
OCI upgrade what to pick Electronics Sensorsthis is simple. the more sensors you have, you can detect who and where before each mission start. Knowing where and what types of enemies will allows you to plan your deployment more effectively. 2 intel only reveals the enemy type, but 3 intel allows you to discover the enemy's weaponry. But a large number of sensors are not required. It's optional. Even zero sensors, you can see not only mission objective location but also enemy presence. if you accept save scam, this upgrade will be completely unnecessary. Just start mission, and go scout around, then load save. Coordination Relay Center The mission turn limit is secondary-objective, and failure to achieve it does not lead mission failing. Since the success rate of sub-objectives contributes to the overall star rating of the entire operation, this may be a useful option for players who are struggling to achieve a 4-star rating. Conversely, it may be unnecessary for players who can already consistently achieve 4 or more stars. HackerOnce per mission, immediately disables enemy mechanical units for one turn. When engaging multiple vehicles at once, this can create a temporary numerical advantage, allowing you to destroy them one by one, reducing casualties and saving turns. Even if enemy vehicles are hidden by the fog of war, you can still target them for hacking. Not only that, but when you hover over a targetable vehicle, your mouse cursor will change to a 🎯, allowing you to find out the coordinates and number of enemy vehicles. It's almost useless as a way to recover from failure. Because It only delays the death of allies by one turn, which can easily be replaced with Smoke. DecoyCan be used 6 times per mission. This is a tool that helps with stealth play. If used while engaging, the situation remains almost unchanged. Its true value lies in temporarily changing the rules of turns, making your turns consecutive rather than alternating between you and hostile. But if your goal is to skip Hostile turns for continuous action purposes, Suppressive Fire is much much better. EW-System-bugged?Once per mission, multiple squads gain 4 stack of concealment(=enemies can find you 4tiles less) until the end of this round. I'm not sure this is a bug or intended, but a few squads didn't gain concealment buff. Vehicle passenger squads are unaffected? Concealment buff last only current round but not next turn. So you want to use it first action of the round. Clicking a command icon in the UI will executes this action immediately, so be careful not to accidentally click it. If you have ever played XCOM2, you know how it works. You can use concealment before break into hot zone then open fire like guerrilla, or temporarily hide your squads from enemies that come from unexpected locations if this OCI works properly ¯ (ツ)/¯. ConsulateI haven't tested it yet. Trust level seems to related to only unlocking OCI upgrades. Or there may be some hidden mechanics, currently I can't confirm it yet. Unless you choose what to unlock carefully, you don't need much trust points. By the way after unlocking OCI, if you lose your trust level, it will not be locked again. Armament MinigunOnce per mission, designate 5 tiles and fire a suppressive machine gun on the next turn. It has high penetration and can deal 80-90 damage to enemies with 90 armor. If you're familiar with turn-based strategy games, you know how ineffective "attacks that land next turn" can be. Enemy infantry will try to escape the range of the Minigun, so use it on slow, heavily armored enemies, fixed targets like watchtowers, or to flush out enemy infantry who are laying suppressive fire on you. Still, at a cheap 65 points, it's a solid investment that will pay off until you can buy decent assault rifles for your whole team. Unguided missileOnce per mission. Next turn, 9 tiles of AoE missiles will land somewhere in a 9-tile square area centered on the tile you selected. This AoE destroys cover and structures, leaving enemies completely exposed. Instead of dealing damage, use them to open paths and lines of sight, or to destroy defenses like watchtowers. Only install this if you urgently need a way to destroy cover, as more powerful OCI upgrades for the same purpose will be unlocked later. Rocket RunOnce per mission. A variant of the unguided missile that fires eight missiles but deals less damage. Its basic characteristics are the same as the single unguided missile, and it is used for suppression and destroying cover. When used, a 9-tile AoE area is displayed, but it is important to note that, like the single-fire version, it actually blows up a 25-tile square area. Supply DropCan be used 2 times per mission. A single-use resupply box is dropped onto a tile, and any squad or a vehicle that steps on it will have their ammo and accessory uses replenished to their maximum. The rating will vary depending on the difficulty level. I've read multiple comments about how extra ammo helps them win on higher difficulties. Sometimes it's more effective to simply fire twice as many bullets at your enemy than to use some genius strategy like Alexander the Great. Note that stepping on a tile automatically uses a box and you cannot save it for later. AP MinesCan be used 3 times per mission. On the next turn, randomly scatter 6 tiles of anti-personnel mines within a 9-tile square area centered on the tile you selected. Once placed, the mines are invisible to the enemy and are effective against soft targets. It prevents the enemy from using advantageous cover or blocks their route. Squads transported by vehicles also takes damage for some reason. Naturally, it also affects your allies, so if you don't use it wisely, it could choke you. If an enemy steps on it, you will hear an explosion, so you can also use it as a sensor to detect enemies in the fog of war. When you try to select a tile with an enemy squad, the mouse cursor will show an X and you can't select that tile, but you will find out where the enemy is even in the fog of war. SmokeOnce per mission, it can spread smoke over distances that hand grenades cannot. It can be used to protect isolated allies, approach stealthily, or even when a squad with smoke grenades is suppressed. Auto Laser TurretOnce per mission, it drops an immovable turret that automatically attack enemies and can also be targeted by enemies. They can be dropped to flank the enemy and used as crossfire, or used as cover in open fields. Although it is very localized, it can overcome numerical disadvantages and disrupt enemy plans. Its durability is comparable to that of a light vehicle, so it cannot act as a hate tank. One alone doesn't provide much firepower, but two provide more than double the combat performance. So if you like it, you should install it 2. Gravity ManipulatorOnce per mission, deal heavy damage to cover and structures in a 3-radius octagonal area on the next turn. Infantry take no damage, but are immediately suppressed and forced prone. It's a non-lethal but powerful support weapon, able to neutralize and expose enemy infantry, making it ideal for attacking heavily fortified areas that even tanks can't access. Ion CanonOnce per mission, it selects five tiles, similar to the Minigun. After 2 turns, fire laser that penetrates almost all armor. It's useful to destroy enemies in cover or the cover itself, or if the main objective of the mission is to destroy stationary structures such as dropships, you can remotely destroy them. In fort breakthrough missions, it can melt walls to make entry easier, or if you detect location of howitzer, you can destroy it before you get shot. Since it takes a loooong time (2 turns) to hit, it's not suitable for attacking vehicles or alien bugs unless you can immobilize them. Hull MED BayIt saves squaddies who were supposed to be lost. You cannot retroactively revive those who have completely died, and the number of people you can save varies depending on the grade of the facility. Until you get used to the game, it's natural to take casualties during missions and lose squaddies. So keep it till you feels it unnecessary. You'll start the game with a weaker variant. Wayback Outreach OfficeAfter each mission you gain squaddies. The word manpower is a typo. It should be set up as soon as possible. Lack of squaddies means that squads cannot be staffed with the full eight soldiers, which not only leaves squad leaders with less rifle firepower but also makes them more susceptible to being killed. Unless you're an experienced player who doesn't take casualties, a Med Bay alone will gradually reduce your squaddies, so you'll need to restore the population. Repair BayIf you like using your vehicle as a shield, this upgrade is a must. However, this is not an upgrade that will make your tank invincible. Enemies have anti-tank weapons that will turn your tank into scrap if you advance blindly towards them. Digital Combat Recording and Analysis CenterI have tested it. Still I think it's unnecessary. Missions with a 1-skull difficulty offer fewer promotion points, so if you avoid them and choose 2-skull or 3-skull missions, you'll still be able to earn enough points. Also, if you promote too many times too early, your supply costs will increase and you'll struggle with deployment cost restrictions. Automated Supply CompartmentIn most cases, if you want to reduce deployment costs, AI-Logistics is a much better option. Who want this rather than AI-Logistics is... For example, a team of a pirates truck with a sensor and infantries that using stealth, mortar, tripod heavy weaponry. Drug LabCombat Drugs can be used twice without AP cost, so if used consecutively you can grant the effect for four turns. But those drugs are rarely appear in black market barter and be easily missed. You can sell them if you don't need them, but as a facility for making money they are inferior to other facilities with similar effects. Fixerit can be considered as a discount of about 20% off the purchase price. 1/1.3=0.769 Since it takes effect immediately after installation, it is best to install it after securing a large amount of barter goods. AI LogisticsAs stated in the Hooded Horse guide, this will significantly reduce the deployment costs of vehicles, allowing you to deploy armored divisions earlier. Most of OCI's Hull upgrades focus on resource management, so an upgrade that directly manipulates mission difficulty like this is quite unique. Salvage TeamWhenever you destroy enemy vehicles, you get a "salvaged parts" that values 20 for barter. This high-risk, high-reward upgrade transforms enemy vehicles into prey rather than obstacles to be avoided. Wreckage Recovery TeamThis will allow you to sacrifice vehicle for tactics if necessary. In Iron Man mode, losing a vehicle is an accident that must be avoided as it will make subsequent operations difficult. However, if you have the power to turn back time, this upgrade may not be necessary. MED EVACOnce per mission, you can call a single use evac helicopter when your squad downed. Rescuing a downed squad is a very risky move unless you have cleared the area. However, if left unattended, the squad leader will die permanently, so in most situations you have no option. I highly recommend this for ironman players.
2026-02-16 01:00:27 发布在
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