Let's Replay X-COM UFO Defence #65: When Psionics Works

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X-COM: UFO Defense
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Duration: 26:18
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Psionics is something that I haven’t experimented with until now in this game. I’ve always preferred to focus on researching weapons and armour rather then sink time into figuring out how how psionics works, then building a psi lab and training up soldiers. My logic for doing that however was deeply flawed; I needed only to look at how devastating the ethereals were to know the power in mind control and panic which psionics can cause. Perhaps I’d be doing even better then I am now if I’d looked into it a lot sooner in this playthrough, not to mention the other two where I ignored it entirely.

The main hurdle to psionics is getting the psi-lab and the time sink for the training. The psi-amps are easy enough to manufacture if expensive and once some of your soldiers have a bit of psionic skill, then you can train them far faster then the psi lab can on the battlescape. The psi amp needs no ammunition to function and the soldier using it doesn’t need line of sight, much like the aliens; you need only one soldier to have visibility on an alien to use the psi-amp and whether you succeed of fail, the soldier will gain quite a few points in the stat. Naturally you want the attempts to succeed and with panic, the effect is ranges from reduced morale to making the aliens drop their weapons and flee. It’s mind control that’s the game changer however and upon seeing X-COM use it for the first time…

Let’s just say that I’m sorry I didn’t delve psionics a lot sooner then I have.

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