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XCOM: Enemy Unknown - Page 57

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DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 31 2012 15:16 GMT
#1121
So lately I´ve been trying to take a more carefull approach using lots of overwatch but more often than not this happens:

[image loading]
Ideas
Profile Blog Joined April 2008
United States8168 Posts
October 31 2012 17:20 GMT
#1122
On October 30 2012 03:05 Maxyim wrote:
Show nested quote +
On October 30 2012 03:00 Airact wrote:
On October 30 2012 02:54 michaelthe wrote:

Came here to rage at classic ironman. I feel like the game is rampping up difficulty harder than I scale at a certain point (enemy has floaters and mutons en mass, and I have like 2 laser rifles). I'll try this strat. I think I need to focus even more on unit retention early.

On October 30 2012 01:56 Maxyim wrote:
First Mission - pick engineer bonus. Bring a rookie and seek to get her sniper promotion by giving her shots at targets far away.


So unit promotions arent random? What can I do to encourage a heavy promotion for example?

I'm going to try this build out, I'll come back for month three.

Assault - Close range kills
Sniper - Long range kills
Heavy - Explosive kills (aka nades)
Support - Medikit use

Promotions can be a bit random as well but that's how to encourage certain promotions as far as I know/have experienced.


Right. I do think that the first mission goes out of its way to give you one of each class (I have certainly never seen more than one of a specific class at a time). My gut instinct is that it looks at your mans and determines who was closest to each role if everyone survives and is eligible for promotion. Results start to vary when only 3 are eligible, and I have seen some strange things, like a squaddie who had mostly close-ranged activity get a sniper promotion (unfortunately, she was also wounded for 18 days and I had to scrap that game). Case in point - plan on replaying the first mission a good bit as a good start is your best chance for 2x laser sniper rifle mans in time for the terror mission.

Show nested quote +
On October 30 2012 03:02 Ideas wrote:
On October 30 2012 02:54 michaelthe wrote:

Came here to rage at classic ironman. I feel like the game is rampping up difficulty harder than I scale at a certain point (enemy has floaters and mutons en mass, and I have like 2 laser rifles). I'll try this strat. I think I need to focus even more on unit retention early.

On October 30 2012 01:56 Maxyim wrote:
First Mission - pick engineer bonus. Bring a rookie and seek to get her sniper promotion by giving her shots at targets far away.


So unit promotions arent random? What can I do to encourage a heavy promotion for example?

I'm going to try this build out, I'll come back for month three.


no that's wrong. unit promotion IS random. Lead designer even said so himself (although he said it has a bit of a method to it that tries to keep class distribution even).


Source, please? I have played the first mission 20+ times now, and have routinely seen a pattern. It is rather obvious when you have only one person using a grenade and that person gets Heavy promotion many times in a row... As I said above, I am less certain about assault vs sniper vs support for the first mission, but I have successfully "forced" the game to give me a sniper by feeding long-range kills to a rookie, and have seen several times that a medikit rookie that is filling the place of a wounded support gets support promotion after a battle where he uses the medikit and qualifies for a promotion.


http://www.idlethumbs.net/3ma/episodes/we-will-be-watching-commander

I don't remember exactly where in that podcast but at one point the guy asks him why he has horrible class imbalance and jake says that it's random so that players are forced to use an unideal squad most of the time.

I think you got some good coincidences but they are just coincidences. Also I have tried to use the same tactics you described to force classes before I knew it was random and it was still totally random for me.
Free Palestine
Ideas
Profile Blog Joined April 2008
United States8168 Posts
October 31 2012 17:21 GMT
#1123
On November 01 2012 00:16 DaCruise wrote:
So lately I´ve been trying to take a more carefull approach using lots of overwatch but more often than not this happens:

[image loading]


yea overwatch SUCKS. everyone misses all the time
Free Palestine
Korlin
Profile Joined March 2011
Canada142 Posts
October 31 2012 17:32 GMT
#1124
Overwatch seems like a waste of ammo at least until your troops get scopes or a few promotions for more accuracy.
Maxyim
Profile Joined March 2012
430 Posts
October 31 2012 17:36 GMT
#1125
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-10-31 17:54:27
October 31 2012 17:51 GMT
#1126
Rookies suck at overwatch. Don't expect much.


On November 01 2012 02:36 Maxyim wrote:
Show nested quote +
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).

Because Europe saves you whole 65 credits (workshop is 130). NA gets more then 65 at start then EU. Also you will be building and maintaining interceptors during the game more then workshops and laboratories.
EU is worst start.
Maxyim
Profile Joined March 2012
430 Posts
October 31 2012 18:01 GMT
#1127
On November 01 2012 02:51 -Archangel- wrote:
Rookies suck at overwatch. Don't expect much.


Show nested quote +
On November 01 2012 02:36 Maxyim wrote:
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).

Because Europe saves you whole 65 credits (workshop is 130). NA gets more then 65 at start then EU. Also you will be building and maintaining interceptors during the game more then workshops and laboratories.
EU is worst start.


How much more does NA get at start? I thought that all locations started with the same amount.

Godwrath
Profile Joined August 2012
Spain10142 Posts
October 31 2012 21:51 GMT
#1128
NA gets 275, while EU starts with 165. Yeah, they are not even close even on early game. Also building interceptors and their equipment at HALF price is freaking golden.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2012-10-31 21:56:35
October 31 2012 21:56 GMT
#1129
On November 01 2012 03:01 Maxyim wrote:
Show nested quote +
On November 01 2012 02:51 -Archangel- wrote:
Rookies suck at overwatch. Don't expect much.


On November 01 2012 02:36 Maxyim wrote:
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).

Because Europe saves you whole 65 credits (workshop is 130). NA gets more then 65 at start then EU. Also you will be building and maintaining interceptors during the game more then workshops and laboratories.
EU is worst start.


How much more does NA get at start? I thought that all locations started with the same amount.

http://ufopaedia.org/index.php?title=Survival_Guide_(EU2012)#Satellite_Rush_Strategy
This is not my guide but it basically what I done when I finished ironman classic and built 4 satellites in 1st month (total had 5).
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
October 31 2012 23:19 GMT
#1130
FYI overwatch gives you a -15% hit penalty. Considering that most rookies have about 40-60% hit at range, that means overwatch is fucking awful for them.

Incidentally this is also why Opportunist is godly.
Liquipedia
Maxyim
Profile Joined March 2012
430 Posts
November 01 2012 01:29 GMT
#1131
On November 01 2012 08:19 Spazer wrote:
FYI overwatch gives you a -15% hit penalty. Considering that most rookies have about 40-60% hit at range, that means overwatch is fucking awful for them.

Incidentally this is also why Opportunist is godly.


Aliens are still less likely to move into your overwatch (obviously does not apply to a roaming pack that has not seen you yet). Agreed on opportunist; this is why I feel that 2 early leveled snipers are essential for smooth combat without benefit of reloading.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
November 01 2012 02:34 GMT
#1132
On November 01 2012 10:29 Maxyim wrote:
Show nested quote +
On November 01 2012 08:19 Spazer wrote:
FYI overwatch gives you a -15% hit penalty. Considering that most rookies have about 40-60% hit at range, that means overwatch is fucking awful for them.

Incidentally this is also why Opportunist is godly.


Aliens are still less likely to move into your overwatch (obviously does not apply to a roaming pack that has not seen you yet). Agreed on opportunist; this is why I feel that 2 early leveled snipers are essential for smooth combat without benefit of reloading.

Aliens are less likely to move into overwatch? As far as I've seen they don't particularly care - they wander into my line of fire all the time. Personally, I think they prioritize finding a firing position above all else.
Liquipedia
Maxyim
Profile Joined March 2012
430 Posts
November 01 2012 02:36 GMT
#1133
On November 01 2012 11:34 Spazer wrote:
Show nested quote +
On November 01 2012 10:29 Maxyim wrote:
On November 01 2012 08:19 Spazer wrote:
FYI overwatch gives you a -15% hit penalty. Considering that most rookies have about 40-60% hit at range, that means overwatch is fucking awful for them.

Incidentally this is also why Opportunist is godly.


Aliens are still less likely to move into your overwatch (obviously does not apply to a roaming pack that has not seen you yet). Agreed on opportunist; this is why I feel that 2 early leveled snipers are essential for smooth combat without benefit of reloading.

Aliens are less likely to move into overwatch? As far as I've seen they don't particularly care - they wander into my line of fire all the time. Personally, I think they prioritize finding a firing position above all else.


I have seen aliens mirror overwatch when I overwatch, and fire back when I fire the next turn, all from same positions, repeated multiple times during my now 40+ attempts to do an ideal "first mission" start to ironman. There is definitely something within the AI script that reduces the probability that they will attempt to move to a better position if it means moving into your line of fire.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
November 01 2012 03:26 GMT
#1134
Now that you mention it, I do remember times when the aliens opted to not kill me and just went into overwatch. I generally just attributed it to shitty AI though lol.

Speaking of AI, I also noticed that the AI doesn't know how to deal with suppression at all. In my entire playthrough, the other aliens never even tried disrupting the suppressor, and the suppressed alien just went into overwatch or did nothing.
Liquipedia
Maxyim
Profile Joined March 2012
430 Posts
November 01 2012 04:06 GMT
#1135
On November 01 2012 12:26 Spazer wrote:
Now that you mention it, I do remember times when the aliens opted to not kill me and just went into overwatch. I generally just attributed it to shitty AI though lol.

Speaking of AI, I also noticed that the AI doesn't know how to deal with suppression at all. In my entire playthrough, the other aliens never even tried disrupting the suppressor, and the suppressed alien just went into overwatch or did nothing.


I have seen aliens fire back when they had a reasonable chance to hit (on a pre-carapace soldier in low cover, for example). It is true that sometimes there is strange behavior. I personally love suppression fire and highly condone a composition that includes 3 heavies so it can be spammed; use it on a floater / heavy floater out in the open and they will generally just skip their turn. I think this is because the "chances of hitting too low - not going to fire" AI script conflicts with the "I am going to get shot in the face - not going to move" script; they should at least take a low chance to hit instead of standing still, lol.
Maxyim
Profile Joined March 2012
430 Posts
November 01 2012 04:36 GMT
#1136
On November 01 2012 06:56 -Archangel- wrote:
Show nested quote +
On November 01 2012 03:01 Maxyim wrote:
On November 01 2012 02:51 -Archangel- wrote:
Rookies suck at overwatch. Don't expect much.


On November 01 2012 02:36 Maxyim wrote:
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).

Because Europe saves you whole 65 credits (workshop is 130). NA gets more then 65 at start then EU. Also you will be building and maintaining interceptors during the game more then workshops and laboratories.
EU is worst start.


How much more does NA get at start? I thought that all locations started with the same amount.

http://ufopaedia.org/index.php?title=Survival_Guide_(EU2012)#Satellite_Rush_Strategy
This is not my guide but it basically what I done when I finished ironman classic and built 4 satellites in 1st month (total had 5).


Looking at this, I do not understand why he is recommending building satellites separately. Does it do something to shave off pennies on the cost via rounding, etc? I didn't even know that it was possible to have more than one item in the queue, lol (thanks SC2).
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2012-11-01 12:24:40
November 01 2012 12:24 GMT
#1137
On November 01 2012 13:36 Maxyim wrote:
Show nested quote +
On November 01 2012 06:56 -Archangel- wrote:
On November 01 2012 03:01 Maxyim wrote:
On November 01 2012 02:51 -Archangel- wrote:
Rookies suck at overwatch. Don't expect much.


On November 01 2012 02:36 Maxyim wrote:
On October 30 2012 22:12 -Archangel- wrote:
@Maxyim: I am sorry but your starting base strategy is horrible. Only efficient build is start with NA, excavate and build power right away. First abduction mission go for engineers, build workshop after. Then you need to get an ufo mission 21+ days before council report (if not restart). Do UFO, sell stuff (almost everything, be sure to sell weapon parts and alloys last if you need to). Build 3-4 satellites. Do more missions or sell more stuff and build uplink at 15 days to council report. If possible make sure panic rises in africa from abductions. Put 3 satellites on africa before month 2. If you build 4 put it on some high panic one or high money one. Next months build one uplink and 3 satellites per month (and whatever else you might need like workshops and power).


1) Why start with NA? It's easily the worst country bonus, and the extra credits do not compensate you for not having the workshop discount.

2) I am incorporating the early workshop in my build in order to be able to react properly to a 21+ day UFO. That said, the hardest part of the whole ordeal is getting a healthy sniper, heavy and support from first mission. It's literally taking me 20-30 tries to achieve this. Therefore, scrapping the game when the 21+ day UFO fails to appear isn't really an option.

3) I'm starting to think that it is critical to get +scientists from council mission or 2nd abduction in order to be able to get enough research to have precision lasers by first terror, and phoenix cannon / dodge consumable by third UFO. Also, I wonder if it is better to get Asia bonus before Africa in a game where you do not get 21+ day UFO (for officer training upgrades).

Because Europe saves you whole 65 credits (workshop is 130). NA gets more then 65 at start then EU. Also you will be building and maintaining interceptors during the game more then workshops and laboratories.
EU is worst start.


How much more does NA get at start? I thought that all locations started with the same amount.

http://ufopaedia.org/index.php?title=Survival_Guide_(EU2012)#Satellite_Rush_Strategy
This is not my guide but it basically what I done when I finished ironman classic and built 4 satellites in 1st month (total had 5).


Looking at this, I do not understand why he is recommending building satellites separately. Does it do something to shave off pennies on the cost via rounding, etc? I didn't even know that it was possible to have more than one item in the queue, lol (thanks SC2).


Just in case you have to abort them, so you don't have to abort all the sats you bought, but you can choose to cancel 1 or 2 instead while you keep your building queue intact.

I have the following starting build for impossible (doesn't work on easier difficulties the same way i think, i never played them, but the lack of corpses can change everything).

Research --- Weapons --- Laser beams

Abduction before day 7 --- Engineer's reward
Abduction after day 7 --- Scientist's reward

Small UFO before day 11 --- If i got engineers, then i intercept and get +4 sats separatly
If i had to go scientists, i don't intercept and wait for the medium sized UFO.
I research alien materials. Also, get +1 sat.

Small UFO after day 11 --- If i got engineers, buy +2 Sats ( I start on NA), to be able to sell stuff and get sat uplink.
If i got scientists, same as Small UFO before day 11. (alien materials, day 10 +1 sat).

Second abduction, i get scientists if i started with engineers, engineers if i got scientists first. I research laser beams right away after i get down the UFO. I use the council cash to prepare my base to get what i will need on second month.

I always prefer engineer's first, because more engineers = more stats, and more sat coverage around the world = more UFOs, so you get more alien loot to be able to craft laser beams, caparace armor to be ready for third month.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 01 2012 12:35 GMT
#1138
One of the issues I have with this game is how the maps play out.

While some are fairly mangeable others are borderline impossible. Getting a good start on the game depends so much on what maps you play at.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
November 01 2012 12:40 GMT
#1139
anyone got beyond council mission in ironman impossible?
Once I finally got a good start on the first mission wtihout RNG fucking me up, I then get a BOMB DEFUSAL MISSION and its GG.
England will fight to the last American
Godwrath
Profile Joined August 2012
Spain10142 Posts
November 01 2012 12:50 GMT
#1140
On November 01 2012 21:40 KaiserJohan wrote:
anyone got beyond council mission in ironman impossible?
Once I finally got a good start on the first mission wtihout RNG fucking me up, I then get a BOMB DEFUSAL MISSION and its GG.



I had completed I/I a few times already. Defusal bomb can be done, and it's way easier when you already know the map and possible spawns. Just remember to grenade the fuck outta first thinman so he doesn't slow you down. I don't bring my squadsight sniper to bomb mission, and i use a rookie as a grenadier instead.
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