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XCOM: Enemy Unknown - Page 49

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DystopiaX
Profile Joined October 2010
United States16236 Posts
October 24 2012 06:42 GMT
#961
On October 24 2012 14:33 Spazer wrote:
THIS ISN'T RIGHT.

NO. NO DAMNIT NO!

NOOOO, I WANNA GO HOME.

I hate you guys so much.

It's funny because most of the time when dudes panic they end up killing a Muton for me or something. Only once has a dude shot at another dude (missed even though he had a shotty and was 2 squares away lol) and most of the time they just hunker down, which ends up being fine for me.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 24 2012 08:01 GMT
#962
On October 24 2012 15:42 DystopiaX wrote:
Show nested quote +
On October 24 2012 14:33 Spazer wrote:
THIS ISN'T RIGHT.

NO. NO DAMNIT NO!

NOOOO, I WANNA GO HOME.

I hate you guys so much.

It's funny because most of the time when dudes panic they end up killing a Muton for me or something. Only once has a dude shot at another dude (missed even though he had a shotty and was 2 squares away lol) and most of the time they just hunker down, which ends up being fine for me.


They will only fire at eachother when no alien is in their vision. But still they might just hunker down or run in cover.
PandaCore
Profile Blog Joined September 2010
Germany553 Posts
Last Edited: 2012-10-24 09:40:53
October 24 2012 09:40 GMT
#963
Sometimes you just have foul luck in Classic+Ironman... damn you alien crit+aim bonus, damn you

Started abduction mission, took five steps forward into cover, see two mutons... only light cover everywhere (it's that construction site map) while they both have full. So get everyone into cover and hunker down, since I only have 25% hit with everyone and they're still too far away for grenades or run&gun.

Aliens turn, first muton shoots from cover and hits my sniper critically with 9 damage... even though I just gave him carapace armor he just dies instantly. Next muton stays in cover as well and hits my support critically as well and she dies too.

So I'm left with 2 assault and a heavy.

Move heavy and take a 45% shot at one muton, missed, but holo targeting is active now.

Moved the 2 assaults into full cover to shot the holo targeted muton with about 55% chance each. Both miss...

Aliens turn they kill my heavy. One of my assaults panics and shoots my other assault who is now left with 2 HP.

Had to pull out, 4 countries go into full panic mode... no satelllites left to deploy. Guess it's time for another attempt
I has a flavor
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
October 24 2012 09:42 GMT
#964
HE WAS RIGHT IN FRONT OF YOU !! HOW THE FUCK!! DID YOU MISS.

*shakes his head and reloads to try again.

i understand you cant have a 100% hitrate but sometimes i want to grab their guns and show them how to hit something that is standing like 1 meter in front of them..
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 24 2012 11:57 GMT
#965
On October 24 2012 18:42 GrandSmurf wrote:
HE WAS RIGHT IN FRONT OF YOU !! HOW THE FUCK!! DID YOU MISS.

*shakes his head and reloads to try again.

i understand you cant have a 100% hitrate but sometimes i want to grab their guns and show them how to hit something that is standing like 1 meter in front of them..

You do understand this is just a simulation? In "real life" he would not be standing still while your soldier runs to him and blows his head off. Since they cannot show us how it would look like (we got movies for that), it is simulated with hit chance.
jtype
Profile Blog Joined April 2009
England2167 Posts
October 24 2012 12:08 GMT
#966
Man the upcoming DLC looks really bad.

I was hoping for maybe a new class, some new tech-trees/skills/abilities/buildings but this doesn't seem worth paying for at all.

http://www.rockpapershotgun.com/2012/10/24/not-much-to-phone-home-about-xcoms-first-dlc/
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
October 24 2012 12:21 GMT
#967
Pretty sure that DLC is the pre-order bonus package thing. Customizable armors for your dudes and dudettas.

Yea, I'm pining for new researches, constructions and aliens. Not so interested in clothes.
Savior broke my heart ;_; || twitch.tv/onnings
Niten
Profile Blog Joined October 2009
United States598 Posts
October 24 2012 12:27 GMT
#968
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
PandaCore
Profile Blog Joined September 2010
Germany553 Posts
October 24 2012 12:39 GMT
#969
On October 24 2012 21:21 plated.rawr wrote:
Pretty sure that DLC is the pre-order bonus package thing. Customizable armors for your dudes and dudettas.

Yea, I'm pining for new researches, constructions and aliens. Not so interested in clothes.

No it's a different one that just was announced

The new DLC will feature 3 council missions on 3 new maps that have a background story (story plays in china)
Also a special named character you can use in your squad, who is connected to the above mentioned story
And apparently you get the blaster launcher tech from it (which already is in the game, but you need to shoot down a battleship for it now)

Missions will be available when you start a new game and will be the first council mission to be offered.

Not too hyped about that DLC to be honst
I has a flavor
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 24 2012 12:54 GMT
#970
On October 24 2012 21:27 Truenappa wrote:
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.


I have also completed classic on ironman with full sat coverage and no nations in panic.

Alloys are for laser weapons and elerium for plasma and late armors. In my game I was constantly lacking elerium so you NEVER wanna sell that. Try to keep alloys as well but its not as important.

A satellite takes 20 days to build so dont build 1 from the get go. Wait until you´ve completed the first abduction (pick the one that gives you engineers no matter the difficulty level) and then start the satellite as it will be cheaper, the more engineers you have and you should have time to complete it before the first council report.

In the first 2-3 missions I also prefer grenades over medikit. That extra grenade can turn the outcome of a battle from failure to súcces. Same thing applies to medikit as the satellite. Its cheaper with more engineers.
Nizaris
Profile Joined May 2010
Belgium2230 Posts
Last Edited: 2012-10-24 13:35:04
October 24 2012 13:33 GMT
#971
heavies are meh. Sure they are nice on sectopods but their accuracy is so bad unless you're right up to them.

Best combo imo, 2 snipers 2 assaults 1 heavy 1 support. Having 2 double tap snipers makes the game really fucking easy.

Almost done with my classic game, only 2 countries left XCom. And starting with Afrika i'm sitting on 4k credits with nothing to spend it on. Already have 9 firestorms...
idkfa
Profile Joined October 2011
United States77 Posts
October 24 2012 13:35 GMT
#972
On October 24 2012 21:27 Truenappa wrote:
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.


Finished classic/ironman last week. In general, the first few turns/engagements of a map, I set up and wait for patrols to wander into my killzones - careful to avoid getting multiple packs. Slow going. The first missions I spent grenading like I was throwing rice at a wedding - getting weapon fragments for the first few research projects wasn't difficult even so. The real challenge of the game is getting through June (or was it May?) in one piece, because all the pieces are in place to coast to endgame if you take out the alien base by the end of the month.

Or so I thought. My lone mission failure: I had a wipeout against a supply ship where I lost 4 colonels in one round, discovering that a wandering ethereal's mind control isn't actually the most dangerous thing they do... but I sucked it up and sprinted my two survivors (one of which waited for mind control to expire) out and rebuilt my A-team. Needless to say, if it counts, I bring two supports.

I think I disagree about your rationale behind skipping the tutorial. I skip it because I want to get started playing, but the real reason to complete it is because you get a heavy corporal out of it. You're not actually losing anyone.
If you use "literally" as a form of hyperbole, you will literally DIE! (Eventually.)
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-10-24 14:14:53
October 24 2012 14:13 GMT
#973
On October 24 2012 22:33 Nizaris wrote:
heavies are meh. Sure they are nice on sectopods but their accuracy is so bad unless you're right up to them.

Best combo imo, 2 snipers 2 assaults 1 heavy 1 support. Having 2 double tap snipers makes the game really fucking easy.

Almost done with my classic game, only 2 countries left XCom. And starting with Afrika i'm sitting on 4k credits with nothing to spend it on. Already have 9 firestorms...

No, you just don't use them properly. Give them scope and bullet storm. They do a lot of damage from far away. They also take less damage then your other units. If enemy has full cover blow them up with rockets, if not bullet storm them. They are a set up unit, similar to snipers. You are supposed to find them nice cover with good firing arcs and lead enemies into them. And with Heat Ammo they demolish sectopods and cyberdisks (the units that are almost immune to criticals that make snipers godly).

But of course while squad sight double tap snipers are the way they are in the game no other class/skill combination is as useful. They are just too OP at the moment, both in SP and MP.
Arevall
Profile Joined February 2010
Sweden1133 Posts
October 24 2012 14:37 GMT
#974
Snipers might be more interesting if they didn't have squadsight, but had move-and-shoot as first skill (instead of headshot) but with a larger to-aim penalty. Then you could choose between improved move-and-shoot and headshot later.

Thinking about that, I'd like the game to be more "up-and-close", making close-combat decisions and being able to put a few soldiers in the line of fire. I like it when my soldiers get killed!
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-10-24 15:12:37
October 24 2012 15:02 GMT
#975
On October 24 2012 18:40 PandaCore wrote:
Sometimes you just have foul luck in Classic+Ironman... damn you alien crit+aim bonus, damn you

Started abduction mission, took five steps forward into cover, see two mutons... only light cover everywhere (it's that construction site map) while they both have full. So get everyone into cover and hunker down, since I only have 25% hit with everyone and they're still too far away for grenades or run&gun.

Aliens turn, first muton shoots from cover and hits my sniper critically with 9 damage... even though I just gave him carapace armor he just dies instantly. Next muton stays in cover as well and hits my support critically as well and she dies too.

So I'm left with 2 assault and a heavy.

Move heavy and take a 45% shot at one muton, missed, but holo targeting is active now.

Moved the 2 assaults into full cover to shot the holo targeted muton with about 55% chance each. Both miss...

Aliens turn they kill my heavy. One of my assaults panics and shoots my other assault who is now left with 2 HP.

Had to pull out, 4 countries go into full panic mode... no satelllites left to deploy. Guess it's time for another attempt


Only question I have for you; if they were able to hit your sniper after you ended turn, why didn't your own sniper shoot them on your turn? If the answer is that your sniper was not yet in line of sight, and you moved him forward, then that there is the problem; snipers are almost always the first person that gets targeted until they get Low Profile (enemy AI seems to like taking the most likely shot to land, so if they see your whole team hunkering down in low cover at comparable distances from them; they will shoot the soldier with the least defense (read - sniper)).

The best solution is to position your snipers away from the front line (move them to the side instead of forward) and to try to keep them behind full cover until Low Profile. Remember, with squadsight, they do not have to be particularly close to the aliens, just within LoS.

On October 24 2012 23:37 Arevall wrote:
Snipers might be more interesting if they didn't have squadsight, but had move-and-shoot as first skill (instead of headshot) but with a larger to-aim penalty. Then you could choose between improved move-and-shoot and headshot later.

Thinking about that, I'd like the game to be more "up-and-close", making close-combat decisions and being able to put a few soldiers in the line of fire. I like it when my soldiers get killed!


Er, snipers are snipers; they are operating as intended. If anything, the game needs more ways of dealing with them, such as aliens that consciously try to flank the snipers instead of wasting turns pumping molten jade into the heavies and assaults.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 24 2012 15:06 GMT
#976
On October 24 2012 21:27 Truenappa wrote:
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.

I would not call these best tips, just your tips

I got a classic/ironman game without any countries lost, and without any missions lost. I only didn't manage to shoot down one battleship before I had Firestorms with plasma/emp (lost 3 interceptors with plasma to it). I only got last mission to do. I am even not using/abusing squad sight snipers. I have not lost a single Colonel in any mission.

So, while your tips for combat are on the spot, some tips about geoscape play are not the best. Save sectoid, floater and cyberdisk bodies, you need them for those one time boosts in air combat. You interceptors can take out tougher targets thanks to them.
Don't build anything else in first month but 3 satellites, 1 satellite uplink and 1 workshop and 1 power (sell some UFO power cores and computers if you need to). Always take engineers as first abduction mission so you can unlock workshop. You got to time your 1st Uplink(14d) and 3 Satellites(20d) to finish building before first council report. Research alloys and carapace armor first so you can have those before first terror mission. Also try to get beam weapons so you can have some laser rifles but it can be done without those with liberal use of explosives and good play (you need to win all missions before it and don't lose your higher level troops). Each month after make sure to build one more Uplink and 3 satellites before Council report. Use those to save countries that would leave you (always launch satellites 1-3 days before Council report). Also you can play abduction missions to make sure only countries in one continent are red at end of month because you will put satellites on them.
Maxyim
Profile Joined March 2012
430 Posts
October 24 2012 15:19 GMT
#977
On October 25 2012 00:06 -Archangel- wrote:
Show nested quote +
On October 24 2012 21:27 Truenappa wrote:
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.

I would not call these best tips, just your tips

I got a classic/ironman game without any countries lost, and without any missions lost. I only didn't manage to shoot down one battleship before I had Firestorms with plasma/emp (lost 3 interceptors with plasma to it). I only got last mission to do. I am even not using/abusing squad sight snipers. I have not lost a single Colonel in any mission.

So, while your tips for combat are on the spot, some tips about geoscape play are not the best. Save sectoid, floater and cyberdisk bodies, you need them for those one time boosts in air combat. You interceptors can take out tougher targets thanks to them.
Don't build anything else in first month but 3 satellites, 1 satellite uplink and 1 workshop and 1 power (sell some UFO power cores and computers if you need to). Always take engineers as first abduction mission so you can unlock workshop. You got to time your 1st Uplink(14d) and 3 Satellites(20d) to finish building before first council report. Research alloys and carapace armor first so you can have those before first terror mission. Also try to get beam weapons so you can have some laser rifles but it can be done without those with liberal use of explosives and good play (you need to win all missions before it and don't lose your higher level troops). Each month after make sure to build one more Uplink and 3 satellites before Council report. Use those to save countries that would leave you (always launch satellites 1-3 days before Council report). Also you can play abduction missions to make sure only countries in one continent are red at end of month because you will put satellites on them.


One comment I will make is to wait on researching beam weapon tech until capturing and interrogating a live sectoid - this gives you the beam weapons research credit, which halves research time. Same goes for floaters and basic armor tech, thin men and flight tech, and the later muton > plasma weapons, berserker > advanced armor, floater > flight tech credits.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-10-24 15:35:49
October 24 2012 15:35 GMT
#978
On October 25 2012 00:19 Maxyim wrote:
Show nested quote +
On October 25 2012 00:06 -Archangel- wrote:
On October 24 2012 21:27 Truenappa wrote:
Yay - finally beat classic/ironman! I was down to my last square on the doom tracker.
I have several bad starts but then the game clicked for me and the rest was smooth sailing until a few times when I got sleepy/stupid.

Best tips:
General
- prioritize defensive/offensive research for your units. (the game ramps up difficulty by introducing the nastier aliens over time no matter what you do.)
- Corpses and UFO parts are better to sell over alloys/elysium (which you constantly need to build stuff)
- make sure to use adjacency bonuses when building facilities
- countries won't pull out until the council meeting, you can save full panic nations with a satellite if you can build one in time.
- In the first turn of the game (skip tutorial so all 4 can survive/promote), build a satellite and a medkit.

Combat
- Classic is unforgiving and cruel, so be redundantly careful. A slow and successful mission is better than five failed save/loads. "ounce of prevention is worth a pound of cure." There is no penalty for thinking over your turn.
- I have a rule to never take a shot with under 50% chance to hit. There's probably a better use for your second move (hunker, move to full cover, reload)
- Aggressively reload after killing a pack.
- Give all heavy's the heat ammo upgrade so you'll have an easier time with the robots (they're annoyingly high health.)
- my most effective squad was 2 heavy, 2 assault, 1 sniper, 1 support.
- My mission success ratio was 40/41. I think you can only fail once or twice and still win. Treat each combat as an interview for your dream job
- Because of the unforgiving nature of classic/ironman, I prioritized scouting info through ghost armor, battle scanner, etc.
- w/ a 4-man group, 1 unit lost is acceptable. w/ 6, 2 is ok. Never bring more than 2 rookies on a mission.

I would not call these best tips, just your tips

I got a classic/ironman game without any countries lost, and without any missions lost. I only didn't manage to shoot down one battleship before I had Firestorms with plasma/emp (lost 3 interceptors with plasma to it). I only got last mission to do. I am even not using/abusing squad sight snipers. I have not lost a single Colonel in any mission.

So, while your tips for combat are on the spot, some tips about geoscape play are not the best. Save sectoid, floater and cyberdisk bodies, you need them for those one time boosts in air combat. You interceptors can take out tougher targets thanks to them.
Don't build anything else in first month but 3 satellites, 1 satellite uplink and 1 workshop and 1 power (sell some UFO power cores and computers if you need to). Always take engineers as first abduction mission so you can unlock workshop. You got to time your 1st Uplink(14d) and 3 Satellites(20d) to finish building before first council report. Research alloys and carapace armor first so you can have those before first terror mission. Also try to get beam weapons so you can have some laser rifles but it can be done without those with liberal use of explosives and good play (you need to win all missions before it and don't lose your higher level troops). Each month after make sure to build one more Uplink and 3 satellites before Council report. Use those to save countries that would leave you (always launch satellites 1-3 days before Council report). Also you can play abduction missions to make sure only countries in one continent are red at end of month because you will put satellites on them.


One comment I will make is to wait on researching beam weapon tech until capturing and interrogating a live sectoid - this gives you the beam weapons research credit, which halves research time. Same goes for floaters and basic armor tech, thin men and flight tech, and the later muton > plasma weapons, berserker > advanced armor, floater > flight tech credits.

If you try to get tech and building for capturing aliens too early you will lose on money for more satellites/uplinks/power/workshops/officer training. I usually go for capturing aliens in 3rd month. It is really not needed before. I usually don't even capture a live sectoid. Plasma pistols are not needed early and you got beam weapons by the time you are ready to start capturing aliens.
PandaCore
Profile Blog Joined September 2010
Germany553 Posts
October 24 2012 15:58 GMT
#979
On October 25 2012 00:02 Maxyim wrote:
Only question I have for you; if they were able to hit your sniper after you ended turn, why didn't your own sniper shoot them on your turn? If the answer is that your sniper was not yet in line of sight, and you moved him forward, then that there is the problem; snipers are almost always the first person that gets targeted until they get Low Profile (enemy AI seems to like taking the most likely shot to land, so if they see your whole team hunkering down in low cover at comparable distances from them; they will shoot the soldier with the least defense (read - sniper)).

The best solution is to position your snipers away from the front line (move them to the side instead of forward) and to try to keep them behind full cover until Low Profile. Remember, with squadsight, they do not have to be particularly close to the aliens, just within LoS.

Well as I said, it was that small construction site map and I saw the aliens by taking 5 steps forward. I had to move everyone to the nearest available cover (which is all low cover on that map). The only other option would've been to leave my sniper standing open in the starting area (as I said, 5 steps behind the other guys)... not sure if that would've worked out better.

Also he did not have squad sight yet, so there wasn't really a use to leave him standing in the back anyways. Usually I do keep them in the back if they have squad sight.
I has a flavor
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-10-24 19:19:31
October 24 2012 19:10 GMT
#980
In my opinion, the issue with heavies is that while their guaranteed, cover-busting AoE damage is great, once you get to the end-game double-tap or In the Zone snipers are just as good, if not better, at taking out a lot of enemies in a single turn. That basically relegates the Heavies to front line tanks(which they're great for don't get me wrong) and sectopod/cyberdisk killers, instead of being the main source of multi-target damage that it seems like they were meant to be.

Obviously those are important roles in the squad, but when I'm choosing from high-ranking soldiers, I couldn't see myself dropping any of the other classes to bring in a second heavy, while I'd gladly bring two or two supports regardless of the mission, and double Assault certainly have their uses depending on the map/scenario.

Something that I think would help balance some of the combat issues out, is to take away a bit of the health on later game enemies, and give them a shield effect like the Heavy, so that they take -2 to -4 damage per shot, but just like the Heavy it wouldn't effect explosives. That would make In the Zone a lot less OP, and also help to encourage some more offensive builds on Assaults, who most people I've talked to go full defensive on.
"Yes I fucked my way to the GSL partnership" - Sundance
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