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XCOM: Enemy Unknown - Page 38

Forum Index > General Games
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Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-10-15 15:46:46
October 15 2012 15:46 GMT
#741
On October 16 2012 00:34 esKq wrote:
Hey everyone, I'm having a blast with this game.

Is there a drawback if I wait a extended amount of time to capture an alien ?
I got the order like 2 months and did nothing towards it, I take my time to build everything up (soldiers/satellites and researchs)

No drawback, but nothing to gain from it either. Catch a sectoid the first month, or in 10 months... the progression of aliens, your tech, national support etc progresses the same way. The only difference is that you don't have to build and equip arc throwers etc.
andrewlt
Profile Joined August 2009
United States7702 Posts
October 15 2012 15:48 GMT
#742
Does anybody feel like the endgame just bogs down to sniper double tap abuse? Later enemy units like muton elites and heavy floaters take 2 hits to kill so moving from cover to cover with overlapping firing arcs with overwatch isn't as useful compared to earlier in the game. Muton elites especially have a habit of running in, surviving a hit, and then critting your soldier in the face.

It seems way better to just have a dedicated scout, maybe with extra movement from skeleton/ghost armor, who will aggro mobs and pull them back to where your double tap snipers are camped. It's like an MMO in that regard with tank/dps.
esKq
Profile Joined April 2010
France134 Posts
October 15 2012 15:51 GMT
#743
Thanks Morfildur, I'll carry on then

I'm afraid of the next part though, I haven't lost anyone yet but I fear for my future encounters with cyber or disc :/
IdrA : "I don't play Terran coz I have self respect"
Rayeth
Profile Blog Joined April 2010
United States883 Posts
October 15 2012 16:42 GMT
#744
On October 16 2012 00:48 andrewlt wrote:
Does anybody feel like the endgame just bogs down to sniper double tap abuse? Later enemy units like muton elites and heavy floaters take 2 hits to kill so moving from cover to cover with overlapping firing arcs with overwatch isn't as useful compared to earlier in the game. Muton elites especially have a habit of running in, surviving a hit, and then critting your soldier in the face.

It seems way better to just have a dedicated scout, maybe with extra movement from skeleton/ghost armor, who will aggro mobs and pull them back to where your double tap snipers are camped. It's like an MMO in that regard with tank/dps.


I haven't really had any problem with the Berzerkers (which is what I assume you are calling the Muton Elites), I have a couple high level Assaults with Plasma weaponry and/or Alloy Cannons. Its pretty much just a straight beat down from there. The real key is to never ever reveal any new vision unless half (or more ideally) of your squad has their turn up. That way in case you reveal a Muton pack or Chrysallids or whatever, you have time to kill them off before you get owned.

But for real the Plasma weapons are super important. The damage increase is amazing. And yes, the Plasma sniper is totally ripe for double tap abuse, haha.
The Innocent shall suffer... big time.
seRapH
Profile Blog Joined April 2009
United States9803 Posts
October 15 2012 16:46 GMT
#745
On October 16 2012 01:42 Rayeth wrote:
Show nested quote +
On October 16 2012 00:48 andrewlt wrote:
Does anybody feel like the endgame just bogs down to sniper double tap abuse? Later enemy units like muton elites and heavy floaters take 2 hits to kill so moving from cover to cover with overlapping firing arcs with overwatch isn't as useful compared to earlier in the game. Muton elites especially have a habit of running in, surviving a hit, and then critting your soldier in the face.

It seems way better to just have a dedicated scout, maybe with extra movement from skeleton/ghost armor, who will aggro mobs and pull them back to where your double tap snipers are camped. It's like an MMO in that regard with tank/dps.


I haven't really had any problem with the Berzerkers (which is what I assume you are calling the Muton Elites), I have a couple high level Assaults with Plasma weaponry and/or Alloy Cannons. Its pretty much just a straight beat down from there. The real key is to never ever reveal any new vision unless half (or more ideally) of your squad has their turn up. That way in case you reveal a Muton pack or Chrysallids or whatever, you have time to kill them off before you get owned.

But for real the Plasma weapons are super important. The damage increase is amazing. And yes, the Plasma sniper is totally ripe for double tap abuse, haha.

Then you haven't met the muton elites. Though it doesn't sound like you'll have any trouble with them.
boomer hands
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-10-15 18:20:11
October 15 2012 16:56 GMT
#746
I've found that for most pats/pulls/groups you're best off with one double tap sniper and one in the zone sniper. If you do the math., you're just going to get more shots that way. Sectopod +2 drones? This way you get 5 shots. Triple muton elites? Weaken 2 with double tap and then get three shots with in the zone. Basically the are times when one or the other will shine, but in those cases, having two often isn't much better than having one of that spec, and and it almost always seems to lose to having one of each.
"Yes I fucked my way to the GSL partnership" - Sundance
daemir
Profile Joined September 2010
Finland8662 Posts
October 15 2012 17:12 GMT
#747
And if your ItZ sniper misses, you only get 3 shots instead of 4.
reki-
Profile Joined July 2008
Netherlands327 Posts
October 15 2012 17:38 GMT
#748
On October 16 2012 00:46 Tobberoth wrote:
Show nested quote +
On October 16 2012 00:34 esKq wrote:
Hey everyone, I'm having a blast with this game.

Is there a drawback if I wait a extended amount of time to capture an alien ?
I got the order like 2 months and did nothing towards it, I take my time to build everything up (soldiers/satellites and researchs)

No drawback, but nothing to gain from it either. Catch a sectoid the first month, or in 10 months... the progression of aliens, your tech, national support etc progresses the same way. The only difference is that you don't have to build and equip arc throwers etc.



Meh thats disappointing, much like the "classes" instead of just stuffing things in an inventory and the "talents"

All in all i enjoy the game still but i remember the original xcom and it's just a shame they went this new age gaming style with it.
>BD
daemir
Profile Joined September 2010
Finland8662 Posts
October 15 2012 18:05 GMT
#749
I'm sure 4 assault 2 medic would also be very effective combo, spec sentinel on medics for overwatch and spec dmg on assaults, those extra crit dmg and chance abilities with run&gun just melt stuff. My assault just 1 hit a Berserker with a crit. As long as you don't overextend while run&gun's are on cooldown, you'll melt stuff. That blast I did with a crit after run&gun and a few enemies in squad sight would have 1 hit a cyberdisc too.
striderxxx
Profile Joined February 2011
Canada443 Posts
October 15 2012 18:21 GMT
#750
how many hours does this game typically take on say normal mode?
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
October 15 2012 18:49 GMT
#751
On October 16 2012 03:21 striderxxx wrote:
how many hours does this game typically take on say normal mode?


On EU release day I played 15h non-stop with several restarts and got to the final boss. I didn't look at the time for the successful run but i think it was around 7-8 hours. I would say a normal run takes between 5 and 15 hours depending on how good you are and how fast you try to progress in the story.
striderxxx
Profile Joined February 2011
Canada443 Posts
October 15 2012 18:52 GMT
#752
On October 16 2012 03:49 Morfildur wrote:
Show nested quote +
On October 16 2012 03:21 striderxxx wrote:
how many hours does this game typically take on say normal mode?


On EU release day I played 15h non-stop with several restarts and got to the final boss. I didn't look at the time for the successful run but i think it was around 7-8 hours. I would say a normal run takes between 5 and 15 hours depending on how good you are and how fast you try to progress in the story.



Thanks for the info!!! I just didn't know if it was a 40 hour game, which would make me try to speed through the early stages. But with that short of a game time, I'll take my time and really enjoy the little things in the game
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
Last Edited: 2012-10-15 18:58:17
October 15 2012 18:57 GMT
#753
On October 16 2012 03:52 striderxxx wrote:
Show nested quote +
On October 16 2012 03:49 Morfildur wrote:
On October 16 2012 03:21 striderxxx wrote:
how many hours does this game typically take on say normal mode?


On EU release day I played 15h non-stop with several restarts and got to the final boss. I didn't look at the time for the successful run but i think it was around 7-8 hours. I would say a normal run takes between 5 and 15 hours depending on how good you are and how fast you try to progress in the story.



Thanks for the info!!! I just didn't know if it was a 40 hour game, which would make me try to speed through the early stages. But with that short of a game time, I'll take my time and really enjoy the little things in the game


The early stages are what makes the game good. The lategame is lacking a little once your soldiers and equipments are maxed out and there isn't much of a midgame between early and lategame. The game only has about half as many techs as the original so you progress extremely fast.

Taking your time is definitely the best way to play this game.
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
October 15 2012 19:18 GMT
#754
Damn, out of 9 soilders, I get exactly 1 psychic.

And he dies on the first misson to a random Muton squad that just happens to spawn right next to him.

This game is so mean to me
A backwards poet writes inverse.
DreamerHyung
Profile Joined August 2012
76 Posts
October 15 2012 19:23 GMT
#755
Is there any merit in building a "support" Heavy? Choosing Suppression and Rapid Reaction over Shredder and HEAT ammo seems like a big sacrifice. Even Danger Zone doesn't seem so useful when used for Suppression (tbh i play in normal so there aren't so many enemies that they would be forced to clump up). Still, do you guys prefer to build a rocket maniac or go for a more hybrid route?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-10-15 19:55:33
October 15 2012 19:54 GMT
#756
Actually danger zone is useful because of +2 to radius of rocket attacks.
Roflsaurus
Profile Joined March 2010
United States6 Posts
October 15 2012 20:41 GMT
#757
I'm playing Classic Ironman and I feel the game slipping out of my grasp. 6 countries have abandoned me and 2 more are in the red and about to follow suit, sealing my fate. Completely out of alien alloys and elerium, I spot a large alien ship, landed but not crashed. With few other options available and the doomsday clock ticking, I finally decide to assault the vessel with the last remnants of my XCOM troops. A few officers and some rookies, armed with carapace armor and a handful of laser rifles, approach the alien vessel with fear and trembling...

Panic sets in as my soldiers catch their first glimpse of a Muton Elite. They had witnessed so many of their fellow comrades cut down by Mutons before, but they did not know that even more fearsome variants of these alien foes existed. Somehow, they find the resolve to push forward. Laser beams, plasma bolts, smoke and explosions fill the air. When it clears, two of my troops lay lifeless in the grass, but many more Muton corpses litter the ground. We make it inside the ship. A deafening roar pierces the ominous silence, and a Muton Berserker annihilates a helpless rookie. My remaining troops unload their laser rifles into his hardened armor, but it is not enough. The beast still stands. But suddenly, Captain Luckbox, that unnervingly lucky Assault trooper who has been with XCOM since Day 1, pulls out his Arc Thrower. One quick zap, and we have ourselves a live Muton specimen and a stockpile of alien alloys and elerium.

3 months later, I have global satellite coverage, minimal panic levels in all remaining nations, and Titan Armor and advanced plasma weaponry for all my troops. More aliens are captured and interrogated, the Skeleton Key is constructed, and the Alien Base now stands before us. Well, not all of us. Captain Luckbox met an untimely demise when he missed his 37% shot against that slippery Cyberdisc and was promptly vaporized the next turn. I reflect for a moment on the legacy of the Luckbox, and then rummage around in my backpack. I take out a pinch of Luckbox Ashes, the final remains of that intrepid hero. Smearing it across my forehead, I turn my gaze back towards the Alien Base and wonder just what horrors and marvels lay within.

That's XCOM, baby!
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-10-16 03:41:10
October 15 2012 20:43 GMT
#758
BIG tip for sats - never build 1 at a time as the 20 day queue is redic. Instead, sell all your useless UFO power sources, navigation, etc, and build 3-5 at a time (calculate how many you will be able to field based on uplinks).

Another tip - the 4th satellite uplink facility requires 30 engineers, so plan accordingly with workshops. I think the fifth (and last you will need) requires 40.

In general, your plan should be to put a sat on every country ASAP (starting with Africa if it was not home base), as it will cause credits to become insignificant and open doors for everything else. In my current playthrough, this is the #1 thing that I feel could have been done better. I am looking at coming up with an exact build order for achieving full coverage within 60 days from start (3 sat queues).

Finally - ALWAYS take engineer awards at the beginning, and launch your first sats for engineers after you get All In.

In the midgame, managing panic becomes more important. So far, I just reached plasma weapons and have yet to lose a country on classic, so it is possible with fast sats and intelligent selection of abduction missions.

Also, I see people talking about carapace armor, etc. I presume you mean skeleton armor? It's available like 4 days after carapace armor comes out, and has +10 defense and the grappling hook (albeit at a higher cost and -1 HP). When you consider that enemy hits at this time are doing 6-8 damage minimum and have the chance to panic, 10 defense is in my opinion way better.
Narw
Profile Joined February 2011
Poland884 Posts
October 15 2012 21:38 GMT
#759
Ehh, having terrible problems with multiplayer in this game. Decided to give ranked a shot. Played 3 games, got 2 disconnects. It's just impossible to blame my internet connection for this, i have like 500 Dota matches and droped there like one game. How hard it can be to write a stable code for turn based strategy game.
Godwrath
Profile Joined August 2012
Spain10140 Posts
October 16 2012 01:25 GMT
#760
Narw the multiplayer runs quiet weird for everybody.

Btw i love impossible difficulty. Specially on early-midgame. So freaking tense.
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