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Powered Armor is a simple one-tech way to enter the late game that also gives you access to advanced heavy weapons, after which we can collect all the conventional weaponry techs-Plasma Rifle, Storm Gun, Beam Cannon and Plasma Lance all take a chunk of time to complete and will keep your scientists busy for a while as you prioritize the weapons you need most depending on your squad.
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With our gear providing peak survivability and utility, it’s time to max out our firepower. There’s some important autopsies to watch out for during this phase, but our next key project is Elerium which then sets us up for Powered Armor. Hybrid Materials leads into Plated Armor next, and once you’ve completed these projects you’ll have strong defensive capabilities to match your offensive power. Once the Magnetic and Gauss projects are complete your damage takes a big step up, well timed to start dropping the new tougher enemies you’ll be facing as we enter the midgame. With these early techs complete, begin Magnetic Weapons as your first major project. Resistance Comms and Radio lets you start establishing your global network, necessary for gaining income and operational reach and thus critical to start early. Starting early with Modular Weapons, Biotech and Officer Autopsy grants key weapon upgrades and makes the Advanced Warfare Center and Proving Grounds available for construction while also opening up pathways to important autopsy tech. The key to XCOM’s research is knowing what you’ll gain from each pathway and then beelining for the tools you need to succeed.
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