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XCOMUFO & Xenocide

Which Corpses to Keep?


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All of them have uses.

 

-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 :D. 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
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These corpses are used as ingredients for the following consumables:

 

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.

 

- NKF

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