Really good tactics game. Global tips: movement is far more important than defense. Best defense is let the aliens move to you - they are faster so use that against them. Check their attack range before you move your troops and remember exploding aliens have an extra hex of range. Going into alert mode with any trooper generally means poor tactical choice in that round - try to set a plan that avoids using it. Farro is sometimes okay because of sentinel, but his flamer is too valuable to restrict once the exploding aliens show up. Taylor's sprint should be used liberally, save Blake movement buff for emergencies. Woods' powers almost useless except accuracy buff if you know you'll have a tough shot that round. Mag mines are the best chokepoint defender - fire and forget that corridor for up to 3 turns! Never ever leave any soldier near a vent.
Lots of fun. Disable pause - it's more fun in real time. Really frantic on the later stages trying for the gold leaf. Never found much use for defense mode, multiple symbioses and heal spells more effective at tanking a particular plant. Loved it.
Very nice. Too easy though. Hope to see some increase in the tactical difficulty in future chapters. Ranger personality more suits a rogue - minor quibble though.
Yes sniper challenge is doable - Perfect64 is correct - you must be moving on to the next target after you shoot. Make a pattern of the targets that limits how much you need to move and you will finish. I had 61 seconds many times before I finally beat it.
i agree on the coin question. It reduces to A+B = 34, and A cannot equal B. It works for any combination that sum to 34. I did search between 34 and 100. It accepts 66 which doesn't have workable A and B combinations
evade challenge: i found the antibullet field to be buggy, but blocks by the plastic shield do count as evades. kill all on lvl 17 except the last guy, should be a jetpack guy with gun. get to his normal range, activate slowmo and wait for his shot. dash towards him, then jump back away from him. he will fire again but you'll be heading down from your jump, so he'll miss. repeat this 4 more times. The slowmo helps time the dash and jump combo so you don't get hit by his second shot during the dash cooldown. The evasion doesn't seem to work well if your back is towards him, and i did see the evasion fail and plastic block happen on my third out of five, but it appeared to count as an evasion.