plus that South America's bonus has been changed to a Power-related reduction, it means that you'll naturally be poking aliens with pointy implements for much longer times.
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Interrogations still have the Alien Contaiment/Arc Thrower prereq--- and it's highly advisable to keep both, and to continue to capture aliens when the oppertunity presents itself, as captured aliens are very valuble Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:
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*Sectoid: Cybernetics (note: does not unlock the MEC Lab. That's ''Alien Biocybenetics'')
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*Thin Man: Laser Weaponry
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*Floater: Aerospace
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*Muton: Gauss Weaponry
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*Berserker: Armor
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*Heavy Floater: Plasma Weaponry
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*Sectoid Commander: Psionics
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*Muton Elite: All Weapons
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*Etherial: All Tech
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Not also do projects have much longer research times, but there are far more subjects to do. On the plus side: with far more aliens to kill, you'll rarely be out of Weapon Fragments.
  
 
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]
 
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]
 
[[Category: Long War]]
 
[[Category: Long War]]
 
[[Category: HQ Facilities (Long War)]]
 
[[Category: HQ Facilities (Long War)]]

Revision as of 03:42, 24 June 2014

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Autopsies now require multiple corpse specimens (so, 1: you cannot 'double-dip', and 2: do not worry if you cannot go for a capture on an alien's first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable), and some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it's unlocked). Plus that South America's bonus has been changed to a Power-related reduction, it means that you'll naturally be poking aliens with pointy implements for much longer times.

Interrogations still have the Alien Contaiment/Arc Thrower prereq--- and it's highly advisable to keep both, and to continue to capture aliens when the oppertunity presents itself, as captured aliens are very valuble Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:

  • Sectoid: Cybernetics (note: does not unlock the MEC Lab. That's Alien Biocybenetics)
  • Thin Man: Laser Weaponry
  • Floater: Aerospace
  • Muton: Gauss Weaponry
  • Berserker: Armor
  • Heavy Floater: Plasma Weaponry
  • Sectoid Commander: Psionics
  • Muton Elite: All Weapons
  • Etherial: All Tech

Not also do projects have much longer research times, but there are far more subjects to do. On the plus side: with far more aliens to kill, you'll rarely be out of Weapon Fragments.

Long War Tech Tree