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XCOM: Enemy Unknown - Page 62

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Godwrath
Profile Joined August 2012
Spain10140 Posts
November 12 2012 23:49 GMT
#1221
On November 13 2012 06:29 Maxyim wrote:
Show nested quote +
On November 13 2012 03:03 Godwrath wrote:
[image loading]

This is what i call a good I/I start.

Sniper squad sight next mission yes yes lol.

A week withouth playing, first impossible mission i do after that "break", ownage. The game really needs more maps to be honest.


Don't take the assault with you until you get academy upgrades, next priority is to get a second sniper. I ran with 2 snipers 1 heavy 1 support for first two months, game was more than manageable with very CAREFUL positioning (never move scout forward unless snipers can fire, never expose snipers to aliens unless in high cover AND preferably hunkered down, and abuse the hell out of Suppression).


Erhm nope. I love my assaults on early game too much ;P

It's not my first I/I playthrough
KaiserReinhard
Profile Blog Joined October 2008
United States554 Posts
November 13 2012 02:21 GMT
#1222
Man I'm trying to beat classic ironman and I always lose around when Mutons start becoming prevalent. I usually have full beam weapons + carapace armor at this point but they have too much hp, are too accurate, and do too much damage.
twitch.tv/imkirok
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-11-13 03:38:12
November 13 2012 03:37 GMT
#1223
On November 13 2012 11:21 KaiserReinhard wrote:
Man I'm trying to beat classic ironman and I always lose around when Mutons start becoming prevalent. I usually have full beam weapons + carapace armor at this point but they have too much hp, are too accurate, and do too much damage.


Your have 6x 10+ life 6+ damage dudes, healing, defensive abilities and the element of "first move," they have 3x 10 life 8 damage dudes. What is the problem? Are you moving forward too quickly and spawning multiple packs? Heavy cover, overwatch, snipers and cover demolition are your friends.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 13 2012 04:32 GMT
#1224
And so it ends.

[image loading]

Turns out that losing my elite squad left me in a situation I simply couldnt recover from. I managed to do a few terror -and council missions but thats about it. Even took down the overseer ufo with my newly crafted firestorms but on the ground I didnt stand a chance.

Short breakdown of my best game so far on impossible ironman:

-Picked Asia as start location
-RNG wasnt in my favor so I could only launch 1 satellite the first month.
-However that also meant that I got alien containment up super fast and captured both a sectoid and a thin man on the first council mission in the first month.
-I picked xenobiology or whatever its called as my first research project and arch thrower as second.
-As soon as I had researched the live sectoid I went for laser weapons, which is CRUCIAL for the first terror mission that hits ultimo second month. Only my heavies didnt have laser weapons just yet. By that time I also had a squad of 6 soldiers.
-After laser weapons I went for carapace armor and then assaulted the alien base immediatly when that was done. You DONT need plasma weapons or high-end armor to do the alien base and its important that you do it as soon as possible to get cash and panic reduction.

Later I got plasma tech and firestorms but in that phase of the game its all about playing safe and picking the right engagements. Research, base management and economy doesnt matter nearly as much as in the early game.
Also dont build the hyperweave relay right after completing the alien base as you cannot take down the overseer ufo with regular interceptors. You need firestorms for that.

When possible I used 2 snipers, 2 heavies, 1 support and 1 assault. I did however have 2 assaults on the first terror mission but thats also where they shine the most imo.

Next up is game 247. Perhaps this is the game I will beat impossible ironman on.....
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-11-13 04:57:26
November 13 2012 04:49 GMT
#1225
On November 13 2012 13:32 DaCruise wrote:
And so it ends.

[image loading]

Turns out that losing my elite squad left me in a situation I simply couldnt recover from. I managed to do a few terror -and council missions but thats about it. Even took down the overseer ufo with my newly crafted firestorms but on the ground I didnt stand a chance.

Short breakdown of my best game so far on impossible ironman:

-Picked Asia as start location
-RNG wasnt in my favor so I could only launch 1 satellite the first month.
-However that also meant that I got alien containment up super fast and captured both a sectoid and a thin man on the first council mission in the first month.
-I picked xenobiology or whatever its called as my first research project and arch thrower as second.
-As soon as I had researched the live sectoid I went for laser weapons, which is CRUCIAL for the first terror mission that hits ultimo second month. Only my heavies didnt have laser weapons just yet. By that time I also had a squad of 6 soldiers.
-After laser weapons I went for carapace armor and then assaulted the alien base immediatly when that was done. You DONT need plasma weapons or high-end armor to do the alien base and its important that you do it as soon as possible to get cash and panic reduction.

Later I got plasma tech and firestorms but in that phase of the game its all about playing safe and picking the right engagements. Research, base management and economy doesnt matter nearly as much as in the early game.
Also dont build the hyperweave relay right after completing the alien base as you cannot take down the overseer ufo with regular interceptors. You need firestorms for that.

When possible I used 2 snipers, 2 heavies, 1 support and 1 assault. I did however have 2 assaults on the first terror mission but thats also where they shine the most imo.

Next up is game 247. Perhaps this is the game I will beat impossible ironman on.....


Nice, bro, I admire your persistence!

How did you manage to spawn 2 sectopods AND elite mutons? What was the map? Supply UFO? Which side did you approach from?

Also, I find that it takes me 20-30 games just to get a good start (first mission), in any event I wish you luck!
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 13 2012 05:05 GMT
#1226
I think it was a supply UFO. My soldiers were in terrible position so I tried to flank and thats when I aggroed the second sectopod. I knew it was a dangerous manoevre but I considered it the least bad in that situation.
Maxyim
Profile Joined March 2012
430 Posts
November 13 2012 05:11 GMT
#1227
On November 13 2012 14:05 DaCruise wrote:
I think it was a supply UFO. My soldiers were in terrible position so I tried to flank and thats when I aggroed the second sectopod. I knew it was a dangerous manoevre but I considered it the least bad in that situation.


Have you considered replacing the assault with a third heavy for the rockits / suppression fire / extra tank? Seems more "safe" for impossible, 9 rockets = 9 opportunities to "hack" aim.

Which side of the supply UFO did you spawn on?
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 13 2012 05:22 GMT
#1228
On November 13 2012 14:11 Maxyim wrote:
Show nested quote +
On November 13 2012 14:05 DaCruise wrote:
I think it was a supply UFO. My soldiers were in terrible position so I tried to flank and thats when I aggroed the second sectopod. I knew it was a dangerous manoevre but I considered it the least bad in that situation.


Have you considered replacing the assault with a third heavy for the rockits / suppression fire / extra tank? Seems more "safe" for impossible, 9 rockets = 9 opportunities to "hack" aim.

Which side of the supply UFO did you spawn on?


I think assaults are great for beserkers and in generel I just like them with their run and gun move. I didnt really have any problems to speak of until that mission. It was just a case of me taking a risc in a difficult situation and I got punished for it true XCOM style.

I think it was the second largest ufo in the game, well third if you count the temple ship. I dont have a screenshot of it but my soldiers were in the right part of the ufo with some on the roof.
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-11-13 05:33:29
November 13 2012 05:30 GMT
#1229
On November 13 2012 14:22 DaCruise wrote:
Show nested quote +
On November 13 2012 14:11 Maxyim wrote:
On November 13 2012 14:05 DaCruise wrote:
I think it was a supply UFO. My soldiers were in terrible position so I tried to flank and thats when I aggroed the second sectopod. I knew it was a dangerous manoevre but I considered it the least bad in that situation.


Have you considered replacing the assault with a third heavy for the rockits / suppression fire / extra tank? Seems more "safe" for impossible, 9 rockets = 9 opportunities to "hack" aim.

Which side of the supply UFO did you spawn on?


I think assaults are great for beserkers and in generel I just like them with their run and gun move. I didnt really have any problems to speak of until that mission. It was just a case of me taking a risc in a difficult situation and I got punished for it true XCOM style.

I think it was the second largest ufo in the game, well third if you count the temple ship. I dont have a screenshot of it but my soldiers were in the right part of the ufo with some on the roof.


Assaults are good for ethereals and early on with Lightning Reflexes (before you get ghost armor). Everything else, a third heavy could do better. If you are relying on their free reaction shot to stop melees; that's already a "bad plan" (unless you are strategically triggering it via making them run forward and are sure that you can take the bugger out if the reaction shot misses, as non-sniper reaction shots are apt to do).

If you spawn on the port or starboard side of the Supply UFO, consider sending in a cloaked scout to map out the "room" via the front (to avoid opening any doors), and then attacking from the front and one side. I have seen up to 3 packs spawn inside the room, but it is usually possible to pull just two at a time if you avoid actually entering the room; you may need to go around to the other side depending on where the packs are).

The "supply" part of the UFO (with the two upper areas) I generally find to be very easy, as snipers tend to FSU quite nicely with high ground bonus and ability to take advantage of the low cover. I have gotten some bad surprises with heavy floater packs from the sides occasionally; as always, ghost cloak is recommended (you should have 24 charges). Also be mindful that the Ethereal will spawn in this area if you attack from the "aft," and not in the "room" as you would expect (probably for the best, as the "room" has more potential spawns, and you can get lots of volleys with accuracy bonuses on it from the higher ground).
Psyclon
Profile Joined July 2010
Bulgaria2443 Posts
Last Edited: 2012-11-13 09:43:43
November 13 2012 09:40 GMT
#1230
Talking about terror missions - have you ever managed to save all civilians? In my case somebody ALWAYS dies at the end of the first turn, even on the first terror mission on normal. Is there any special tactic for these missions?

Btw, with granades and rockets ironman is not as hard. So far i've been playing without explosives for the sake of weapon fragments and corpses, but now it's time for some BOOOOM
Now I am become Death, the destroyer of worlds!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
November 13 2012 10:36 GMT
#1231
Anyone know how to get rid of all the cutscenes when encountering aliens?
Is there any mod to speed up the Alien Activity? Sometimes it feels like the game hangs up, when it hasn't.
https://steamcommunity.com/id/*tlusernamehere*/
Psyclon
Profile Joined July 2010
Bulgaria2443 Posts
November 13 2012 12:03 GMT
#1232
I just learned the hard way that a "poisoned" enemy is not actually poisoned. A floater with 1 hp entered the mist of a dead thin man and there was a note "POISONED". I expected him to die at the beginning of next turn, so i disregarded him and fired at another enemy. Alas, the floater did not get poison damage and killed my guy
Now I am become Death, the destroyer of worlds!
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 13 2012 12:55 GMT
#1233
On November 13 2012 19:36 HwangjaeTerran wrote:
Anyone know how to get rid of all the cutscenes when encountering aliens?
Is there any mod to speed up the Alien Activity? Sometimes it feels like the game hangs up, when it hasn't.

Yes, I would love to be able to get rid of these cutscenes. Just let the aliens move to cover without the stupid always same cutscene.
Maxyim
Profile Joined March 2012
430 Posts
November 13 2012 15:55 GMT
#1234
On November 13 2012 21:03 Psyclon wrote:
I just learned the hard way that a "poisoned" enemy is not actually poisoned. A floater with 1 hp entered the mist of a dead thin man and there was a note "POISONED". I expected him to die at the beginning of next turn, so i disregarded him and fired at another enemy. Alas, the floater did not get poison damage and killed my guy


I believe that poison does reduce their stats just like it does to your mans, could be wrong though.
Godwrath
Profile Joined August 2012
Spain10140 Posts
Last Edited: 2012-11-13 20:08:07
November 13 2012 20:04 GMT
#1235
On November 13 2012 14:05 DaCruise wrote:
I think it was a supply UFO. My soldiers were in terrible position so I tried to flank and thats when I aggroed the second sectopod. I knew it was a dangerous manoevre but I considered it the least bad in that situation.


Yes, and sometimes they just "spawn" on top of your head. Shit like that happens.

By the way, if you want some tips on the strategic layer.

Start North America because of extra cash and cheaper interceptors (if you ask why, you will understand later).

Start researching weapon fragments since day 1.

If abduction happens before day 7, get engineer mission and start building a workshop.
If abduction happens after day 7, get scientist, and start alien materials when weapon fragments is over. Or, just restart the game (abduction after day 7 is suboptimal).

And from here are two paths, i will just speak about engineer first.

If engineers first and UFO before day 11:


Build 4 sats you can afford on batchs of 1 at day 11. Sell stuff if needed. Batchs of 1 so you are able to abort them later if needed for the sat uplink. If you were lucky to get this, you are pretty much 100% getting +4 sats on first month, saving every country, getting insane cash for next month and more UFO missions (get atleast 3 continents covered for this) Start researching beam weapons after this, so you will have them by day 1 of second month.


UFO after day 11


Skip it and wait for the medium sized to get extra cash. Remember, USA gives you 275. 130 from the workshop leaves you with 145 (enough for 2 sats at least, so still get those sats before day 11).

Day 16-17
Build sat uplink, sell if needed, priority are corpses > UFO components > Elerium > Alloys > Weapon fragments, enough to be able to start researching beam weapons.

After council mission, start planning your base (elevator, energy, etc) to get ready for the next month start with workshop right away.

Second abduction with engineers first, pick scientists, so your research speeds up on the next month, that way you will be able to get caparace armor + precision lasers for third month (and many times, you will have caparace armor for the terror mission this way).



On second month, get x2 interceptors on every continent that haves some satellite, build x3 sats, a workshop AND prepare the ground to raise an OTS whenever you can. First abduction get the cash reward if possible, so you can get your sat uplink + OTS withouth selling stuff (and that means you will have alloys for caparace armors and beam weapons ).

By the way, on third month you can get 4 sats. And to stop the large UFO, you just need phoenix cannons, they are cheap (specially because you are starting on NA), so get them for every single interceptor (on third month you should already had covered every continent for more UFOs, so x10 interceptors with this). The large UFO is ezpz with 2 phoenix cannons interceptors. I use to get a lot of captures on month 3 , and do Alien base on month 4 (whenever i want to lower the panic, since i can only build 3 sats). From there, you can either rush (easy, because you can do it pretty fast if you want to and final mission is cake) or prepare a doom squad (harder till you get your imba squad of death, but a unlucky bug can screw you over ).

Good luck commander!

Godwrath
Profile Joined August 2012
Spain10140 Posts
Last Edited: 2012-11-13 20:16:40
November 13 2012 20:16 GMT
#1236
About heavies vs assault on early game

I can perfectly play withouth heavies on early game, they just give you a free card sometimes, but they are far from a must have, and scale way worse than assaults due to perks and because of their low aim and rocket not getting better til late late game

I only use 1. More can make it easier to deal with thinman, floaters, and specially on first terror mission, but they aren't needed, and i prefer rapid fire assaults to use the laser rifle i get early on month 2. Lightning reflexes and tactical sense make them great as frontliners and spotters for your squad sight sniper. On mid-game, i just stay with 1, or replace him for a support to play a 2 assault, 2 support, 2 sniper.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 13 2012 22:57 GMT
#1237
On November 14 2012 05:16 Godwrath wrote:
About heavies vs assault on early game

I can perfectly play withouth heavies on early game, they just give you a free card sometimes, but they are far from a must have, and scale way worse than assaults due to perks and because of their low aim and rocket not getting better til late late game

I only use 1. More can make it easier to deal with thinman, floaters, and specially on first terror mission, but they aren't needed, and i prefer rapid fire assaults to use the laser rifle i get early on month 2. Lightning reflexes and tactical sense make them great as frontliners and spotters for your squad sight sniper. On mid-game, i just stay with 1, or replace him for a support to play a 2 assault, 2 support, 2 sniper.


I think there are many viable ways to beat the game, both when it comes to picking your troops but also on the more strategic level.
You dont HAVE to pick USA or Africa as your home base and you dont NEED 4 sats in the first month.

Atm I feel like support is the class I could do the best without having. I dont use smoke grenade much, my assaults use arch thrower and supports are only good when someone gets injured.
Dont think I would ever take more than 1 support unless nothing better was avaliable.
Daumen
Profile Joined July 2011
Germany1073 Posts
November 13 2012 23:10 GMT
#1238
On November 14 2012 07:57 DaCruise wrote:
Show nested quote +
On November 14 2012 05:16 Godwrath wrote:
About heavies vs assault on early game

I can perfectly play withouth heavies on early game, they just give you a free card sometimes, but they are far from a must have, and scale way worse than assaults due to perks and because of their low aim and rocket not getting better til late late game

I only use 1. More can make it easier to deal with thinman, floaters, and specially on first terror mission, but they aren't needed, and i prefer rapid fire assaults to use the laser rifle i get early on month 2. Lightning reflexes and tactical sense make them great as frontliners and spotters for your squad sight sniper. On mid-game, i just stay with 1, or replace him for a support to play a 2 assault, 2 support, 2 sniper.


I think there are many viable ways to beat the game, both when it comes to picking your troops but also on the more strategic level.
You dont HAVE to pick USA or Africa as your home base and you dont NEED 4 sats in the first month.

Atm I feel like support is the class I could do the best without having. I dont use smoke grenade much, my assaults use arch thrower and supports are only good when someone gets injured.
Dont think I would ever take more than 1 support unless nothing better was avaliable.


I rly like Support, I play Classic Ironman Mode. The Abillity to have 3 Medkits on 1 guy is amazing(to me) since RNG is usually very cruel to me (Aliens hit me with High Cover every 2nd to 3rd shot). Also Smoke Grenades are rly nice and easy to use :o. Sometimes I give them the arc thrower since they can run 3 extra tiles and later in the game they can even carry 3 Medkits AND the Arc Thrower, gg.
President of the ReaL Fan Club.
cjin
Profile Joined July 2011
181 Posts
November 13 2012 23:17 GMT
#1239
On November 13 2012 21:55 -Archangel- wrote:
Show nested quote +
On November 13 2012 19:36 HwangjaeTerran wrote:
Anyone know how to get rid of all the cutscenes when encountering aliens?
Is there any mod to speed up the Alien Activity? Sometimes it feels like the game hangs up, when it hasn't.

Yes, I would love to be able to get rid of these cutscenes. Just let the aliens move to cover without the stupid always same cutscene.


Options->Gameplay->Show action cam
Maxyim
Profile Joined March 2012
430 Posts
November 13 2012 23:47 GMT
#1240
Err, I could not imagine playing ironman without a support. Literally every single one of their abilities is invaluable. Just sayin'.
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2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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