Excellent summary, and I am going to pursue your schedule in my latest non-DW run (I usually go with DW, and I want to review the differences again). I only take slight issue with the Plasma vs EMP - for the latter, you "only" need dead Sectopods, while the former requires captured Mutons or Heavy Floaters, and competes with Reflex Rifle/Cannon and Plasma Rifle manufacturing. I find the former easier and incidental to missions, while the latter requires (at least for me) a dedicated smoke / acid repair engineer slot on the team, which I would only take on small / medium crashes where you're much more likely to be able to isolate a pod and control it.
Thanks. Hadn’t even considered artifact costs. Probably because I always bring a capture engineer, so I can sell guns. I follow the ABC rule - “always be capturing”.
Excellent summary, and I am going to pursue your schedule in my latest non-DW run (I usually go with DW, and I want to review the differences again). I only take slight issue with the Plasma vs EMP - for the latter, you "only" need dead Sectopods, while the former requires captured Mutons or Heavy Floaters, and competes with Reflex Rifle/Cannon and Plasma Rifle manufacturing. I find the former easier and incidental to missions, while the latter requires (at least for me) a dedicated smoke / acid repair engineer slot on the team, which I would only take on small / medium crashes where you're much more likely to be able to isolate a pod and control it.
Thanks. Hadn’t even considered artifact costs. Probably because I always bring a capture engineer, so I can sell guns. I follow the ABC rule - “always be capturing”.