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Post by tenbsmith on Dec 12, 2015 13:49:11 GMT -5
I'm playing the Atmos Rentry mission, much fun, and I just disabled a xeno tact point.
What effect, if any, does disabling a Xeno tact point have on the Xeno? Does it make it harder for them to spawn? Do I get some extra points for it? Is it worth the heat to disable a Xeno tact point if you're not going to capture it? At this point my engineer's heat is up, so I'm not going to capture the tact point, I'm going to get to the exit ASAP.
This'll be the first mission where I don't make the turn goal. I'm good with that on my first play through.
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Post by Brutus Aurelius on Dec 12, 2015 13:54:52 GMT -5
I believe that destroying a Xeno TP actually shuts down a sub AI that is in charge of a group of Xeno.
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Post by fallen on Dec 12, 2015 15:05:30 GMT -5
As Brutus Aurelius mentioned, it shuts down an entire AI sub-group and a major spawning point. The xeno generate an SP-like pool from TPs as well, which they spend on spawning, so you've hurt them in multiple ways.
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Post by tenbsmith on Dec 12, 2015 15:40:15 GMT -5
Ah, good! Seems like I played that one correctly then. Disabling the Xeno TP took some heat off, and getting out quick minimized the risk of loosing a scientist.
Unrelated to this, it seems like one way to pump up a score if you miss the turn goal, might be to camp out near the exit killing as many Xeno as possible, rather hitting the exit ASAP. Totally out of character...
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Post by fallen on Dec 12, 2015 15:44:28 GMT -5
You'd really have to kill a lot of xeno every turn. As the turn counter stretched on, I think you will always find that you are in fact reducing your score.
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