Which Corpses to Keep?
Posted 26 November 2012 - 09:33 AM
Posted 28 November 2012 - 01:26 AM
-Muton corpses lead to battle stims
-Floater and sectoid lead to single uses abilities that you can use in flight combat (personally I save every floater corpse I get, since you can use these globally without having to equip them on a specific fighter!)
-some corpse (dunno which) gives flight combat boosters which give you more time to fight an alien craft
-Chrysallid corpses give armor that halves melee damage (vs chrysallids, berserkers, and zombies)
Not sure what the rest do yet, just finally getting a decent game going on classic ironman . But if you're strapped for cash and need some crucial stuff like sattelites, armor, weapons, or squad size increases, then you probably just got to sell them anyways, since selling alloys is just not an option.
Edited by greep, 28 November 2012 - 01:40 AM.
Posted 28 November 2012 - 03:01 AM
Sectoids - Uplink targeting
Chryssalid Corpse - Chitin Plating
Outsider Shard - Skeleton Key (this one's a one-off)
Floater - Defense Matrix
Muton Berserker - Combat Stims
Cyberdisc - UFO Tracking
Ethereal Corpse - Mind Shield
You might want to keep most of these, or at least enough for 6 of the wearable items - though the more the merrier and less micromanagement later on.
Corpses needed for Foundry projects,
Thin Man Corpse - Improved Medikit
Drone - Improved Arc Thrower
Drone - Drone Capture
Muton - Ammo Conservation
Heavy Floater, Drone, Cyberdisc - Advanced Flight
Sectopod - Advanced Construction
For these, once you have the Foundry research, you can safely rid yourself of these. Then again, the occasional council nation might pop in to request a trade for some, which is often better value. Not very often, mind.
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