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On October 14 2012 23:04 Velr wrote: Okay.. Playing this IronMan/Normal... Mostly i make it so like 130 days and then everything just goes down the drain.
But i have one question: Can i somehow decide who to take with me on a mission? That would really, really help a ton... Two snipers with squad site with best weapons you can give them. Then 1 support and either 2 assault and 1 heavy or 2 heavy and 1 assault. Camp snipers in the back of map where they can cover a lot of space and use assault or anyone with best possible armor + chitinous plating to lead enemy groups to your troops. At least this works good for classic. It is slow and boring sometimes but lets me finish missions often without even getting hit.
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Assault with Lightning Reflexes too guud for scout.
Didn't really find much use for a heavy. I think I'd benefit more from having a 2nd support who is specced into overwatch instead of healing. Could still carry a medikit and use him to remove poisons and small wounds.
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On October 14 2012 23:31 daemir wrote: Assault with Lightning Reflexes too guud for scout.
Didn't really find much use for a heavy. I think I'd benefit more from having a 2nd support who is specced into overwatch instead of healing. Could still carry a medikit and use him to remove poisons and small wounds.
Met a Sectopod yet? Heavy's really come into there own when cyberdiscs and Sectopods show up. no one else can kill em that fast not even plasma snipers. (always take the double dmg vs mechanical units)
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Err yea my sniper with double tap KOs a disc in a turn, overkills if crits, which they probably do. Not to mention it's from a MUCH safer range than a heavy.
I'm gonna try leaving the heavy out next game, I really don't think he offers much. Their weapon selection is also in the 0% base crit chance line. I'd rather have another sniper with double tap.
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Kyrgyz Republic1462 Posts
Shit.. demolish Officer Training School to make energy to be able to finish Satellite Nexus this month -> squad size drops back to 4 -> GG. Was a good run :-( Didn't think the building was necessary once the upgrades were done :-)
I am really enjoying the combat so far (I have not reached Ethereals yet so mostly fighting mutons/floaters/cyberdiscs). It is quite tense and most missions are usually doable without losses (Classic) but a couple of fuck-ups or reckless moves and you're dead.
On the other hand, I've learned that no matter how many satellites you order they still take 20 days to complete. Kinda silly, but without abusing this panic is completely unmanageable.
Is there any way of stopping those annoying abductions? If I get complete global coverage and shoot down all UFOs, are they still going to happen?
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They are always going to happen.
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Kyrgyz Republic1462 Posts
On October 14 2012 23:38 daemir wrote: Err yea my sniper with double tap KOs a disc in a turn, overkills if crits, which they probably do. Not to mention it's from a MUCH safer range than a heavy.
I'm gonna try leaving the heavy out next game, I really don't think he offers much. Their weapon selection is also in the 0% base crit chance line. I'd rather have another sniper with double tap.
I didn't think they were of much use either, but in my last attempt I had 2 heavies who leveled up fast and were really strong. 15 HP is guaranteed no one-shot deaths, improved rocket + shooting twice per turn is useful vs. tougher enemies who tend to disregard cover (chryssalids, mutons), anti-robot ammo is great vs cyberdisks.
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Fuck dem chrysallids and terror missions. I just managed to complete my first one hahahah.
2nd tier armor and rockets = good stuff.
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So do you guys recommend just ignoring the story missions and delaying them for all eternity until you blanket the planet in satellites?
Also, what's your tips for starting locations/starting research?
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iNcontroL
USA29055 Posts
Finished it.
Flat out failed the first time through.
Heavies are worth while: Holo targeting as a first / 2nd shot makes everyone else more accurate. I also found suppression very useful for isolating tough dudes or preventing them from doing lots of damage the next turn. Rockets are good but use them only when there is a huge money shot because they kill what you take away from the mission in terms of resources and this can get costly if you use them freely.
Snipers: My two main guys ended up being 1 heavy and 1 sniper. The sniper with a plasma rifle and archangel armor going with "in the zone" can make him unstoppable. I killed 6 guys in 1 turn at one point.
Assault: Fantastic. Once you get the alloy launcher and run n gun (does 50% more crit) you become a bit of a hit man. Big tank health and the shotgun actually has surprising range considering what we are used to with FPS games. Give this guy the best armor and with lightening reflexes let him/her break into new vision and reveal your opponents OR use him to cancel out a few overwatches.
Support: Hugely underused imo. 3 medikit use is huge and with a plasma rifle there is a lot of damage out put. Also USE SMOKE GRENADES each mission, use them! They will save you lots of hits.
Tips: Take your time. Each turn move blue, then go on to another character and move blue there as well SAVE your ability to s hoot at something that gets revealed OR go to cover. Overwatch is good but only when you KNOW something is going to pop around a corner or you have nothing else to do with that soldier. Do your best to try and not reveal the aliens if you can until you have a few moves to do.
Mind the panic. Go to the abduction with the most panic and throw those satellites at the countries that have the most panic. It's like missile defense.. you WILL lose a country or two but that is fine.
Get the demon ships ASAP. They are OP vs the aliens (especially with anything above lazer cannon) and get the inexpensive boosts like aim/dodge etc.
skeleton/ghost armor is a bit overrated. fun to play with but titan/psi armor is just better.
Any q's? Ask away!
Loved the game
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Ghost armor only on your scouting assault for those moments where you know it's a hard spot bad enemy or when you already got into a "oh fuck" situation with that scout. Ghost away. Downside is that armor isn't poison immune so Thin Men like to poison your scout from range.
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On October 14 2012 10:20 -Archangel- wrote:Show nested quote +On October 14 2012 08:58 Perscienter wrote:On October 14 2012 08:11 -Archangel- wrote:On October 14 2012 07:54 Random() wrote:On October 14 2012 07:45 -Archangel- wrote:On October 14 2012 07:24 masterbreti wrote: Its amazing that this is the first game of its kind ever, a sort of management sim and a really awesome turn based stratgety game all in one. I'm hoping developers make more of these games. Were you living under a rock? I can name close to 10 games that have similar gameplay (some much superior). Just out of curiosity, please do name those 10 games that are similar and much superior. X-com 1, 2, 3 - all superior in all elements Rest are superior in some elements, and equal or worse in others: UFO Aftermath, UFO Afterlight, UFO Aftershock X-com: Extraterrestrials UFO: Alien Invasion And then we got Xenonauts coming soon whose Demo has more options then this game lol. And X-com: Extraterrestrials 2 Then JA2 as was mentioned although that one is a bit different. BTW, I said some of them are superior but all of them are similar. Some are superior but all of them are similar? What kind of non-sense is that? I was looking forward to your list and then you jot down most X-Com/Ufo titles out there. There is UFO Defense from 1994, period. Some Successors were copies and those who weren't, failed horribly. We are talking about the strategy-genre. To state it more precisely, it is turn-based in combat and squad-based with an isometric perspective. In between combats there is base-building and thus another layer of strategy, whether turn-based or not. Result: strategic with two layers: turn-based, isometric, turn-based combat vs. management of base(s) and territory. In fact there are very few titles, which adhere to such a formula. Most titles have a general strategic layer with a huge map like in RTS-games, so Civilization or the HoMM-franchise does not belong in the same pot, as well as real time tactics. JA2 does have many similarities. Incubation has some, while I think it lacks the base-management. I can't find other similar titles. Your memory seems to be a bit skewed. Maybe you can find more in this list: http://www.mobygames.com/browse/games/x,4/f,106/ Did you play any of these games before talking shit? Because all of them have that double layer of gameplay. Base management and tactical squad based combat. Some of them are real time with pause but most are turn based. And all of them done at least some stuff better then this new X-com. Why am I even trying, you obviously didn't play them when you come out with statements like these and think we will take you serious lol Yes, Pacman also does some stuff better than the new X-Com. So? What kind of useless statement is that?
I didn't play all those broken games, yes. They had a good idea and then copied it. Just read DaCruise's reply for details regarding the different games. Some of them should be dropped from the list, like Aftermath and Aftershock.
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I'm probably on of the worst XCOM Player of all time. I play on Easy and have to reload a lot on some Missions. The biggest problem is, if I get two missions fast after each other and alot of my Main-Squad is injured its so hard with all these Recruit-Scrubs. -_- I'm suprised my squad didn't murdered me for all the Team-Mates they lost.
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Sounds like you are taking the missions too fast, as in moving too much when it's not safe. Need more Overwatch.
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On October 15 2012 02:00 Sophia wrote: I'm probably on of the worst XCOM Player of all time. I play on Easy and have to reload a lot on some Missions. The biggest problem is, if I get two missions fast after each other and alot of my Main-Squad is injured its so hard with all these Recruit-Scrubs. -_- I'm suprised my squad didn't murdered me for all the Team-Mates they lost.
Try setting up three members of your squad in safe locations (not very far from the spawn point) and then move forward just one guy at a time. Basically the idea is you want most of your squad to be in Overwatch when the aliens spot you, so that way when they get a free turn they run across your line of sight and you should have a much easier time not getting caught out (and you might even get a free kill or two).
Rushing is the bane of XCOM, don't do it.
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On October 15 2012 02:02 daemir wrote: Sounds like you are taking the missions too fast, as in moving too much when it's not safe. Need more Overwatch.
Can I skip them? When I search for activiy and a Mission pops up, I'll do it instant. Is there no time limit for doing these missions?
Rushing is the bane of XCOM, don't do it.
I play pretty careful I think, I always leap forward from cover to cover and keep my squad around but spread out if aliens throw grenades etc. - but Squadmembers get hurt and even after using a Medipack it takes most of the time at least 7-10days for them to heal and in that time I get new missions.
Combat is not that hard on easy. With my "Starting-Five" its pretty easy, but when I have do use the second unit it gets hard.
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On October 15 2012 02:48 Sophia wrote:Show nested quote +On October 15 2012 02:02 daemir wrote: Sounds like you are taking the missions too fast, as in moving too much when it's not safe. Need more Overwatch. Can I skip them? When I search for activiy and a Mission pops up, I'll do it instant. Is there no time limit for doing these missions? I play pretty careful I think, I always leap forward from cover to cover and keep my squad around but spread out if aliens throw grenades etc. - but Squadmembers get hurt and even after using a Medipack it takes most of the time at least 7-10days for them to heal and in that time I get new missions. Combat is not that hard on easy. With my "Starting-Five" its pretty easy, but when I have do use the second unit it gets hard. Every time you complete an objective (ie not abduction, terror, or ufo landing missions) the story progresses. So if you don't complete a priority research or construction, don't assault bases, etc then the story gets stalled and you get more time.
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On October 15 2012 02:48 Sophia wrote:Show nested quote +On October 15 2012 02:02 daemir wrote: Sounds like you are taking the missions too fast, as in moving too much when it's not safe. Need more Overwatch. Can I skip them? When I search for activiy and a Mission pops up, I'll do it instant. Is there no time limit for doing these missions? I play pretty careful I think, I always leap forward from cover to cover and keep my squad around but spread out if aliens throw grenades etc. - but Squadmembers get hurt and even after using a Medipack it takes most of the time at least 7-10days for them to heal and in that time I get new missions. Combat is not that hard on easy. With my "Starting-Five" its pretty easy, but when I have do use the second unit it gets hard.
Well, dont allways use alle your best guys. Take one or two rookies with you on every mission (exept the really important ones) until you have a solid base of capable soldiers.
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Some tips for not dying all the time:
-Clumping your units up is bad. Gives the enemy space to flank and on later levels you will get destroyed by grenades. Space your guys out but keep them close enough so that they can get to where the action is relatively quickly. I usually split my guys into two groups of three. -Don't scout new territory with your last guy. Try to send your first one or two guys to get vision but then the rest should fall behind them, preferably in overwatch (even if you don't see anything). -While weapon fragments are very important, your soldiers are a resource too. A rocket can save your butt from a tight situation, especially in urban environments with lots of cars. Being able to take out a group of mutons hiding behind cars with one 90% skill is very useful. -Also, nades and rockets are great for taking out cover. A rocket as the first move can totally expose your enemies making them easy pickings for the rest of your squad.
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