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XCOM: Enemy Unknown - Page 90

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Dranak
Profile Joined July 2011
United States464 Posts
Last Edited: 2014-02-12 15:37:02
February 12 2014 15:36 GMT
#1781
Research times were increased by 40% on classic and 70% on impossible.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 12 2014 16:04 GMT
#1782
On February 12 2014 22:39 Dranak wrote:
They did make the early game a lot harder. Research times are increased by 30 or 40 percent on Classic, and the Portent mission is brutal until you memorize the spawns. It also takes a lot more XP for your guys to rank up, so you spend more time with less powerful troops and gear.

I find Heavies to be very important in the early game. Rockets are great for killing early enemies. MECs are also good, although I prefer power fists for the mobility to flamers. Satellite rush is still viable, but it's sort of become the greedy CC first play that sets you up for trouble with the alien's early game. I've been finding myself taking scientists on the first abduction, then going for a MEC into lasers (and dropping the OCS/Foundry when I can squeeze them in).

I finished Enemy Within 2 times on C/I. One was the satellite spam tactic. In this one for first two months I didn't do much tech or new stuff but after that I was rolling in cash.
Second game was only one satellite on 1st month and rest into getting to MECs fast as well as fast officer school and foundry. I had more tech faster and bigger squad size and used SHIVs and MECs for most of the game. I finished the game with 2 MECs, 3 SHIVs and 1 regular soldier.

I lost some countries on second playthrough but it was a more fun experience.
Archas
Profile Blog Joined July 2010
United States6531 Posts
Last Edited: 2014-02-12 16:33:59
February 12 2014 16:31 GMT
#1783
On February 13 2014 01:04 -Archangel- wrote:
I finished the game with 2 MECs, 3 SHIVs and 1 regular soldier.

I still am in the process of my first Normal playthrough in Enemy Within, and I've come to really love using MECs. However, I'm not sure about SHIVs. I haven't actually used them, but they seem like worse MECs to me, designed to be expendable weapons platforms that hold you over until you can outfit the rest of your squad. Which is fine, but they also appear to be heavily reliant on expensive Foundry upgrades to pull their weight, which would defeat the purpose of an earlygame MEC substitute.

What's your opinion on how SHIVs perform, as someone who has clearly made great use of them?
The room is ripe with the stench of bitches!
Gorsameth
Profile Joined April 2010
Netherlands21997 Posts
February 12 2014 16:52 GMT
#1784
yeah i hate the SHIV aswel. They seem nice as weapon platforms but your short on cash most of the time and there to expensive in the early game when you could actually use them as 'expendable' squadmates.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10133 Posts
February 12 2014 17:05 GMT
#1785
I used to think that, until i gave them an honest try. SHIVs are just not MECs. They are different, and they can fit on any party. They are actually pretty amazing from early game to late game. I still prefer the use of soldiers, mostly because research and money constraints on impossible don't allow you to go for everything.
Obsidian
Profile Joined June 2010
United States350 Posts
February 12 2014 17:26 GMT
#1786
SHIVs are a stopgap at best. Being prohibitively expensive, tactically limited and only somewhat more resilient. Really they aren't worth it. For a relatively simple concept, they are exceedingly expensive to build, and take far to long to repair even superficial damage. Relative to outfitting, equipping, training and upkeep for a soldier? Yea... no. That they are more expensive than fightercraft and on par with satellites is kinda just... well yea.. Stupid.
Luke, you are still a wanker!
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
February 12 2014 19:34 GMT
#1787
Well fuck. Had a pretty nice start, got a mech up and running and even augmented 2 soldiers with the bone marrow stuff. Then they bot proceeded to get crit in the head and just died, then my mech died. Then i deleted my save

AGAIN!!!
AdministratorLaws change depending on who's making them, but justice is justice
Godwrath
Profile Joined August 2012
Spain10133 Posts
February 12 2014 20:28 GMT
#1788
On February 13 2014 04:34 KadaverBB wrote:
Well fuck. Had a pretty nice start, got a mech up and running and even augmented 2 soldiers with the bone marrow stuff. Then they bot proceeded to get crit in the head and just died, then my mech died. Then i deleted my save

AGAIN!!!

Tell me you weren't on light cover :p
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
February 12 2014 21:39 GMT
#1789
one of my guys was in light cover, the other was full cover
AdministratorLaws change depending on who's making them, but justice is justice
ViperPL
Profile Joined March 2011
Poland1775 Posts
June 22 2014 15:12 GMT
#1790
Hey guys, check this out:

http://www.nexusmods.com/xcom/mods/88/?

Long War Mod is coming for Enemy Within. It's well into beta phase currently but as soon as it's done I'm going straight for it! If you don't know what Long War Mod is here is a few features of the mod:
- Tactical missions that allow up to twelve XCom soldiers per mission with the right upgrades
- Eight soldier classes: Infantry, Assault, Sniper, Scout, Gunner, Rocketeer, Medic and Engineer, and eight MEC classes: Valkyrie, Marauder, Jaeger, Pathfinder, Goliath, Archer, Guardian and Saburai
- Five tiers of XCOM weaponry, many new armors and small items and S.H.I.V.s that can be equipped with perk-granting small items!
- A system of commissioning and promoting XCOM officers who provide bonuses to your entire squad during missions (replaces the Enemy Within medals system)
- Overhauled interception game, with five new UFO classes such as the Fighter, Raider and Harvester, as well as six interceptors per continent, foundry projects to upgrade your aircraft, individualized pilot names and pilot experience, and the Stingray Missile weapon system

You can find more details in the link provided at the start of the post. I'm really excited!
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
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2014-06-22 16:16:34
June 22 2014 16:16 GMT
#1791
On June 23 2014 00:12 ViperPL wrote:
Hey guys, check this out:

http://www.nexusmods.com/xcom/mods/88/?

Long War Mod is coming for Enemy Within. It's well into beta phase currently but as soon as it's done I'm going straight for it! If you don't know what Long War Mod is here is a few features of the mod:
- Tactical missions that allow up to twelve XCom soldiers per mission with the right upgrades
- Eight soldier classes: Infantry, Assault, Sniper, Scout, Gunner, Rocketeer, Medic and Engineer, and eight MEC classes: Valkyrie, Marauder, Jaeger, Pathfinder, Goliath, Archer, Guardian and Saburai
- Five tiers of XCOM weaponry, many new armors and small items and S.H.I.V.s that can be equipped with perk-granting small items!
- A system of commissioning and promoting XCOM officers who provide bonuses to your entire squad during missions (replaces the Enemy Within medals system)
- Overhauled interception game, with five new UFO classes such as the Fighter, Raider and Harvester, as well as six interceptors per continent, foundry projects to upgrade your aircraft, individualized pilot names and pilot experience, and the Stingray Missile weapon system

You can find more details in the link provided at the start of the post. I'm really excited!


This looks really cool (and a lot of the changes I would have made to the game, given the choice). Any information on whether difficulty has been evened out in addition to being increased? I'd rather Newfoundland mission had a moderate increase and random missions be made much more difficult than a straight scale-up.

Also, if I do the beta, will my savegames be compatible with the release version? It would kinda suck to get far in the game and lose it/have it bug out when they finish.
L1ghtning
Profile Joined July 2013
Sweden353 Posts
June 22 2014 19:46 GMT
#1792
On June 23 2014 01:16 Yoav wrote:
Show nested quote +
On June 23 2014 00:12 ViperPL wrote:
Hey guys, check this out:

http://www.nexusmods.com/xcom/mods/88/?

Long War Mod is coming for Enemy Within. It's well into beta phase currently but as soon as it's done I'm going straight for it! If you don't know what Long War Mod is here is a few features of the mod:
- Tactical missions that allow up to twelve XCom soldiers per mission with the right upgrades
- Eight soldier classes: Infantry, Assault, Sniper, Scout, Gunner, Rocketeer, Medic and Engineer, and eight MEC classes: Valkyrie, Marauder, Jaeger, Pathfinder, Goliath, Archer, Guardian and Saburai
- Five tiers of XCOM weaponry, many new armors and small items and S.H.I.V.s that can be equipped with perk-granting small items!
- A system of commissioning and promoting XCOM officers who provide bonuses to your entire squad during missions (replaces the Enemy Within medals system)
- Overhauled interception game, with five new UFO classes such as the Fighter, Raider and Harvester, as well as six interceptors per continent, foundry projects to upgrade your aircraft, individualized pilot names and pilot experience, and the Stingray Missile weapon system

You can find more details in the link provided at the start of the post. I'm really excited!


This looks really cool (and a lot of the changes I would have made to the game, given the choice). Any information on whether difficulty has been evened out in addition to being increased? I'd rather Newfoundland mission had a moderate increase and random missions be made much more difficult than a straight scale-up.

Also, if I do the beta, will my savegames be compatible with the release version? It would kinda suck to get far in the game and lose it/have it bug out when they finish.

There's a greater variance on the difficulty in Long War. Some missions are very easy, like the easiest missions in the official game, while the avg mission is a bit harder, and the hardest missions are much much harder than in the official game. Supposedly some missions are supposed to be unbeatable, (where you're supposed to run away) but I haven't seen such a mission so far, although my furthest playthrough probably only stretched 5 months. On my last playthrough I only played the first terror mission, and I thought that mission was exceptionally difficult, maybe a bit too difficult compared to the missions before, but that might have been because it was on one of the new EW maps that I had never played before. I always play on classic.

When you install the Long War EW Beta you replace the vanilla Long War EW, so your old saves will not be compatible, but you can easily revert back to vanilla EW through Steam. But then you would have to reinstall Long War to play it again.

As for going from Long War EW Beta 10 to lets say the future 11, it's not recommended to upgrade unless you plan to abandon your old save file. Most of the time the old save works, but if they add new research techs or stuff like that, it can be problematic.


In Long War you get more soldiers for every mission, and you face a lot more aliens on average. It's harder. The research has been expanded immensively with Long War EW.

The Long War class system is superior in so many ways. There are not actually 8 classes, but rather the original 4, each with 2 subclasses. This is good because it enables you to shift the balance of the classes slightly.
When you promote the first time you still get randomized as one of the 4 original classes, but each class have 2 subclasses. Personally I tend to use Infantries the most and Assaults the least, and because they're on the same tree, I can favour infantry classes at the expense of assault classes. I also prefer scouts, medics and gunners over snipers, engineers and rocketeers, mainly because the latter are niche classes that excel on certain maps.

Scouts have lightning reaction (helps them dodge most overwatch shots) and good mobility. You use them as frontline spotters, to find aliens, and they're excellent for setting up flanks, either for themselves or for the rest of your party. They also have some support skills.

Snipers are the same as in the original, but slightly less op. They're still king on open maps, but less effective than certain other classes on missions where you move around a lot or where there's a lot of walls. They are not terrible on Alien Abduction missions, but depending on the map layout their usefulness range from average to very good, so I tend to not use them there.

Medics are pretty much the old support class, but they're not as mobile. Their purpose is mainly defensive. Bring 1 of them to every mission is a great rule of thumb, although sometimes less/more is better.

Engineers can repair your SHIV's, but they're mainly used as grenadiers. This is my favorite class on Alien Abduction missions, because being grenade specialists, they're very good at close combat and maps with a lot of walls. You just have to be a bit careful so that you don't kill the aliens with your grenades, as that destroys the materials they would leave behind otherwise, but it's not a huge deal since grenades don't do an massive amount of damage. Grenades are very useful for softening them up and for destroying cover.

Infantries are basically your main firepower. They can shoot twice per round, or shoot + move, or shoot + reload, so they're excellent when you're taking down aliens from a distance. Overall it's probably the most useful class in the game. They're above average on all map types, and they're especially useful on terror missions.

Assaults are basically the old assault class. Because aliens are more abundant, you can't be ultra aggressive all the time with them, but an assault can be the difference of needing 1 rather than 3-4 soldiers to take out 1 alien, so they're worth it on maps where they excel, mainly abduction maps, where there tend to be a lot of walls. Some ppl don't like them and some like to give them rifles, but I always give them shotguns because although it limits them, it increases their potential, and the high dmg/acc potential is their strength. A rifle assault is like a gimped scout imo, and I would rather use a scout.

Gunners are pretty much support units. Gunners uses the LMG of Heavies but have more ammo (very realistic change), so suppression is more useful. Gunners can temporarily take out units that are a nuisance, and they can also make aliens easier to hit for the rest of your team, so they're useful in most situations. They're also specialists against metallic aliens, like cyberdiscs.

Rocketeers are specialists at massive destruction. They have the highest damage potential of all, but they don't have an unlimited supply of ammo. They're great in situations where you're overwhelmed, but since they have a knack of blowing things up, they tend to destroy resources, which limits their use.
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2014-06-22 22:03:18
June 22 2014 22:02 GMT
#1793
Rifle assaults are the things you move last every turn, they are the backup vs bad RNG either in misses or bad damage rolls (if you take that 2nd wave option). In Long War, you usually do NOT want to move forward close enough to shotgun the aliens, because you might trigger 2 new pods in the process, but you can use run&gun to get a flank from range, if you have cleared your flanks as you should have before advancing, to take out the alien RNG saved from your other guys. I usually bring 1 of these guys.

Also if you enable the random perk option, assault class often gets to pick from lightning reflexes, which is extremely good to have on as many of your guys as possible.

I also always want at least one gunner with HEAT rounds, because cyberdiscs can be nearly impervious to conventional weapons fire, due to the damage mitigation mechanic Long War has. That mechanic also makes a very defensive MEC or Shiv extremely useful, as you can take the module on them that reduces all damage taken after taking damage in a turn. Combine with crit immunity modules and after being hit once your Shiv will most of the time take no damage from plasma pistols / carbine level weapons.
Ethenielle
Profile Blog Joined December 2005
Norway1006 Posts
June 29 2014 08:46 GMT
#1794
I'll try this mod for sure. I found that once I got mimetic skin the game turned very very easy, but I haven't tried impossible mode yet.
Theres a fine line between fishing and just standing on the shore like an idiot.
Impervious
Profile Blog Joined March 2009
Canada4212 Posts
July 02 2014 11:39 GMT
#1795
I just picked up this game, and am on my first playthrough (still on enemy unknown), after doing the tutorials once prior to that. I've found that I really like having a single support character with me at all times, because extra mobility plus triple medkits are really awesome, and that smoke grenade has been useful in a few situations. I'm not too far into the game yet, and have been trying to avoid any spoilers.

RNG seems to hate me, so for the most part, I like having armour upgrades over weapon upgrades. After being into the game about 10 missions I find a way to squeeze out 6 suits of carapace armour. Being able to live through an unlikely hit and then get healed has saved my ass quite a few times.

I keep rotating rookies through whenever I come across easier missions, to keep a variety of different "veteran" troops around. Suddenly, in one of those "easy" missions, I'm using my best support, an unskilled heavy and an unskilled assault (it's really nice to have lightning reflexes on hand afterall), and 3 rookies, and suddenly 2 aliens over 10 tiles away make some lucky hits on my support (who is in cover), killing him outright only 3 or 4 turns in. -_- I run through the rest of the mission without a loss, luckily. I don't think anyone else even took a scratch.

Very next mission is a downed UFO, I take my newest best support, and believe it or not, the exact same fucking thing happens again. There's 6 mutons inside the spaceship, and I can't seem to hit them well, but can't coax them to come out either. I send 2 of my guys to take out a couple of sectoids on the flank, and to see if there's a way around them, while my remaining 3 guys keep the mutons from coming out, as they do I fall back to better cover and keep shooting at them (damn muton grenades), with my support sitting a few tiles further back so it can go where I need it to go, but the mutons target it and BOOM, headshot..... Unfortunately for me, there's no good way to try to flank them, so I'm stuck in this shooting war. And since RNG hates me, I end up losing all but one of my squad like they're going out of style..... But on the bright side, I finally captured an outsider.

I'm starting to think that it might be better to go with weapon upgrades instead of armour upgrades..... More rockets and grenades would have helped a lot..... They just seem like they'd be terrible later on, it doesn't look like they'll scale well as things get tougher, but I take forever to kill stuff like Mutons right now, and an unlucky shot can take me out pretty much instantly anyways..... I forsee this getting a lot worse.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
calh
Profile Joined March 2013
537 Posts
July 02 2014 12:13 GMT
#1796
I only play on Classic, but weapon upgrades are generally better since you should plan to kill the tougher enemies before their turn anyway. Level a couple of assaults or heavies to major and with carapace they should be able to tank 1 crit shot in most cases. Add a fiber vest if you need more HP.

Also if you want to be cheap, get the blaster launcher ASAP (it's called guided fusion launcher or something in the research list). It has perfect hit rate unlike the normal rockets and can go around obstacles, so you don't even need line of sight to the aimpoint. If you know where the enemy are or will spawn, just blind fire in to the fog of war and collect your free kills.
ViperPL
Profile Joined March 2011
Poland1775 Posts
Last Edited: 2014-07-02 14:21:26
July 02 2014 14:21 GMT
#1797
On July 02 2014 20:39 Impervious wrote:I'm starting to think that it might be better to go with weapon upgrades instead of armour upgrades..... More rockets and grenades would have helped a lot..... They just seem like they'd be terrible later on, it doesn't look like they'll scale well as things get tougher, but I take forever to kill stuff like Mutons right now, and an unlucky shot can take me out pretty much instantly anyways..... I forsee this getting a lot worse.....


Rockets are always good to destroy cover or take out that cluster of enemies on low hp. Even though their 4 or 6 dmg is low in late game, they are far from useless.

I feel like for anything that's not impossible weapon upgrades 1st is the better way, but on impossible the early armor is a must have for me.

On July 02 2014 21:13 calh wrote:
I only play on Classic, but weapon upgrades are generally better since you should plan to kill the tougher enemies before their turn anyway. Level a couple of assaults or heavies to major and with carapace they should be able to tank 1 crit shot in most cases. Add a fiber vest if you need more HP.

Also if you want to be cheap, get the blaster launcher ASAP (it's called guided fusion launcher or something in the research list). It has perfect hit rate unlike the normal rockets and can go around obstacles, so you don't even need line of sight to the aimpoint. If you know where the enemy are or will spawn, just blind fire in to the fog of war and collect your free kills.


Guided fusion launcher is only available far in to the game (unless you have Slingshot dlc, which makes it available earlier, but I think that weapon in general is a little bit cheat :D)
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
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 02 2014 14:25 GMT
#1798
I'm probably the only one who miss 95% hit shoot 4 time in a row
Snotling
Profile Joined August 2011
Germany885 Posts
July 02 2014 15:22 GMT
#1799
On July 02 2014 23:25 Faust852 wrote:
I'm probably the only one who miss 95% hit shoot 4 time in a row


4 different shots or did you try to savescam? the game doesnt allow that afaik
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 02 2014 15:25 GMT
#1800
On July 03 2014 00:22 Snotling wrote:
Show nested quote +
On July 02 2014 23:25 Faust852 wrote:
I'm probably the only one who miss 95% hit shoot 4 time in a row


4 different shots or did you try to savescam? the game doesnt allow that afaik


I don't know the english term since my game installed itself in french, but I had 2 snipers and they had double shoot. They both missed 2 times.
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