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XCOM: Enemy Unknown - Page 55

Forum Index > General Games
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DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 27 2012 19:33 GMT
#1081
[image loading]

Sick hit!

Still my squad got obliterated in that mission but sick hit nonetheless.
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2012-10-27 22:53:01
October 27 2012 22:41 GMT
#1082
I just completed this game on normal difficulty (NO ironman). What a fun game this was. I think last fight might screw over the ironman players in a very big way. I went in there with ~10hp left on each soldier and 4 of my 6 soldiers were killed in the first round.. good thing there was reload functionality!
Korlin
Profile Joined March 2011
Canada142 Posts
October 28 2012 07:01 GMT
#1083
On October 28 2012 07:41 Greentellon wrote:
I just completed this game on normal difficulty (NO ironman). What a fun game this was. I think last fight might screw over the ironman players in a very big way. I went in there with ~10hp left on each soldier and 4 of my 6 soldiers were killed in the first round.. good thing there was reload functionality!



Just finished my normal mode clear ON ironman, and I actually got pretty lucky. My sniper was in position when the boss and other enemies were spawned and I just headshot, double tapped shot again and he was dead and it was over. Was kind of anticlimatic.
Shelke14
Profile Blog Joined April 2010
Canada6655 Posts
October 28 2012 07:02 GMT
#1084
Not to ruin the ending for Ironman players but if you die on the last mission, it just restarts. The first and last mission are re-doable no matter what.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2012-10-28 07:17:01
October 28 2012 07:16 GMT
#1085
On October 28 2012 16:02 Shelke14 wrote:
Not to ruin the ending for Ironman players but if you die on the last mission, it just restarts. The first and last mission are re-doable no matter what.

On an unrelated note, soldiers that die during the final mission don't get counted in your final stats.

Edit: I'm curious, does anything happen if your psi soldier dies during the final mission?
Liquipedia
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2012-10-28 08:00:05
October 28 2012 07:59 GMT
#1086
On October 28 2012 16:16 Spazer wrote:
Show nested quote +
On October 28 2012 16:02 Shelke14 wrote:
Not to ruin the ending for Ironman players but if you die on the last mission, it just restarts. The first and last mission are re-doable no matter what.

On an unrelated note, soldiers that die during the final mission don't get counted in your final stats.

Edit: I'm curious, does anything happen if your psi soldier dies during the final mission?

I didn't do it on ironman but yes something does happen, you lose i didn't know that but i certainly found out got one shot by my own guy mind controlled lol.
KaiserReinhard
Profile Blog Joined October 2008
United States554 Posts
October 28 2012 08:10 GMT
#1087
On October 28 2012 16:16 Spazer wrote:
Show nested quote +
On October 28 2012 16:02 Shelke14 wrote:
Not to ruin the ending for Ironman players but if you die on the last mission, it just restarts. The first and last mission are re-doable no matter what.

On an unrelated note, soldiers that die during the final mission don't get counted in your final stats.

Edit: I'm curious, does anything happen if your psi soldier dies during the final mission?


You just restart the last mission if that happens.
twitch.tv/imkirok
Snotling
Profile Joined August 2011
Germany885 Posts
October 28 2012 09:23 GMT
#1088
On October 28 2012 16:01 Korlin wrote:
Show nested quote +
On October 28 2012 07:41 Greentellon wrote:
I just completed this game on normal difficulty (NO ironman). What a fun game this was. I think last fight might screw over the ironman players in a very big way. I went in there with ~10hp left on each soldier and 4 of my 6 soldiers were killed in the first round.. good thing there was reload functionality!



Just finished my normal mode clear ON ironman, and I actually got pretty lucky. My sniper was in position when the boss and other enemies were spawned and I just headshot, double tapped shot again and he was dead and it was over. Was kind of anticlimatic.



same with my classic ironman run. got snipers in position (as you do before evry move forward in classic ironman) sprinted in with cloaked support. double-doubeletap. game over. quite unsatisfying for the endboss.
Godwrath
Profile Joined August 2012
Spain10134 Posts
October 28 2012 09:50 GMT
#1089
On October 28 2012 18:23 Snotling wrote:
Show nested quote +
On October 28 2012 16:01 Korlin wrote:
On October 28 2012 07:41 Greentellon wrote:
I just completed this game on normal difficulty (NO ironman). What a fun game this was. I think last fight might screw over the ironman players in a very big way. I went in there with ~10hp left on each soldier and 4 of my 6 soldiers were killed in the first round.. good thing there was reload functionality!



Just finished my normal mode clear ON ironman, and I actually got pretty lucky. My sniper was in position when the boss and other enemies were spawned and I just headshot, double tapped shot again and he was dead and it was over. Was kind of anticlimatic.



same with my classic ironman run. got snipers in position (as you do before evry move forward in classic ironman) sprinted in with cloaked support. double-doubeletap. game over. quite unsatisfying for the endboss.


To be honest the first time i did it, i didn't know that you win if you kill the boss, so instead i killed everything else before, and was quite a decent fight that way.
Snotling
Profile Joined August 2011
Germany885 Posts
October 28 2012 10:23 GMT
#1090
i didnt know it either. but he stands so open on his podest.....
ztranger
Profile Joined May 2010
Sweden57 Posts
October 28 2012 13:33 GMT
#1091
On October 27 2012 05:44 DaCruise wrote:
Show nested quote +
On October 27 2012 05:34 Dacendoran wrote:
@Dacruise post
How is it even possible to get up 4 satellites in the first month? I've never been able to put up more than 1 is there a guide I should be reading or some general strategy I'm missing


-After the initial mission you build nothing.

-After the first abduction you build a workshop (ofc you pick the one that gives engineers).

-pray you get a ufo mission when there is still 21+ days to council report.

-build 4 satellites. You will have to sell corpses and ufo parts to afford it.

-pray you get another mission when there is stil 14+ days to council report.

-build satellite uplink. Again you will prolly have to sell stuff to afford it.

During all of the above dont build any nano-weave, scopes or medikit.


As you can see building 4 satellites in the first month is not always possible. It mostly depends on when the first ufo shows up. If its with less than 20 days to council report you can forget about it.

Its also worth a note that in rare occasions the first mission will be ufo, which is bad since you need to have a workshop completed 14+ days before council report cause it takes 14 days to build a satellite uplink.

If the timer reach 21 days to report and you havnt gotten a ufo mission just build a single satellite and excavate/ build medikit, scope or nanoweave as you see fit and you can afford. Dont build an uplink in that case.


On normal with tutorial disabled, it's even easier. You get 1 sattelite for free, so you only need to build 3 sattelites + 1 uplink to get 5 before the end of the month. That removes the requirement for getting a UFO mission before 21 days (atleast I did have enough cash to build 3 sattelites at 21 days left to council report).
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 28 2012 14:19 GMT
#1092
[image loading]

Stupid heavy decided to miss with 87% hitchance and instead blow a hole in the ufo activating every single alien on the map.

Damnit! Once again it was looking fine on impossible ironman but wth are you suppossed to do when shit like that happens?!
daemir
Profile Joined September 2010
Finland8662 Posts
October 28 2012 14:28 GMT
#1093
Hahahaha, that's hilarious.
Godwrath
Profile Joined August 2012
Spain10134 Posts
October 28 2012 14:43 GMT
#1094
BACK TO THE SKYRANGER!!!! xD
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 29 2012 13:26 GMT
#1095
[image loading]

Yet another screenie from impossible ironman. Just wanted to get cover but activated 2 floater packs by doing so.

Its really beyond me how some people have apparently completed the game on impossible ironman.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 29 2012 14:47 GMT
#1096
When playing impossible you are supposed to go back, not forward. You play super defensive and don't take these kind of risks. You move back when you can and wait for AI to come into your overwatch. You also spread your troops a bit in a line so you can more easily get flanks from both sides.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 29 2012 15:23 GMT
#1097
On October 29 2012 23:47 -Archangel- wrote:
When playing impossible you are supposed to go back, not forward. You play super defensive and don't take these kind of risks. You move back when you can and wait for AI to come into your overwatch. You also spread your troops a bit in a line so you can more easily get flanks from both sides.


Turtleling is not my style. I refuse to play like that and insist on playing like it was intended. Hopefully it will work sooner or later.
daemir
Profile Joined September 2010
Finland8662 Posts
October 29 2012 15:29 GMT
#1098
That would likely be later then.
Maxyim
Profile Joined March 2012
430 Posts
October 29 2012 16:29 GMT
#1099
On October 30 2012 00:23 DaCruise wrote:
Show nested quote +
On October 29 2012 23:47 -Archangel- wrote:
When playing impossible you are supposed to go back, not forward. You play super defensive and don't take these kind of risks. You move back when you can and wait for AI to come into your overwatch. You also spread your troops a bit in a line so you can more easily get flanks from both sides.


Turtleling is not my style. I refuse to play like that and insist on playing like it was intended. Hopefully it will work sooner or later.


Logic, son. Blind aggression is not how it is "intended" to react to an alien invasion where your foes have superior weaponry and numbers.

What you have to do is to creep forward slowly, listening to sounds, throwing battle scanners, moving a sprinter support forward then back, later on doing recon with ghost armor, etc, etc. Anyone not in full cover should always hunker down or move, and nobody, and I repeat, nobody moves an inch when there are enemies engaged already (unless they are moving to a previously explored / secured area that you are 100% sure does not contain more packs).

My thus far successful strategy for ironman (beyond putting together a solid build order that gives me 8 sats and precision lasers on 2nd month) is to get 2 snipers with S.C.O.P.E.s and feed them kills as much as humanly possible to get 2x groupsight and eventually low profile / double tap ASAP, then park them behind full cover and advance slowly with heavy and support (using full cover exclusively), using suppression from heavy on anything the snipers and support cannot kill on pull. I plan to add another 2 heavies or maybe 1 heavy 1 assault once I get officer training going.
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-10-29 18:18:02
October 29 2012 16:56 GMT
#1100
My thus far successful strategy for ironman combat is to get 2 snipers with S.C.O.P.E.s and feed them kills as much as humanly possible to get 2x groupsight and eventually low profile / double tap ASAP, then park them behind full cover and advance slowly with heavy and support (using full cover exclusively), using suppression from heavy on anything the snipers and support cannot kill on pull, and rockets to blow up cover as needed. I plan to add another 2 heavies or maybe 1 heavy 1 assault once I get officer training going.

I expect lategame strategy to consist of (1a) scouting with cloaked sprinter support to find enemy packs or (1b) creeping forward with the heavies and listening for soundwaves, then throwing battle scanners in that direction, then (2) sending in cloaked snipers so they can double-tap next turn, (3) taking out as much as possible with the snipers, then moving the heavies forward intelligently to avoid triggering new packs and suppressing everything that is still alive, with the support serving as extra damage, with the smoke grenade on backup in case things turn south. On the next turn, evaluate whether you need to drop rockets to destroy cover for your snipers to do their work

I've ironed out my optimal ironman build order. It has been tested in Classic difficulty and may or may not transfer to impossible (I am not 100% familiar with how panic is different; it could be that RNG luck for 4 sats is required for 1st month).

The strategy is to pick Europe (150 credit savings on the 2 workshops that will be needed, the scientist you get at end of month serves to speed up laser tech and does not have to be an engineer since you are launching a sat for one - 11 engineers is the same as 10 for our purposes at this point).

For the first mission, you will want to replay until you get a support, heavy and sniper, all not wounded. Preferable if the 4th does not die and ideal if they get promoted as well, but not required. Took me ~15 tries to pull this off on classic. Don't forget to be liberal with explosives (especially when you can drop one on a buffed (4 hp) sectoid behind destructible cover as this will turn him into a free kill for your sniper nominee).

Day 1 - start excavating first level and go ahead and drop an access lift for second level. Make sure you don't have a retarded layout like 2 steam vents completely blocking building flow; you want to be able to build 3 sat uplinks, 2 workshops and 2 power generators for adjacent bonuses without having to dig up too much of the second level. Furthermore, you should have enough room to grow from this point in order to keep getting the adjacent bonuses, and your power plant chain should be able to intersect with at least one steam vent in the future. Research the S.C.O.P.E. tech, then start on the Nano-fiber tech.

First Mission - pick engineer bonus. Bring a rookie and seek to get her sniper promotion by giving her shots at targets far away. Build one medikit before the mission.

After First Mission - build the first workshop (contingent on excavation / long term plan; you want this workshop to be online ASAP for cost reduction, but don't rush for the sake of plopping it down in a poor location)

Before Day 11 - build a satellite.

After UFO mission - switch research to Beam Weapons immediately, sell damaged components.

Next and all further abduction missions - try to take scientists on 2nd and credits on all others when you have a choice between countries with comparable panic levels, but main objective is to avoid losing any nations (no more than one country should be red at end of month because you only have one satellite to launch with this build order).

First council mission - pray that it is not bomb defusal. If so, you will have to take risks and pray some more. Make sure to protect your sniper, who will probably not have squadsight this early unless you were REALLY lucky. I made it through with a sniper, heavy, assault and medikit rookie (in place of my support who was recovering from injuries). It helps to know approx. where the thin men will drop and to get the best possible position to take out at least 2 of them outright with overwatch fire.

Before first council meeting - launch satellite to a country in Africa or Asia with highest panic level (you want the +1 engineer bonus to take you to 15 in order to be able to build a second workshop). Also, go ahead and transfer one of your Ravens to where this sat is going to operate.

After first council meeting - start the second workshop when possible; you will not get it in time for cost reduction to next round of sats due to the 30 day month, but that is not significant by this point as the greatest cost reduction was from the first few engineers.

After Beam Weapons research - start Precision Lasers. Build a laser rifle for your support and a laser pistol if one of your snipers took Gunslinger (I tentatively recommend it over Damn Good Ground on the first to reach Sergeant as your snipers will generally stick together and 5 damage from a laser pistol is a kill on everything up to cryssalids).

Before Day 34 - all excavation for uplinks should be done at this point and you should start thinking about where you will place the Officer Training Center and next workshop / uplink.

Before Day 39 - start two power generators; do so earlier in the day (or earlier period) so you can start two uplinks before Day 44).

Before Day 40 - queue 6 satellites.

Before Day 44 - start two uplinks. NOTE - if it reads 14 days before council, you are too late; I actually did this in my current game, boy do I feel stupid. You will probably need to sell all or most of your intact UFO parts and bodies to do this.

Hopefully, precision lasers will finish before the first terror. This build can perhaps be refined further to make this more likely; one possibility is that taking a scientist reward should be required (200 credit difference can be made up by selling alloys/fragments). I will investigate this further.

It goes without saying that you will want to be launching sats based on terror level at this point. I expect that 6 will be enough to avert any losses at this point, but have not tested this far myself yet (and it is not really practical to squeeze out any more). If there are more 5/5 panic countries than sats, then plan on losing backers in Europe since the continent bonus will not go away. It would be ideal if you can grab Asia's bonus ASAP (they also give lots of engineers), and then Africa before next council meeting.

One more note - if you happen to lose your leveled sniper at any point within the first 45 days, it is probably best to cut your losses. Remember to hunker down and use full cover only; aliens will not take a 40% shot at your sniper (which could crit and kill them) if they have a 50% chance to hit someone else. Oftentimes, you can force an alien team to Overwatch because your team is so well-protected, while your sniper can take shots from outside of the alien's view range with squadsight.




Feedback is welcome, please let me know if you think that I missed something or there is room for improvement. Working on 3rd month next (objective is 6 more sats + officer training + carapace/skeleton armor).
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