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XCOM: Enemy Unknown - Page 82

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DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 18 2013 15:48 GMT
#1621
Yeah, no matter what strat you are following always get engineers from first abduction and then start a workshop when the mission is done. Sometime you wont need the engineers for uplink but they come in handy later in the game.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 18 2013 16:11 GMT
#1622
On November 18 2013 22:51 ViperPL wrote:
Hey guys, do you prefer to go for carapace armor first, beam weapons or satellite rush? I tried rushing 3 satellites in the first month but seems to me like it's impossible to get 10 engineers for satellite uplink unless you get really lucky and get abduction mission with engis + council mission with engis and cash during the starting 14 days, so I think I'm gonna scratch that idea for now. Also, is meld research worth getting asap or you don't really have funds for it during march and april?

Damn, enemy unknown was really addicting, but with all those new features in enemy within it's even more addicting than before!

http://www.teamliquid.net/forum/viewpost.php?post_id=20227791
How to do it from me, it is just on last page.
I got it from someone back when Xcom:EU was new and ran it a few times with EU and it works perfectly with EW
ViperPL
Profile Joined March 2011
Poland1775 Posts
November 18 2013 16:23 GMT
#1623
On November 19 2013 01:11 -Archangel- wrote:
+ Show Spoiler +
On November 18 2013 22:51 ViperPL wrote:
Hey guys, do you prefer to go for carapace armor first, beam weapons or satellite rush? I tried rushing 3 satellites in the first month but seems to me like it's impossible to get 10 engineers for satellite uplink unless you get really lucky and get abduction mission with engis + council mission with engis and cash during the starting 14 days, so I think I'm gonna scratch that idea for now. Also, is meld research worth getting asap or you don't really have funds for it during march and april?

Damn, enemy unknown was really addicting, but with all those new features in enemy within it's even more addicting than before!

http://www.teamliquid.net/forum/viewpost.php?post_id=20227791
How to do it from me, it is just on last page.
I got it from someone back when Xcom:EU was new and ran it a few times with EU and it works perfectly with EW


Thanks a lot man, that's really helpful!
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
sacrilegious
Profile Joined September 2012
Canada863 Posts
November 18 2013 16:27 GMT
#1624
So I took a few days break from this game (mainly because of DOTA 2 Diretide) after getting squad wiped in the infestation mission. I still think back of getting screwed in the "Portent" mission by thin men, losing my high ranked squad members. I failed to mention the chaos started when a thin man literally dropped on the EXACT SAME SPOT as where my sniper was parked on the roof. Obviously I couldn't move because 2 thin men were on overwatch. I sniped the first one from afar, but the one on the roof literally squad wiped me (overwatch killed one trying to climb up the roof, next turn blasted my sniper, tried to kill him again with my 3rd guy but only did 3 damage then died the next turn -_-).

So I'm thinking, if one has to know the map to do well, do the aliens always drop or come out of the exact same spots? Is that why some of you who beat the game on classic or ironman do well because you're accustomed to where the aliens will spawn?

My other dilemma I keep finding myself is proc'ing the aliens (again mainly thin men). I move carefully into covers, then overwatch, and the moment I proc a group that has a shot on me next turn I run back to cover so they don't see me. The problem is my overwatch soldiers take the shots of the thin men and miss, then I essentially get crit the same turn under half or full cover (even under Hunker!)... like I'm starting to think overwatch can be severely useless, and falling back completely might be better. But the problem is if they don't find you then they go on overwatch, and if you overstep they react fire to you which is just as bad -_-
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 18 2013 16:41 GMT
#1625
Well with all council missions the rule is to watch out for dropping enemies. You don't need to know their positions but don't leave troops alone, try to be on overwatch a lot and have at least 1 heavy and grenades with others.

With ThinMen you MUST grenade them (or rocket them; Shredder rocket is also VERY useful against Thin men).
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 18 2013 17:12 GMT
#1626
Speaking of council missions. I had a game where I didnt get a single one in the first month. That completely screwed me over.
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2013-11-18 18:09:54
November 18 2013 17:30 GMT
#1627
EDIT: Sorry, didn't mean to post.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
Last Edited: 2013-11-18 19:29:55
November 18 2013 19:24 GMT
#1628
So I have a problem. I've been playing a non-ironman run to learn EW and I've found 2 missions that I cannot possibly beat with my current level of techonolgy (1 is the optional EXALT base but the other isn't optional). My overall strategy was thus:

Rush sats and mechs into beam weapons and limited gene mods. I was able to get through most missions without too much difficulty, but I had 2 very, very difficult UFO landing missions back to back (with a covert and council mission that were stupid easy) followed by the base invasion mission. Right now I have lasers for my entire party (except sniper) and plasma rifles done. The invasion mission stuck me with 2 Col. heavies with lasers and no upgraded launchers, my Col. mech trooper with a railgun, and a Major sniper with conventional weapons (4 days on plasma sniper research). I do not see how this is possible with just those troops. At last count, the total amount of enemies were approximately:

8 Sectoids
4 Cryssalids
6 Mutons
2 Muton Berserkers
6 Cyberdiscs
3 Drones
1 Floater
6 Mechtoids
5 Sectoid Commanders

I cleared out the command room and fliers with little difficulty, but was still cleaning up the last cyberdisc when the last 2 MASSIVE sets of enemy spawns happened, so I set up an extremely strong defensive position in the command room and waited it out.

Even with the rookies' grenades and sometimes but not usually hitting the target, when 3 mechtoids show up at the same time, all with psi shields, I don't see how I can beat that. I had to use 3 rockets to take down the cyberdiscs and other mechtoids, so all I had left was a shredder and conventional which barely breaks the shield on one of them (and even that's for only 1 turn). My heavies can never hit anything on overwatch despite having the 2 shot overwatch if the first hits, my sniper does piss all for damage because plasma isn't done yet, and my mech trooper only has 3 shots because the ammo upgrade is LESS THAN 1 DAY from completing.

I dunno if that mission has a hard cap on when it happens, but it seems like really bad luck and the end of the playthrough

Edit: I have a feeling it selects your top troops, but my Col. Assault and Support were both getting gene modded and my other support was injured, hence the sniper. All 3 of them had plasma rifles.
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
November 18 2013 19:54 GMT
#1629
Meld canisters is the most sadistic mechanic ever invented in a game :-(

Got wiped early 4 times on Ironman Classic - and every time was caused by trying to get to a canister before it expired.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 18 2013 22:15 GMT
#1630
OK, just a heads up to people on the base defense mission: let your rookies die, it gives you more of your main squad members every time a rookie dies...I let them live far too long my first run.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-11-19 01:15:24
November 19 2013 01:14 GMT
#1631
I just did the base defense mission. Lost 5 rookies, wasn't really trying to keep them safe. Fun mission. Only sad rookies are some random guys, not your own lower level troops... and I equipped all those with decent gear
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
Last Edited: 2013-11-19 02:23:08
November 19 2013 02:22 GMT
#1632
Every time I walk around a corner with 3 black squares and those 3 black squares happen to contain aliens that are about to rip that poor soul's face off, I hear this:
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-11-19 08:34:36
November 19 2013 08:32 GMT
#1633
I got a question for people using Proximity mines with their MECs. I had it work very clunky, it would activate sometimes and do no damage (when flying units would come towards it). Sometimes I would throw it so it covers enemies with the radius but they would move out of the area and not detonate it. So far I only had it work about 1/3 of the times I tried to use it. I think in the future I will skip it.
Anyone else had similar experiences?
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-11-19 09:15:02
November 19 2013 09:14 GMT
#1634
Every time I try to get into this and progress past plasma weapons, odd design choices keep shunning me away.

Move a guy within his first move range, but not quite to the edge of it first moves range. Sorry you don't get to move him anymore, took your hand off the piece.

Last unit to move accidentally stumbled upon an alien squad. Said alien squad is flanking my last moved guy.
Welp thats a dead veteran.

Thin men critting two vets back to back early on.
Classic has a few BS things about it that make me not want to play, but normal is just waaaaay too easy.


So with mec's are shiv's essentially obselete now?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-11-19 10:33:38
November 19 2013 10:32 GMT
#1635
On November 19 2013 18:14 decemberscalm wrote:
Move a guy within his first move range, but not quite to the edge of it first moves range. Sorry you don't get to move him anymore, took your hand off the piece.

Last unit to move accidentally stumbled upon an alien squad. Said alien squad is flanking my last moved guy.
Welp thats a dead veteran.

Thin men critting two vets back to back early on.
Classic has a few BS things about it that make me not want to play, but normal is just waaaaay too easy.

So with mec's are shiv's essentially obselete now?

I don't know what you are talking about. I never had a guy lose his second move if he only moved once inside his first move area.

Moving last unit to new areas is something you need to learn not to do on classic. This is your fault, not the game's.

Thin men are tough early on, learn to rocket and grenade them as soon as they show up.

SHIVs were made better with few new upgrades that work both on SHIVS and MECs. Their main problem like always is that they don't get experience and special abilities and that their better tech is much higher on tech tree then for normal troops. Also you can heal MECs with medkits and you cannot heal SHIVs until much later.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
November 19 2013 11:21 GMT
#1636
On November 19 2013 19:32 -Archangel- wrote:
Show nested quote +
On November 19 2013 18:14 decemberscalm wrote:
Move a guy within his first move range, but not quite to the edge of it first moves range. Sorry you don't get to move him anymore, took your hand off the piece.

Last unit to move accidentally stumbled upon an alien squad. Said alien squad is flanking my last moved guy.
Welp thats a dead veteran.

Thin men critting two vets back to back early on.
Classic has a few BS things about it that make me not want to play, but normal is just waaaaay too easy.

So with mec's are shiv's essentially obselete now?

I don't know what you are talking about. I never had a guy lose his second move if he only moved once inside his first move area.

Moving last unit to new areas is something you need to learn not to do on classic. This is your fault, not the game's.

Thin men are tough early on, learn to rocket and grenade them as soon as they show up.

SHIVs were made better with few new upgrades that work both on SHIVS and MECs. Their main problem like always is that they don't get experience and special abilities and that their better tech is much higher on tech tree then for normal troops. Also you can heal MECs with medkits and you cannot heal SHIVs until much later.

Not lose his move. Lose the rest of his first move. He is capable of moving anywhere within the blue square with his first move right? Why can't I move him two spaces forward during his first move. Move another guy to an edge to scout for aliens. Go back to him and then move him to the edge of his blue first move. Time units in the original xcom were more flexible that way.

I realized pretty quickly to be extremely careful of activating alien groups with my last soldier. I'm questioning the design of the alien move in response to being scouted.
And then some times there is a tiny pocket of aliens in a very small fog aliens are incredibly unlikely to be.

Will do.

So shiv's are still pretty overshadowed then eh?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 19 2013 12:43 GMT
#1637
On November 19 2013 20:21 decemberscalm wrote:
Show nested quote +
On November 19 2013 19:32 -Archangel- wrote:
On November 19 2013 18:14 decemberscalm wrote:
Move a guy within his first move range, but not quite to the edge of it first moves range. Sorry you don't get to move him anymore, took your hand off the piece.

Last unit to move accidentally stumbled upon an alien squad. Said alien squad is flanking my last moved guy.
Welp thats a dead veteran.

Thin men critting two vets back to back early on.
Classic has a few BS things about it that make me not want to play, but normal is just waaaaay too easy.

So with mec's are shiv's essentially obselete now?

I don't know what you are talking about. I never had a guy lose his second move if he only moved once inside his first move area.

Moving last unit to new areas is something you need to learn not to do on classic. This is your fault, not the game's.

Thin men are tough early on, learn to rocket and grenade them as soon as they show up.

SHIVs were made better with few new upgrades that work both on SHIVS and MECs. Their main problem like always is that they don't get experience and special abilities and that their better tech is much higher on tech tree then for normal troops. Also you can heal MECs with medkits and you cannot heal SHIVs until much later.

Not lose his move. Lose the rest of his first move. He is capable of moving anywhere within the blue square with his first move right? Why can't I move him two spaces forward during his first move. Move another guy to an edge to scout for aliens. Go back to him and then move him to the edge of his blue first move. Time units in the original xcom were more flexible that way.

I realized pretty quickly to be extremely careful of activating alien groups with my last soldier. I'm questioning the design of the alien move in response to being scouted.
And then some times there is a tiny pocket of aliens in a very small fog aliens are incredibly unlikely to be.

Will do.

So shiv's are still pretty overshadowed then eh?

It is how it is. They decided to make the game friendly to people new to turn based games. I like both systems. You get used to it. Wasteland 2 will have time units based movement.

The design is such that aliens don't get to wait in overwatch for our troops or use cover while moving so they have this free move thingy. This expansion brought us Mimic skin gene modification. Put it on a support with extra move, assault without that ability to shoot at people coming within 4 squares or snapshot sniper and use them to scout enemies always (snapshot sniper is best as high level scout because he treats low cover also as high cover for use of mimetic skin).
ViperPL
Profile Joined March 2011
Poland1775 Posts
Last Edited: 2013-11-19 13:39:33
November 19 2013 13:36 GMT
#1638
Is it just me or does anyone else think that after you get over the initial "WOW, MECs are awesome, giant robots kicking ass, AND A FLAMETHROWER!!111!!1!", those guys aren't really that great? I've played with them for a while and they seem really inferior to regular soldiers with gene mods. In late game they just become a walking cover with the ability to punch muton berserker in the face when he gets close, can destroy enemy cover and use restorative mist for aoe heal. Nowhere near as awesome as mimetic skin.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
seiferoth10
Profile Joined May 2010
3362 Posts
Last Edited: 2013-11-19 13:42:34
November 19 2013 13:41 GMT
#1639
On November 19 2013 22:36 ViperPL wrote:
Is it just me or does anyone else think that after you get over the initial "WOW, MECs are awesome, giant robots kicking ass, AND A FLAMETHROWER!!111!!1!", those guys aren't really that great? I've played with them for a while and they seem really inferior to regular soldiers with gene mods. In late game they just become a walking cover with the ability to punch muton berserker in the face when he gets close.

I still think they're incredible. Lots of health and damage, melee to punch mutons in the face, aoe heal, sectopod disabler, don't have to be bothered with putting them behind cover. If anything they're too strong imo, ever since I got two of them in my party I haven't looked back.

They're strong, but they're not broken like Mimetic skin, which is basically auto ambush.
Snotling
Profile Joined August 2011
Germany885 Posts
November 19 2013 14:13 GMT
#1640
On November 19 2013 22:41 seiferoth10 wrote:
Show nested quote +
On November 19 2013 22:36 ViperPL wrote:
Is it just me or does anyone else think that after you get over the initial "WOW, MECs are awesome, giant robots kicking ass, AND A FLAMETHROWER!!111!!1!", those guys aren't really that great? I've played with them for a while and they seem really inferior to regular soldiers with gene mods. In late game they just become a walking cover with the ability to punch muton berserker in the face when he gets close.

I still think they're incredible. Lots of health and damage, melee to punch mutons in the face, aoe heal, sectopod disabler, don't have to be bothered with putting them behind cover. If anything they're too strong imo, ever since I got two of them in my party I haven't looked back.

They're strong, but they're not broken like Mimetic skin, which is basically auto ambush.



I really loe my mecs too. Flamethrower is 9 damage after upgrade + panic.

Damage is great. No -20 on overwatch shots. Also shoot back. This means you often do 2 times 10-13 or even more damage on the opponents turn. Then you shoot twice your own. Or you shoot and do something else.

Also they are really hard to kill with the right abilitys.
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