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JimTheDog
11-10-2012, 09:31 PM
Hello! And welcome to the RPS XCom Community Strategy guide.

This guide will be made up of tips, tricks, and whatnot by our very own community, and I will take on my weary shoulders the task of editting the guide from the discussions had in this thread.

Got something to add, disagree with something said, want the guide to cover something in specific? Got questions, want to discuss strategic issues, want to pontificate? It's all good. Post in this thread, and we'll hopefully get around to aiding you! The idea is to start sparse, and develop things over time with community effort.

Remember, this game is full of spoilers, so, please, do remember to hide spoilers by either using a *SPOILER* tag, or by making the text white like so: Spoiler: Sectoids do not have mouths in th
(I prefer *SPOILER*)

(It has been noted that, as a guide, a lot of stuff in here will be spoilery anyway.)

So!

Here we go, starting sparsely...

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Handy Links
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Game difficulty notes - http://xcom.wikia.com/wiki/Game_Difficulty

(Video) Ironman guide - http://www.youtube.com/watch?v=e5RHqASSvEU

(Video) Developer tips - http://www.youtube.com/watch?v=yltaXdVE5nI



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General Tips
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Strategic Tips

- Roll the scroll wheel on your mouse to zoom in on the base. Be a voyeur!

- Keep a close eye on your engineers. A lack of scientists slows things down, not having enough engineers to unlock a technology prevents you from using it, at all. Certain buildings require progressively more engineers -- like extra satellite uplinks. If starting in Europe, as such, be sure to get at least one sattelite over a country that will give you one or more Engineers each month, just in case.

- Alloys and Elerium are a bottleneck resource later on -- they're required for many pieces of neat gear. Try and avoid selling them unless you absolutely have to.

- There is some debate as to what to rush for first, armour, or beam weapons. Ultimately this is a matter of taste. Pros/cons seem to be:
--- Armour - Keeps your soldiers alive longer. Very important to keep your veterans around and veteran. Carapace + the Nano vests results in a much more survivable soldier. Keep in mind you MUST have a sergeant to unlock the first tier of squad size upgrade, and you can't get one if your squad keeps dying.
--- Lasers - Gives even rookies the chance to maul enemies in the early game, allowing them to reach squaddie instead of dying miserably. Lasers are essential by the time Mutons arrive.

- Plot related missions (the objectives) don't run out of time. You can take as long as you like to go after them, but keep in mind that the longer you wait, the more powerful the enemies will be when you get there.

- If you haven't tried using the S.H.I.V., do so immediately. They are a little expensive, but they are handy little bastards, especially when you have more money on hand.

- You get the continental bonus for your base from the start. You can unlock all others with sattelites over each nation.

- Try and build a new satellite uplink each month. This will require you to have workshops to help with engineers, and grab new engineers often as you can, but being able to deploy satellites over problematic territories right before the end of the month can prevent them from leaving the X-Com Project.

- Countries are known to occasionally (maybe always?) instantly withdraw from the X-Com project after a failed terror mission.

- Remember, the way you lose the game is by filling up the 'doom clock' on the Situation Room screen. This requires eight council nations to leave the X-Com project.


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Tactical Tips

- Remember, never use dash to get into a firing position unless you NEED to. Regular movement doesn't reduce firing accuracy (except for snap-shot perked snipers). Also, never reload while in a firing position. As a concrete example, if you've got a soldier at the corner of a building, don't dash him right up to the corner - bring him up a few squares short, so he can't be shot at until he's actually moved up and gone into overwatch/taken his shot. Likewise, if you can pull a soldier back out of line of sight when reloading, moving back into position shouldn't be a problem.

- Hotkey to reload is 'R', hotkey to go into overwatch is 'Y'. Both are very useful.

- Use bounding overwatch (Two guys move, two guys provide overwatch cover.)

- All soldier classes are needed but a dedicated support medic and a Corporal-ranked sniper (usually with Squad-Sight, fantastic with overwatch) are more or less necessary.

- Don't stop stunning aliens just because you don't need them for research. Each stunned alien will drop its weapon intact, and you can use it later, or possibly sell it to a council-member country in one of their council requests. (Apparently for big money, too.)

- If caught out by enemies while you're in narrow corridors without cover, fall back rather than charge ahead.

- If you think a squad of aliens is ahead, advance slowly. If you've just triggered a squad of aliens, pull back a bit and try to tempt them forward if you can do so safely -- pushing forward risks alerting another squad of aliens, and may result in your being horribly outnumbered.

- Remember to reload, or at the very least, stagger your reloads. Nothing hurts like having your entire squad out of ammunition simultaneously. (Handy hotkey - R.)

- Keep an eye open on flaming cars. They explode in one turn after being ignited, doing damage to everything within one square. As such, advancing under overwatch fire towards a car is very dangerous -- you might arrive there, only for it to be set on fire!

- In your early terror missions, if you're having trouble, try to focus on survival instead of saving civillians. Move forward slowly, and retreat often. Yes, the terrified people of the world will be slaughtered. Hopefully, your troops won't.


*SPOILER* - On the escort missions, when a Thin Man appears, dropping from the sky, they will trigger overwatch soldiers. As such, having soldiers overwatching the route back to the Skyranger is very helpful indeed.

JimTheDog
11-10-2012, 09:31 PM
(Reserved in case guide gets long.)

JimTheDog
11-10-2012, 09:32 PM
Okay, so here's my question - What's the difference between difficulty levels?

Drake Sigar
11-10-2012, 09:51 PM
Easy - Retarded.
Normal - Leisurely.
Classic - The way it was meant to be played.
Impossible - Rape time.

Anything above normal and you start off without the officer training school, aliens have more health (most noticeably early on the thin men can't be killed in one normal hit with the standard rifle), better aim, and the AI acts differently. Apparently on easy & normal, there are no patrols. Plus if you encounter more than five aliens, the AI will find it impolite to use them all and hold some out of the fight.

On classic or impossible, it just mercilessly steamrolls you. Rules in war are, after all, for sissies.

alset85
11-10-2012, 10:23 PM
For more details read http://xcom.wikia.com/wiki/Game_Difficulty

Wolfenswan
12-10-2012, 02:56 AM
It's a Strategy guide, are spoiler tags really necessary?
Anyway, mechanical spoilers (if any) below.




Don't sell alloys or Elirium unless you absolutely have to.



As in the first XCom, you want that armor, fast



spread out but keep bounding overwatch (two guys move, two guys cover)
All classes are needed but a dedicated support medic and a killer sniper more or less necessary



Stun an alien, if possible, to keep it's weapon. Plasma stuff is expensive to produce (if you're lucky a country will order some, offering cash in the four digit area)



If you're low on good soldiers but got some spare money consider spending it on a SHIV, they all have their uses.



If in doubt Engineers > Scientists



In narrow corridors, falling back is a good option.



The few obvious "story missions" don't run out. If you're playing on Ironman take your time and get everyone prepped up, they take a lot of time and are difficult. Same for the big ships.



However, the "story mission"'s enemies become harder as time progresses. If you're really slow you'll have the joy of meeting endgame enemies in the very first mission.

RogerMellie
12-10-2012, 04:30 AM
Apparently on easy & normal, there are no patrols.

I've only done normal so far so could you tell me what you mean by patrols?

Planning to finish it on normal before trying classic.

JimTheDog
12-10-2012, 08:20 AM
I think the patrols are squads of aliens that will actively walk around/show up sometimes while you're busy.

Jaste
12-10-2012, 09:41 AM
What are the tactics that people employ to capture Aliens? I know I have to use an Arc thrower AND have to be close to them but I always lose one soldier as a distraction so I can get another soldier close enough to use it.

Playing on Normal btw because I'm shite at it.

JimTheDog
12-10-2012, 10:28 AM
Capturing aliens is actually a good topic for discussion.

One method I use, early on, is dashing the arc thrower carrier in close, and using a support soldier to throw a smoke grenade to cover him. This isn't particularly reliable or anything, but it works once in awhile. Also, I hand my arc throwers to my rookies/assaults, usually, since they tend to be fairly close to the front lines. Occasionally a heavy or support, but as mentioned, I prefer to keep supports around for smoke grenades. Pistol sidearm shots to weaken the alien to 3 or less health, and try for lone aliens / aliens that can be gotten at while blasting at the rest of its squad.

Expect to die.

Jockie
12-10-2012, 10:44 AM
What are the tactics that people employ to capture Aliens? I know I have to use an Arc thrower AND have to be close to them but I always lose one soldier as a distraction so I can get another soldier close enough to use it.

Playing on Normal btw because I'm shite at it.

Here are a few things I've found that help:


The Heavy ability (support can take it too IIRC) 'Supression' can be useful here, the target of supression gets an attack against it if they try to move, obviously in some scenarios this will kill the enemy, but most of the time the AI will not move them, to avoid this happening. It also significantly detracts from that unit's aim (-20 I think), so even if they're on overwatch they'll have a far lower chance of hitting a unit moving up to use the Arc Pistol.
Although Support have the best movement, Assault are useful at capturing, especially assault with lightning reflexes unlocked, which allows them to ignore the first reflex shot against them in a round, it can be used to run right up next to your target, with no chance of being shot.

The targets chance to dodge is usually around 70% when they have 3 health left (it goes up when your soldiers start to become awesome). At 1 health that will go up to around 90%. Using pistols to soften up a target before capturing make this a safer enterprise.

Unless by a fluke of positoning everything is sat up nicely for you, It's not worth trying to capture enemies when they're in a group. Isolate an enemy and take down any potential flanking forces before moving in to try and Arc them.

Jaste
12-10-2012, 11:05 AM
Thanks for the help. I'll try these strategies later on.

Sparkasaurusmex
12-10-2012, 02:43 PM
- If you haven't tried using the S.H.I.V., do so immediately. They are a little expensive, but they are handy little bastards, especially when you have more money on hand.

This is not an additional unit, but fills one of the six squad slots, correct?

edit- thread would be even better if you list ini tweaks

edit 2- I have a question: Does difficulty effect anything on the strategic layer, or just tactical?

JimTheDog
13-10-2012, 12:27 AM
Yes, a SHIV fills one of your regular squad slots.

On the strategic layer, it seems to increase panic generally.

I know nothing about .ini tweaks. Inform us, please. :3

Cosm
13-10-2012, 12:33 AM
Haven't tried the S.H.I.V. yet, but why would you take it over a soldier? Seems like you'd be wasting valuable experience points (or does it rank up?).

JimTheDog
13-10-2012, 12:54 AM
SHIVs are quite tough, and the Alien Alloy version counts as half-cover wherever it is -- handy for advancing soldiers along those alien corridors.

Also, it can be upgraded to provide suppression fire, and since it's just a robot, which doesn't level up, ever, you can safely use them to flank enemies in risky situations. But no, you're not going to be replacing all your soldiers with one any time soon.

Giaddon
13-10-2012, 02:26 AM
This is not an additional unit, but fills one of the six squad slots, correct?

edit- thread would be even better if you list ini tweaks

edit 2- I have a question: Does difficulty effect anything on the strategic layer, or just tactical?

Classic has a much much MUCH harder strategic layer. Resources are very scarce, things are expensive, and nations will panic at the drop of a hat. Big differences.

DarkFenix
13-10-2012, 02:53 AM
SHIVs are quite tough, and the Alien Alloy version counts as half-cover wherever it is -- handy for advancing soldiers along those alien corridors.

Also, it can be upgraded to provide suppression fire, and since it's just a robot, which doesn't level up, ever, you can safely use them to flank enemies in risky situations. But no, you're not going to be replacing all your soldiers with one any time soon.

Y'know, for a laugh sometime I'm going to try precisely that. I'd be willing to bet it'll be quite effective.

Wolfenswan
13-10-2012, 10:59 AM
You're all forgetting the best thing about SHIVs: They are robotic and therefore immune to PSI.

JimTheDog
13-10-2012, 11:17 AM
That's true. No psychiatric illnesses either, so they don't panic and shoot your own fellows in the face.

arathain
13-10-2012, 03:47 PM
A couple of questions from my perpetually early game. The Assault skill Flush. Anyone gotten a lot of use out of it? It seems to work as advertised, and I think I grasp the principle (drive an enemy out of heavy cover into waiting overwatch fire), but it also seems to use two thirds of my clip, rather severely restricting when I can use it.

Secondly, the Phoenix Cannon did not seem to be an improvement over the missiles. The UFO did a lot more damage to my craft at that range. Doing it wrong?

QuantaCat
13-10-2012, 07:15 PM
For those that have a sufficiently upgraded sniper: Use disable weapons, it also pins them down for an entire round, so you can go in for a capture.

Aliens that cant be captured are the mechanical ones, except for drones, and chryssalids. I found out the hard way.

Drake Sigar
13-10-2012, 07:24 PM
Classic has a much much MUCH harder strategic layer. Resources are very scarce, things are expensive, and nations will panic at the drop of a hat. Big differences.
I'll say. I've won every mission, barely lost any men, and I'm still two countries down with another three on the verge of panic.

QuantaCat
13-10-2012, 08:17 PM
I'll say. I've won every mission, barely lost any men, and I'm still two countries down with another three on the verge of panic.

Did anyone post already what the surefire insta-withdraw scenarios are for countries, except waiting for the end of a month?

grasskit
13-10-2012, 08:39 PM
iv got to say, i prefer going lasers first. as mentioned in pcgamer video, you can substitute lack of armor with good postioning and cover

Cruniac
13-10-2012, 10:06 PM
I have to agree that getting to better weapons quickly, lasers in particular, is the way to go. Once the bigger & meaner aliens show up, namely Mutons, you are just shit out of luck if all you have to throw at them are the standard projectile weapons. It does not matter how good your armor is if you can't properly hurt the enemy.

On top of that, as other people have already mentioned, the lack of armor can be made up for with good cover.

arathain
13-10-2012, 10:31 PM
Uh oh. I find myself in the awkward position of having researched laser rifles just as I've had my first Muton encounter, but I'm an engineer short. The three I ran into went down OK, but I can see how the fight could very well have gone differently. Well, if I survive this next abduction mission I should have the money to build myself a workshop.

Cooper
14-10-2012, 02:40 AM
Satellites.

Build as many as you can afford. Build them even if you don't have an uplink so that when it's built, staellites are straight up.

Launching a couple of satellites a few days before the council report can add months to your survival...

The tutorial gives you a free additional one to fill our the 2 in the first uplink. But the tutorial also delimits certain actions at the begnning of the game.

Lacero
14-10-2012, 03:43 AM
I'm here to rant about those ****** teleporting surprise overwatch thin men that surround you from a few feet away in bomb missions.

I have no idea how to keep the defuser alive. Killing all of them in one turn seems very hard.

While I'm here I'll contribute by saying some things I've learned.
* Remember to reload your weapons
* If your soldier is next to a car ALWAYS check if it's on fire before doing anything.
* If you're moving a solider next to a car ALWAYS check if it's on fire before doing so.
* shooting aliens near cars can be worth it even with very low hit chance as if it catches fire it forces them to move, someone on overwatch can then get a good shot.

Kadayi
14-10-2012, 03:44 AM
Anyone have any advice on starting zone? Europe seems like a good one as the workshops etc are cheaper, but Asia seems like it might be worthwhile as well? Also any preferences as to where to place your first satellite? The US seems like sensible choice for the money, but perhaps a bit too obvious?

Dr.Honeyslut
14-10-2012, 04:11 AM
Anyone have any advice on starting zone? Europe seems like a good one as the workshops etc are cheaper, but Asia seems like it might be worthwhile as well? Also any preferences as to where to place your first satellite? The US seems like sensible choice for the money, but perhaps a bit too obvious?

I've gone with South America for my base, partly because the instant autopsies speeds up your research quite a bit but mostly because quasi-fascist "We have ways" makes me think of the brain bug getting interrogated at the end of Starship Troopers.

As for satellites, I find I'm using them as a pill to soothe worried countries rather than as an investment for future funding, so my satellites go to the countries with the highest panic levels.

Also, Engineers are vital. More so than scientists. Without them your all your construction of base facilities, weapons, satellites grinds to a halt.

Playing on Classic, feels like I'm just about keeping a lid on things. Have lost one country (USA) at the end of the second month.

One other thing, as someone wisely mentioned here earlier, if you meet something big and bad like gang of mutons or even thin men in the early game, retreat. Pull back and form a firing line, get as many guns on the target as possible, and try and work one or two of your assault class out to the flank, ready to finish the job with a run and shotgun to the face.

mickygor
14-10-2012, 04:18 AM
Hey, I'm having problems with the city terror attack missions. Chryssalids galore, and half the civillians I have to save get zombified before my troops could have got to them running straight ahead, ignoring the enemy. Any tips? I always wind up having to abandon the missions, which costs me a council member.

mrpier
14-10-2012, 07:11 AM
I'm doing fairly well on the missions themselves, but I'm struggling a bit on the strategic side. The bonus you get for picking your base location is that instant or do you only get that when the satelite coverage is full?

JimTheDog
14-10-2012, 08:47 AM
Some answers/additions:

Strat -

- You get the continental bonus for your base from the start. You can unlock all others with sattelites over each nation.

- Try and build a new satellite uplink each month. This will require you to have workshops to help with engineers, and grab new engineers often as you can, but being able to deploy satellites over problematic territories right before the end of the month can prevent them from leaving the X-Com Project.

- Countries are known to occasionally (maybe always?) instantly withdraw from the X-Com project after a failed terror mission.

Tactical -


- Remember to reload, or at the very least, stagger your reloads. Nothing hurts like having your entire squad out of ammunition simultaneously. (Handy hotkey - R.)

- Keep an eye open on flaming cars. They explode in one turn after being ignited, doing damage to everything within one square. As such, advancing under overwatch fire towards a car is very dangerous -- you might arrive there, only for it to be set on fire!

- In your early terror missions, if you're having trouble, try to focus on survival instead of saving civillians. Move forward slowly, and retreat often. Yes, the terrified people of the world will be slaughtered. Hopefully, your troops won't.

LeMonde
14-10-2012, 09:16 AM
Any thoughts on the ideal squad for early - midgame on Classic?

When all fit and healthy I've been going with 1 sniper, 1 assault, 2 support, 2 heavy.

The additional smoke grenades from the extra support are invaluable to possibly surviving otherwise certain death.

The almost guaranteed high damage to multiple targets from an extra rocket is also nice - although I had my first (and only) 'misfire' (in about 17 hours of play) so rockets aren't quite the sure-bet killers I'd thought them to be. Shame that.

Sparkasaurusmex
14-10-2012, 09:22 AM
Hey, I'm having problems with the city terror attack missions. Chryssalids galore, and half the civillians I have to save get zombified before my troops could have got to them running straight ahead, ignoring the enemy. Any tips? I always wind up having to abandon the missions, which costs me a council member.
Don't worry about the civilians, just focus on killing the aliens. You save all living civs once the aliens are dead, automatically. Keep your forces together (not too close) so no one accidentally runs into another group of aliens. Move slowly, overwatch, save only the civilians that are conveniently close. Overwatch is great against Chryssalids but you probably need everyone set to overwatch to whittle away their health. If they make zombies just keep your distance and do the same thing. Zombies have to close in so your overwatchers can all get shots in.

Drake Sigar
14-10-2012, 09:45 AM
Satellites.When it comes to classic mode, this. I think I signed my death warrant when I dug down to the steam vent first. Nothing is more important than pumping out satellites as fast as possible, and that kind of speed requires regular power plants instead of spending a month building lifts and digging through rock. There's no point in planning for a neat orderly base months from now if you won't live to see it.


I've gone with South America for my base, partly because the instant autopsies speeds up your research quite a bit but mostly because quasi-fascist "We have ways" makes me think of the brain bug getting interrogated at the end of Starship Troopers

There isn't much point in picking South America because the area only has two countries which can be quickly covered by satellites. Most of the other bonuses require a group of four countries.

JimDigritz
14-10-2012, 10:39 AM
Capturing aliens is actually a good topic for discussion.

Expect to die.

My strategy so far has been to get an alien to within 3 or 4 energy bars then rush my Assault soldier with an ARC and another soldier with a handgun right up close and personal to the target. Making sure that the units haven't dashed means that the handgun guy can unload his handgun into the target which will reduce their HP to 1 or 2 which means that the ARC (so far) works first time every time.

My biggest issue is with Laser Rifles (and Overwatch) I am struggling to get wounded aliens. I either end up with very charred corpses, or a smirking Muton when every soldier misses...

Firkragg
14-10-2012, 10:57 AM
Just to add a bit about S.H.I.V.S:

I got to them about midgame I think and only resorted to them when most of my core squad was wounded. I don't know how popular the hover shiv is but I can't stop using it now; coupled with a sniper with squad sight, it makes for an ideal scout. At the start of each game I immediately send it flying forwards, so I can see if any baddies are hiding nearby. If nothing is present, I set to overwatch and position my squad accordingly. End turn, repeat.
When I do meet opposition, having a flying unit that doesn't panic and can outflank enemies in cover is awesome.
This is a viable tactic on normal difficulty and i'll be trying it out on classic once i'm through this playthrough.

One annoying thing I've had happening is, very rarely, I fly my shiv into a space it can't move out from. This mostly only happens in UFO missions though.

Tei
14-10-2012, 11:33 AM
I am already fighting muttons, and I still don't know how to use the arc stun weapon. I put the thing on some soldiers, but it don't see how to use it later. I see my units have the main weapon and a pistol, but where is the arc? how I can activate it?
I end killing all stuff, because thats easier than try to stun them.

Firkragg
14-10-2012, 11:46 AM
I am already fighting muttons, and I still don't know how to use the arc stun weapon. I put the thing on some soldiers, but it don't see how to use it later. I see my units have the main weapon and a pistol, but where is the arc? how I can activate it?
I end killing all stuff, because thats easier than try to stun them.

The guy with the arc thrower should have an extra ability down on the ability bar. It should be greyed out, unless the person with the arc thrower is within range of an alien (thats what, 2-3 tiles I think? Pretty close).

Drake Sigar
14-10-2012, 12:11 PM
My biggest issue is with Laser Rifles (and Overwatch) I am struggling to get wounded aliens. I either end up with very charred corpses, or a smirking Muton when every soldier misses...Use the secondary weapon - the pistol?

Suopis
14-10-2012, 03:40 PM
Hey, maybe someone mentioned it but here goes.

I found having one or several undeployed satallites useful. There is no need to deploy them as soon as you get them, because money bonus will reach you only after council report. So if it is still weeks till the report it is best to keep them waiting and when a country goes full on panicsville deploy a satallite there instantly reducing its panic level.

This is helpful because:

A. Sometimes you get missions in same region that overwise would have your satallite deployed thus reducing its panic without one. So you can use your satallite elsewhere.
B. Satallites are deployed pretty fast. So pacifying all the panicking countries just before the report is possible.

Hope this proves to be useful.

mnemnoch
14-10-2012, 05:07 PM
Hey, maybe someone mentioned it but here goes.

I found having one or several undeployed satallites useful. There is no need to deploy them as soon as you get them, because money bonus will reach you only after council report. So if it is still weeks till the report it is best to keep them waiting and when a country goes full on panicsville deploy a satallite there instantly reducing its panic level.

This is helpful because:

A. Sometimes you get missions in same region that overwise would have your satallite deployed thus reducing its panic without one. So you can use your satallite elsewhere.
B. Satallites are deployed pretty fast. So pacifying all the panicking countries just before the report is possible.

Hope this proves to be useful.

Thanks for this.

How about money? I pick Africa just for the added funds but I find myself still struggling for money. Did you guys keep some and just spend it all before the monthly report?

And also any tips on what to research first? Do i leave Xenobiology last?

DarkFenix
14-10-2012, 05:17 PM
Research armour to start with, alive soldiers are high level soldiers. Get a nice set of carapace armour all round. Then get laser weaponry, then worry about the campaign missions.

arathain
14-10-2012, 05:19 PM
In terms of research order, I find it interesting that a couple of folks earlier argued that laser weapons should come before carapace armour, because Mutons would be a real struggle otherwise. I'm not finding that to be the case. I have had a little bit of a planning failure, being able to make laser rifles but being a single engineer short. My Muton encounters (admittedly limited in number) haven't been that bad. They may be tough, but they also seem much more aggressive than the other enemies I've run into, which makes them easy to lure into overlapping fields of fire. Snipers destroy them, lasers or no. I'm much happier with the extra protection and lessened injury time that armour gives me.

I have no real idea at this stage what an optimum research order is, but I'm throwing in autopsies between other larger projects. They're fast, and have a concrete benefit.

Bobtree
14-10-2012, 06:14 PM
B. Satallites are deployed pretty fast. So pacifying all the panicking countries just before the report is possible.

You actually get the panic reduction and cash-flow bonus immediately, even though it takes 3 days or so for the launch to take place. It's safe to deploy right before the report card comes in. I thought I had screwed up the timing and was too late on my first pair of sat launches, but this saved me.

mnemnoch
14-10-2012, 06:44 PM
Research armour to start with, alive soldiers are high level soldiers. Get a nice set of carapace armour all round. Then get laser weaponry, then worry about the campaign missions.

Damn! I did it backwards. :(

So there is no penalty if I research Xenobiology last? (Except for not getting the plasma weapons.)

Anyway thanks!

For Autopsies and interrogation, I waited until I got the bonus from South America to do this.

Tikey
14-10-2012, 10:09 PM
What happens if I leave a mission without finishing it and a soldier is unconscious or critial on the floor? Does he die?

DaftPunk
14-10-2012, 10:13 PM
What happens if I leave a mission without finishing it and a soldier is unconscious or critial on the floor? Does he die?


Three turns until he dies,i assume if you quit he dies because you didn't do anything to help him out.

LowKey
14-10-2012, 10:14 PM
Yeah i think so, I think you also loose his equipment

DarkFenix
14-10-2012, 10:16 PM
Nope, equipment gets salvaged when someone dies.

LowKey
14-10-2012, 10:19 PM
Hmm I thought I lost some equipment when I abandoned a terror mission and some men

DaftPunk
14-10-2012, 10:34 PM
When your soldier panics,how long do you need to wait for him to calm down ?

I had this accident where we approached crashed UFO and that defense alien robot soldier shot my guy,he panicked and shot the alien back,killing him and earning a promotion! But now i don't dare to aproach him,he can hurt my other squadmates :S

Wolfenswan
14-10-2012, 10:52 PM
Usually they are frozen for one turn, then good to go. I've never seen a panicked soldier shoot anything or take an action after the initial one.

Patrick Swayze
14-10-2012, 11:30 PM
Anyone tinkered with the ini settings yet?

I've switched a few things about but not noticed much difference.

Should've taken some screens really to compare.

Haven't tried switching DX11 on though.

DaftPunk
14-10-2012, 11:33 PM
I couldn't find that xcom.ini :(

Patrick Swayze
15-10-2012, 12:42 AM
I couldn't find that xcom.ini :(

its in documents > my games > xcom > xcom engine > then xcomengine.ini is the one you want

DaftPunk
15-10-2012, 12:45 AM
its in documents > my games > xcom > xcom engine > then xcomengine.ini is the one you want



Oooo i was searching it in installation folder..jeez thanks men :D What do you advise chaning in ini ?? :D

Kadayi
15-10-2012, 01:22 AM
I am already fighting muttons, and I still don't know how to use the arc stun weapon. I put the thing on some soldiers, but it don't see how to use it later. I see my units have the main weapon and a pistol, but where is the arc? how I can activate it?
I end killing all stuff, because thats easier than try to stun them.

Tei

Give the Arc weapon to one of your assault people, preferable one with the fast reflexes ability (that way they are immune to overwatch). In order to stun a target you need to get real close to it until a circle appears. Similar to the circle to heal. The target also needs to be 3 health of below. The % chance to successfully stun is higher the closer they are to 1 health (90%).

Fundamentally what you want to do is corner/suppress the target and have your assault move up on it from cover so that the next turn he can comfortably step up into the circle with his first action and deliver the stun as his second. What you want to avoid doing at this stage is having any of your other teammates set to overwatch as they might accidently kill the target (I generally set them to hunker down). However you might want to have one with actions remaining ready to plug the beastie if the stun doesn't work successfully as your assault dude is going to be super vulnerable if it fails.

As for getting their health low without killing them, have your people swap out to standard pistols. Perfect for taking off 1 or 2 points and low chance of criticals.

DarkFenix
15-10-2012, 02:47 AM
Actually I find excessive overwatch is precisely the way to pin them down. The AI is generally speaking not stupid, if the last remaining alien is covered by a number of soldiers on overwatch, it just won't move. In fact if it's panicking (ie. trying to pull back) it'll generally forfeit its turn and do absolutely nothing (though this may have had something to do with the fact that my support have the overwatch ability that retaliates against enemy attacks, impossible for me to be sure). That's been the most reliable means of stunning I've found. It goes without saying basic pistols are a godsend, easily chipping down health without killing. Explosives of any sort are great too, guaranteed damage with no critical chance, you've got explosives that do 3, 4, 5 and 6 damage depending on how much hurt you need.

Tikey
15-10-2012, 03:12 AM
I have a question. I didn't get to capture a live sectoid. Now I'm fighting reapers and elite muttons. Did I miss an important piece of research by not capturing them? might I be able to capture them later?

DarkFenix
15-10-2012, 03:14 AM
No, it's not amazingly important, yes you can still capture one later. Basic aliens will still pop up regularly enough, interrogations usually get you research credit towards one thing or another. Very useful, not essential.

arathain
15-10-2012, 04:20 AM
Thin Men and FLoaters are pretty easy to capture (not that it's ever exactly an easy thing to do). A grenade is a 100% reliable way to take them down to 1 health, which means your stun is at 90%.

QuantaCat
15-10-2012, 09:26 AM
I am already fighting muttons, and I still don't know how to use the arc stun weapon. I put the thing on some soldiers, but it don't see how to use it later. I see my units have the main weapon and a pistol, but where is the arc? how I can activate it?
I end killing all stuff, because thats easier than try to stun them.

They are an "item", which means its usually next to the overwatch button. And you have to get close to an enemy, if you select it, without activating it, it shows a circle around enemies which is the range where you have to be in to stun. but you also need LOS.

Strazz
15-10-2012, 01:45 PM
In Classic mode do you guys usually have lasers by the time you meet Chryssalids on your first terror mission?

Tikey
15-10-2012, 02:48 PM
Can you capture reapers and cyberdisks?
I haven't got interest in trying it, as I'm playing an Ironman game.

Drake Sigar
15-10-2012, 02:54 PM
In Classic mode do you guys usually have lasers by the time you meet Chryssalids on your first terror mission?
I didn't. The invasion progresses much faster in Classic mode, you have to have a precise strategy in mind for the strategic base layer if you expect to be well equipped by the time you encounter the more deadly aliens.

Patrick Swayze
15-10-2012, 03:47 PM
Oooo i was searching it in installation folder..jeez thanks men :D What do you advise chaning in ini ?? :D

Haven't had much success other than making some shadows look funny.

I need to do some screen captures and check I think

gramity
15-10-2012, 03:50 PM
Here are a few things I've found that help:


The Heavy ability (support can take it too IIRC) 'Supression' can be useful here, the target of supression gets an attack against it if they try to move, obviously in some scenarios this will kill the enemy, but most of the time the AI will not move them, to avoid this happening. It also significantly detracts from that unit's aim (-20 I think), so even if they're on overwatch they'll have a far lower chance of hitting a unit moving up to use the Arc Pistol.
Although Support have the best movement, Assault are useful at capturing, especially assault with lightning reflexes unlocked, which allows them to ignore the first reflex shot against them in a round, it can be used to run right up next to your target, with no chance of being shot.
The targets chance to dodge is usually around 70% when they have 3 health left (it goes up when your soldiers start to become awesome). At 1 health that will go up to around 90%. Using pistols to soften up a target before capturing make this a safer enterprise.
Unless by a fluke of positoning everything is sat up nicely for you, It's not worth trying to capture enemies when they're in a group. Isolate an enemy and take down any potential flanking forces before moving in to try and Arc them.



If your Heavy uses the Suppression ability on an alien in Overwatch, the alien loses Overwatch. In other words, you can then advance a unit closer to them with the Arc Thrower and not worry about that specific alien getting a reaction shot on you.

Once you have ghost armour, you should equip it on an Assault solider with Lightning Reflexes. You can then enable invisibility, run right up to the alien you want to stun, sit there in stealth (you can overwatch if you are concerned about a second alien popping up), and then stun the next turn.

One last piece of advice for capturing live x-rays. The progression of story missions likes to introduce you to a few of the new types of aliens in a specific mission. For example, sectoid-commander. You will encounter one only as the last alien on a mission. That is a perfect time to go for the capture. If you know which mission ahead of time you can gear up specifically with capturing it in mind. Then surround the last room of the ship, once killing all other aliens, with at least one solider on each door.

I like to have a solider on either side of doors. I get real nice and setup with everyone in overwatch on the doors, everyone reloaded, everyone as healed as possible, and then on the next turn I have one person on every door just open the door. I don't go through, just open them all for line of sight.

Then I'll plan how I want to move people in for the kills / capture. First take out all other aliens with targeted sniper fire or other methods. Once only the alien you want remains then go for the capture. Suppression fire would be a good idea.

Note, if you get mind controlled you won't be used against your friends until the next turn. It then becomes imperative to stun or kill the alien doing the controlling before the end of your turn. I would abandon capturing if need be.

Duckee
15-10-2012, 03:50 PM
Honestly, I played on classic and never felt the need to get Lasers. I went straight for plasma weapons after getting carapace armor.

gramity
15-10-2012, 04:00 PM
Starting base location on Classic Ironman I prefer Africa for the money bonus. Money is always tight and this bonus continues through the entire game. It also helps you get satellites fast ($$) and get the other continent bonuses quicker.

Autopsies are limited, then the bonus becomes useless. Aircraft aren't that expensive and you have a limited need (plus you get money from Africa). The office training school is great but you will eventually exhaust it's benefit by completing the research. Labs / workshops are also limited and I don't find that benefit terribly useful.

Sparkasaurusmex
15-10-2012, 04:16 PM
I agree about Africa, but note that the NA bonus for aircraft also includes reduced satellite prices, which can be nice in a pinch. The Africa bonus is worthwhile but it doesn't negate the NA bonus because in the moment you might be nearly broke even though council is going to pay you 30% extra in 20 days.

gramity
15-10-2012, 04:18 PM
I have a question. I didn't get to capture a live sectoid. Now I'm fighting reapers and elite muttons. Did I miss an important piece of research by not capturing them? might I be able to capture them later?

You have missed the easiest, more reliable, and safest way to capture one. The research credit you get for doing so isn't substantial. They will be around in end game but they are actually VERY rare and usually on small UFO's shot down. They are in the last mission but you don't have a chance to research or interrogate anything from that mission.

If you are trying to get the achievement/trophy for doing all research in a single play you may be screwed. That is exactly what happened to me on my normal playthrough. I may now reload before the final mission and just keep playing until I come across one to capture. Rather than doing a whole new playthrough for the all research achievement.

You are fighting reapers? Is one of your soliders named Sheppard?

gramity
15-10-2012, 04:22 PM
I agree about Africa, but note that the NA bonus for aircraft also includes reduced satellite prices, which can be nice in a pinch. The Africa bonus is worthwhile but it doesn't negate the NA bonus because in the moment you might be nearly broke even though council is going to pay you 30% extra in 20 days.

Good point. I didn't realize the satellite discount. And 30% of $100 is peanuts. So for every nation you lose the benefit of the 30% diminishes.

I have completed a normal game with only losing a single solider and no nations. It was a cakewalk. I am now 5 hours or so through a Classic Ironman. Things are still fairly easy and going well but I'll see what happens. I definitely think NA and Africa are your best bet for your challenging playthroughs.

I didn't use SHIVs at all in my first game but I understand they are quite beneficial in more challenging rounds.

On Ironman I find I am playing extremely cautiously. Missions take me forever as I slowly inch my way around. No casualties yet though!!

Tikey
15-10-2012, 04:31 PM
We'll I don't care very much for the achievement so It's no problem really.


You are fighting reapers? Is one of your soliders named Sheppard?

Might do it for my second run.
It was a sectopod. I always mistaken those two in the original.

buemba
15-10-2012, 04:51 PM
Squadsight and in the zone is pretty much the most powerful ability combo I've found so far. A well positioned sniper with both abilities can easily kill 3 enemies and reload in a single turn.


Can you capture reapers and cyberdisks?
I haven't got interest in trying it, as I'm playing an Ironman game.

You can't capture Cyberdisks, Sectopods or Chrysalids, but you can take control of drones (Though not capture them) with a forge upgrade. Everything else can be stunned, tagged, bagged and shipped to your base for a little chat.

Tikey
15-10-2012, 04:55 PM
Thanks!
That's good to know.

Smashbox
15-10-2012, 05:05 PM
I bought the forge too early, and now money is way tight. Don't do that.

Tikey
15-10-2012, 05:30 PM
Is the ammo conservation upgrade worth it? It seems too expensive.

arathain
15-10-2012, 05:58 PM
When is money not tight? It makes choosing between a cash bonus and more engineers for abduction missions a headscratcher, sometimes.

Smashbox
15-10-2012, 06:01 PM
I think that even if you're low on cash, engineers is always the right choice.

gramity
15-10-2012, 06:04 PM
When is money not tight? It makes choosing between a cash bonus and more engineers for abduction missions a headscratcher, sometimes.

On normal. I finished the game with over $4,000 sitting there and nothing to spend it on. I had all research and upgrades done, 99 soldiers, all satellites, etc. Literally only could have spent it to produce things in vast quantities.

That being said, I think on Classic and above it will ALWAYS be tight and I didn't have surplus cash until a few months before I did the final mission.

Go with the Engineers unless you have an abundance already for some reason. You don't want to find yourself lacking in Engineers when you need them. $200 is chump change and doesn't go all that far. Situational though - if you know you REALLY need the cash to get a satellite in time to save a nation from leaving, thus ending your game, then maybe go for cash.

DaftPunk
15-10-2012, 06:04 PM
I think that even if you're low on cash, engineers is always the right choice.

True dat,engineers are more valuable for me as well.

Bobtree
15-10-2012, 06:04 PM
Wikia says a Chrysalid Hatchling can be captured. I didn't know the zombie-spawned ones were a distinct type.

Car to Pol
15-10-2012, 06:08 PM
How does Squadsight work exactly? I've been in many positions where a forward Assault can see plenty of alien, with my sniper on a roof not allowed to shoot any. Does she need line of sight or be in range or some other unknown restriction? It doesn't seem to be nearly as superpowered as many make it out to be.
Or my sniper is bugged.

Patrick Swayze
15-10-2012, 06:12 PM
Is the ammo conservation upgrade worth it? It seems too expensive.

Absolutely. Works wonders for maxed out snipers and heavies.

A maxed out sniper is a horror on the battlefield

gramity
15-10-2012, 06:17 PM
How does Squadsight work exactly? I've been in many positions where a forward Assault can see plenty of alien, with my sniper on a roof not allowed to shoot any. Does she need line of sight or be in range or some other unknown restriction? It doesn't seem to be nearly as superpowered as many make it out to be.
Or my sniper is bugged.

They need a direct line of sight (i.e. not obstacles like walls blocking the snipers view); however, that unbroken line of sight can be across the entire map. They can't shoot through things or around corners.

It is awesome when you use the archangel armour to float a sniper up to the top level. Then they are a best picking people off across the map.

gramity
15-10-2012, 06:19 PM
Absolutely. Works wonders for maxed out snipers and heavies.

A maxed out sniper is a horror on the battlefield

The ammo conservation is useful; however, I have also found that playing cautious and appropriately holding my advance to cycle through two turns of reloads negates the need to have to reload in the middle of a fight often. I do see how you may end up out of ammo in later stages of the game on Classic. Really depends on what else is demanding your funds. I wouldn't do it in place of a lot of other uses.

gramity
15-10-2012, 06:34 PM
Wikia says a Chrysalid Hatchling can be captured. I didn't know the zombie-spawned ones were a distinct type.

I think that needs some testing. If true, I wasn't aware of that. I doubt that it can. You can't recover the Chrysalid Hatchling corpses if I recall.

Patrick Swayze
15-10-2012, 07:09 PM
The ammo conservation is useful; however, I have also found that playing cautious and appropriately holding my advance to cycle through two turns of reloads negates the need to have to reload in the middle of a fight often. I do see how you may end up out of ammo in later stages of the game on Classic. Really depends on what else is demanding your funds. I wouldn't do it in place of a lot of other uses.

That sounds totez obsessive compulsive

gramity
15-10-2012, 07:34 PM
That sounds totez obsessive compulsive

I'm not going to object to that. XCOM brings out the OCD in me. I always move my troops the same way and burn through about 3 turns just to reload/heal/hope for oversight shots when I could probably advance in one.

I found the layouts in this game (especially of alien ships/bases) tend to provide 1 - 3 paths from the entrance to exit. I obsessively position my snipers together on the path that is usually raised and a combination of assault/support and heavy/support on the other two paths. Then I advance the support groups first to see if they reveal some aliens, pick those aliens off with my snipers, then repeat. Works like a charm.

My prized sniper had over 100 kills by the end of my normal playthrough. He was critically injured a ton though so his willpower was shit (no psi gift). I had to use his backpack to carry a mindshield in the end game. Otherwise he was ethereal fodder.

*SPOILER* here in white text. I wouldn't highlight the remainder of my post if you haven't played through to the end of the game once.

The "volunteer" I used for the psi-gifted individual at the end of the game was hilariously well suited to the task. Before I found out he had the psi-gift I had already made him a gray-haired old man and given him the nickname "Reverend". He was support class. So in the end I had this priestly old man named Reverend with telepathic prowess. Too perfect...

Tikey
15-10-2012, 11:58 PM
Question about the hyperwavemacguffinthingy
[Spoilers?]It detected an alien ship. Should I attack it immediately or should I wait until I have some psi soldiers? Can I actually leavi it there orbiting like nothig for a while?[/spoilers?]

DarkFenix
16-10-2012, 12:42 AM
Question about the hyperwavemacguffinthingy
[Spoilers?]It detected an alien ship. Should I attack it immediately or should I wait until I have some psi soldiers? Can I actually leavi it there orbiting like nothig for a while?[/spoilers?]

Unless you have a seriously powerful interceptor, you won't shoot it down anyway. It'll eat a regular aircraft (even with plasma weaponry) alive. It's a campaign mission so you won't miss it, but being a UFO I don't think it'll stick around in your satellite coverage indefinitely. That's the point at which my savegame is sitting at the moment.

Tikey
16-10-2012, 12:47 AM
I'm more worried about mind control as I have a Firestorm with emp.

I shouldn't have started an ironman game. There are a lot of things I'd like to try just to understand the game mechanics that I don't dare as I might end up losing.

Kadayi
16-10-2012, 12:57 AM
I'm not going to object to that. XCOM brings out the OCD in me. I always move my troops the same way and burn through about 3 turns just to reload/heal/hope for oversight shots when I could probably advance in one.


I always advance to blue and have everyone commit to overwatch. Likewise I'll do a mass reload after a firefight before advancing. I only employ dash when I'm sure the coast is already clear. It's a slow strategy, but it keeps damage to a minimum I find. As soon as a target is sighted they're normally diminished before they can even get close by the squads reaction shots.

Bobtree
16-10-2012, 01:01 AM
XCOM shouldn't even have shipped with IronMan given issues it has. The 2k Support forum (http://forums.2kgames.com/forumdisplay.php?131-XCOM-Enemy-Unknown-Support) is scary.

karandraz
16-10-2012, 02:50 AM
One thing this game has taught me is, dont name your soldiers after people you know, it makes you feel like a monster!

Ive been wondering, apart from the damaged things you bring back and can safely sell do you guys ration your supplies so you can sell more off? I am always out of money.

jnx
16-10-2012, 06:45 AM
XCOM shouldn't even have shipped with IronMan given issues it has. The 2k Support forum (http://forums.2kgames.com/forumdisplay.php?131-XCOM-Enemy-Unknown-Support) is scary.

Kind'a agree. Completed the game on normal ironman but it was infuriating to lose soldiers because of bugs like this

http://cloud.steampowered.com/ugc/540689467779336768/18119BAA3BE71615B3112F9AFAD811DA247BEF61/

and this

http://cloud-2.steampowered.com/ugc/540689467759454945/CC69A91748BC2448AADE21F25F3D712CCB864F77/

and lose money and time to the undeployable SHIV

http://cloud-2.steampowered.com/ugc/540689467777649342/387159AE981F9A18A263E21D686FE602C7A2DE19/

Squiz
16-10-2012, 07:13 AM
XCOM shouldn't even have shipped with IronMan given issues it has. The 2k Support forum (http://forums.2kgames.com/forumdisplay.php?131-XCOM-Enemy-Unknown-Support) is scary.That's the reason I have stopped bothering with Classic Ironman and am now just playing on Classic.

Nothing to say against tough enemies and tight spots in firefights, but this is just ridiculous: http://forums.2kgames.com/showthread.php?155321-Cover-system-once-more-Pics&

Tikey
16-10-2012, 02:14 PM
I guess I've been lucky for now.
If I haven't been playing in ironman mode I don't think I could've resisted reloading to save malakariel (RIP brave soldier)

Smashbox
16-10-2012, 05:35 PM
Caution really does pay off. It feels so good when you've got six guys & gals all lurking and looking down their sites and a group of aliens comes around a corner into a cruel hail of bullets. Eviscerated!

Drake Sigar
16-10-2012, 05:59 PM
I love it when a Floater comes charging round and stumbles like an old age pensioner in a mosh pit if you catch him with a laser round. The force which they propel themselves keeps them flying out of control even after their death. I only wish the last one caused a massive explosion after hitting a truck, instead of splattering awkwardly against the side.

Actually nah, it's funnier this way.

Smashbox
16-10-2012, 06:13 PM
O! And Another Thing!: The sniper skill double tap is my favorite in the game. If aliens weren't trying to steal our only planet, I might even call it unfair.

Tikey
16-10-2012, 06:22 PM
Double tap + Squad view makes a sniper deadlier than a nuclear bomb.
I once had a sniper clean more than half the enemies in a mission without leaving the starting area.

DarkFenix
16-10-2012, 07:05 PM
It's almost unfair isn't it. That's another thing I may have to try; a squad of all snipers (or maybe all but one, someone has to carry the sandwiches after all). Once they all reach double tap (which they will, snipers just don't bloody die) that might even be enough to get me to actually pity the aliens. And of course they'll all get full cover bonus from light cover. And an effectively unlimited supply of sensor 'grenades'.

Smashbox
16-10-2012, 07:10 PM
Actually a pretty interesting idea.

JimDigritz
16-10-2012, 09:15 PM
Just had my veteran (40+ kills, double tap genius) sniper killed by an exploding car... whilst also having over half my elite squad killed by.... thin men on an extraction mission... NOOOOOOOOOOOOOOOOOOOOOO!

Over confidence can kill. Up until this mission (c.#26?) I had only lost 3 soldiers on Normal Ironman.

I feel sick...

Patrick Swayze
16-10-2012, 11:10 PM
Just had my veteran (40+ kills, double tap genius) sniper killed by an exploding car... whilst also having over half my elite squad killed by.... thin men on an extraction mission... NOOOOOOOOOOOOOOOOOOOOOO!

Over confidence can kill. Up until this mission (c.#26?) I had only lost 3 soldiers on Normal Ironman.

I feel sick...

*hug + pat on back for 10char*

jealouspirate
17-10-2012, 12:17 AM
Silly question, but is there a way to change nationality, or pick new soldiers from certain countries? I know it doesn't matter, but I'm Canadian and would love some Canadian soldiers. I had one once, but uh... well, you know.

arathain
17-10-2012, 01:37 AM
Silly question, but is there a way to change nationality, or pick new soldiers from certain countries? I know it doesn't matter, but I'm Canadian and would love some Canadian soldiers. I had one once, but uh... well, you know.

Sorry for your loss, jp. No, no way to alter nationality. You'll have to wait for the mods.

sonson
17-10-2012, 09:47 AM
Am I right in thinking that apart from a lack of drama and risking boredom there is nothing to be lost from taking your time? Lots of strategy and tactical games require you to be as quick as possible but unless I’m missing something that isn’t the case with XCOM, and you’re liable to die/throw yourself at the mercy of fate if you advance rapidly?


I just started playing last night on classic and out of four missions (not including the first for obvious reasons) I’ve already lost four people, including the first Thin man one where I lost three. One got poisoned, the other one got poisoned going to heal the former one with the medpack he didn’t have (grr,) panicked and shot the one who he went to heal who shot him back and they killed each other, and one killed three sectoids with a grenade but also blew up the car they were standing with. The last guy “escorted” the abductee back pissing himself with fear all the way. It was ace but sad. I have a feeling that wouldn’t have happened had I advanced in a more tight and controlled manner.


There are AOE weapons though, yes? In which case not too tight presumably. And also the tighter the group the less chance you have of setting up a crossfire I would have thought.

Squiz
17-10-2012, 10:23 AM
Am I right in thinking that apart from a lack of drama and risking boredom there is nothing to be lost from taking your time? Lots of strategy and tactical games require you to be as quick as possible but unless Iím missing something that isnít the case with XCOM, and youíre liable to die/throw yourself at the mercy of fate if you advance rapidly?


I just started playing last night on classic and out of four missions (not including the first for obvious reasons) Iíve already lost four people, including the first Thin man one where I lost three. One got poisoned, the other one got poisoned going to heal the former one with the medpack he didnít have (grr,) panicked and shot the one who he went to heal who shot him back and they killed each other, and one killed three sectoids with a grenade but also blew up the car they were standing with. The last guy ďescortedĒ the abductee back pissing himself with fear all the way. It was ace but sad. I have a feeling that wouldnít have happened had I advanced in a more tight and controlled manner.


There are AOE weapons though, yes? In which case not too tight presumably. And also the tighter the group the less chance you have of setting up a crossfire I would have thought.My experiences in a nutshell. What I haven't figured out yet is how many of these disasters you will get away with. If a whole squad wipes I usually load up the last save before that mission or, in case of my attempts at Ironman mode, start a new game because I figure that you cannot afford to lose that many (sometimes experienced) people so early into the game.

Taking your time also only works as long as you don't get any bomb diffusal missions. I have no idea what the purpose of these missions is apart from screwing you over. On average, you have about one or two turns to shut down one of the bomb's power nodes if you want to succeed, so you have to rush rush rush your guys to the next node. Needless to say, this doesn't mix well with the need for overwatch spam (at least on Classic difficulty), so you end up somewhere between feeling like a brilliant badass that defies all danger to diffuse that bomb and an idiot that has to pray at every move he makes not to get slaughtered by the frikkin' gunslingers that the aliens are.

How do you people succeed at this?

sonson
17-10-2012, 10:42 AM
I think I’ll try the crawling Overwatch tactic tonight but if I find it boring I’ll play more recklessly or experiment. I’m not interested in beating a game at the expense of my own enjoyment.

My first successful mission last night (although I still lost someone, albeit just a rookie) I tried a sort of broad advance where at least three troops were covering each other while one tried to pull the sectoids into their line of fire, was fun. It was also the first mission I realised that you can actually move and fire in one go which probably helped. Before that I was just shooting once from distance from behind cover.

Squiz
17-10-2012, 10:50 AM
I think I’ll try the crawling Overwatch tactic tonight but if I find it boring I’ll play more recklessly or experiment. I’m not interested in beating a game at the expense of my own enjoyment.That's true but personally I found it to be more enjoyable to come out of a mission with more than half of my squad alive than to try some crazy tactics that only make your guys end up as a puddle of blood on the floor because there is an alien around the corner. I found that overwatch shots are hilariously unreliable as a measure of "safety" (hint: there is no such thing in this game).

Zephro
17-10-2012, 01:40 PM
For Classic Ironman, the only mode I've played but I have no idea about the bugs people are seeing, I've found carapace before beam weapons is a must. Thin Men seem to have a near 100% accuracy when you first encounter them in classic and can one shot kill any member of your squad. Getting the basic life expectancy up seems more important. I also really hate the Thin Man kill cam, they look so arrogant when they head shot my men.... grrrrrr.

Also for classic iron man, I've found that if you go tits up anywhere in the first month or maybe 2 you lose so much momentum you can't recover. Hence being on game 28 only 3 of which got to the mid-late game stages. But later on you can absorb losing a squad a bit more.

Sparkasaurusmex
17-10-2012, 03:05 PM
O! And Another Thing!: The sniper skill double tap is my favorite in the game. If aliens weren't trying to steal our only planet, I might even call it unfair.
This seems to bug out on me sometimes. I should be able to fire twice if I haven't moved, but sometimes it does not allow me to. I will try to reproduce this, but it was likely something like switching from pistol. Does switching from pistol to the rifle at the beginning of the turn cancel double tap like movement?

Tikey
17-10-2012, 03:07 PM
I think you can't use the second shot if the first one misses.
That's the only situation I can think that's not a bug.

Sparkasaurusmex
17-10-2012, 03:11 PM
I'm fairly certain it HAS allowed a second shot after a miss, though.

Squiz
17-10-2012, 03:17 PM
I'm fairly certain it HAS allowed a second shot after a miss, though.This seems to be a bug, other people have experienced the same issue (see the bug list over at 2k Games XCOM support forum: here (http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports)). It has been mentioned that this could have something to do with headshots.

Finicky
17-10-2012, 03:53 PM
I think I’ll try the crawling Overwatch tactic tonight but if I find it boring I’ll play more recklessly or experiment. I’m not interested in beating a game at the expense of my own enjoyment.

My first successful mission last night (although I still lost someone, albeit just a rookie) I tried a sort of broad advance where at least three troops were covering each other while one tried to pull the sectoids into their line of fire, was fun. It was also the first mission I realised that you can actually move and fire in one go which probably helped. Before that I was just shooting once from distance from behind cover.
The crawling overwatch is really more to figure out where aliens are.
Once you find them you can still flank or retreat and set up a trap.

You are pretty much forced to use it unless you want to replay missions a lot, especially with the heavy rng (e.g I had floater dodging 2 overwatches as he barges out in a hillbilly suicide manner, only then to crit on a smoked, in cover front man and kill him)
You get enough wounded men as it is, and on some of the maps one careful scouting move to the next bit of cover can trigger 3 groups to span.

They really should've playtested this game for another month or so , at least to get all the shitty glitches out (cover glitches and the buggy camera/movement selection mainly).
Lacks polish as it is atm, including difficulty curve... Some missions are brutal while the next one can be a snorefest cakewalk.

QuantaCat
17-10-2012, 05:49 PM
Something which bothers me is that cover is "just" an accuracy modifier. If you want to set a trap for an alien, you have to get out of sight, instead of trying to get them to flank (which works sometimes, but only if theyre feeling lucky, and have a lot of thin men)

Smashbox
17-10-2012, 06:53 PM
This seems to bug out on me sometimes. I should be able to fire twice if I haven't moved, but sometimes it does not allow me to. I will try to reproduce this, but it was likely something like switching from pistol. Does switching from pistol to the rifle at the beginning of the turn cancel double tap like movement?

The power has a 1-turn cooldown, maybe that's it?

Tikey
17-10-2012, 06:55 PM
I've used headshot and then another regular shot after it with double tap.
you just can't use two headshots because of cooldown

DarkFenix
17-10-2012, 08:24 PM
Double tap will also automatically be ignored if there aren't any more targets the sniper can hit. That one had me a bit puzzled for a minute earlier today.

Stellar Duck
17-10-2012, 09:44 PM
I'm not sure this is the right place, but I've got a question. I started over tonight on classic having spent a few hours on normal getting used to the game.

Now I'm less than a month in (my first sattelite will finish in a few days so I guess I'm like 25 days in) and the UK is in panic. How, if possible, can I do anything about that? The game obviously wont let me fly a patrol and be faster to intercept stuff due to the design and I can't manually do anything. So I should just live with it and hope that a random mission pops in the UK so I can lower it? Or just write it off?

As much as I like that game on the tactical level, the Geoscape layer feels like playing with a hand tied behind my back. I feel like I'm at the mercy of whatever the game feels like giving me in missions instead of directing X-Com as an independent entity that fights aliens.

Smashbox
17-10-2012, 10:12 PM
Why not launch one of those satellites over the territory ASAP? If you manage it before the council report, they shouldn't leave.

Stellar Duck
17-10-2012, 10:20 PM
Why not launch one of those satellites over the territory ASAP? If you manage it before the council report, they shouldn't leave.

The one I got in production? I think that should be possible, though it will be tight as all hell.

Smashbox
17-10-2012, 10:39 PM
You'll get the panic reduction the moment you click launch, so you won't have to wait until it travels to the UK. If you can manage that, you should just pull it off. Good luck!

Malawi Frontier Guard
18-10-2012, 12:16 AM
Theory: Latent psy ability is reflected in nicknames.
Enigma, Loki, Voodoo: Yes. Cowboy, Boomer: No.
Require more data.

Wolfenswan
18-10-2012, 12:20 AM
I had a Support nicknamed 'Voodoo' as well. She was a PSI. My other PSI was an assault called 'Cobra'.

Stellar Duck
18-10-2012, 12:24 AM
You'll get the panic reduction the moment you click launch, so you won't have to wait until it travels to the UK. If you can manage that, you should just pull it off. Good luck!

Thanks. That particular crisis was averted and a few new ones came up so all is well.

Also, am I the only one finding the heavies quite shite at aiming? The support and assault guys are great though. I really like the way they work.

Smashbox
18-10-2012, 12:42 AM
My heavies couldn't hit the broad side of a barn. It's actually a bit weird. Was thinking today that I might try and SCOPE them up a notch. They don't really need grenades in their inventory.

DarkFenix
18-10-2012, 12:52 AM
I dunno, having a levelled up heavy with two alien grenades, two rockets and a shredder rocket gives you enough explosives to last out a long mission. Grenades are also very useful for making entrances to rooms (like the bridge of a UFO), their small blast radius great for blasting a hole in the wall without causing too much damage inside.

Heavy weapons do get shafted a bit in terms of accuracy though, generally more useful for suppressing fire and holo-targeting (not that either of these things is to be sniffed at!).

Kadayi
18-10-2012, 01:02 AM
Also, am I the only one finding the heavies quite shite at aiming? The support and assault guys are great though. I really like the way they work.

No you're not alone in that regard. I always have one with me (main squad is 1 sniper, 1 support, 1 heavy & 3 assault) but I do note she tends to miss a lot Vs the other squad mates, although she does rack up the kills as I use her bullet swarm ability as a bit of a round finisher if there are viable targets still available.

Bobtree
18-10-2012, 04:51 AM
All my assaults are dead. They're my biggest liability after rookies. The other classes are all still alive (12 of 22) after four months. The assaults had rifles and defensive abilities. My arc-throwers are usually carried by rookies or a fast support. Heavies have been very reliable, and the snipers don't see much action. I typically use 2 heavies, 2 support, 1 sniper, and pick the final by mission type, usually another rifle. Fielding both flavors of heavy and support routinely is quite flexible. I keep hoping to pick up a high level assault as a mission reward so I can try the offensive shotgunning setup. A SHIV might suit me better, but I haven't tried one yet.

RogerMellie
18-10-2012, 08:11 AM
What are the general feelings with weaponry for Assaults? I was using a shotgun at first but got frustrated with their crap range. I've been using rifles for a while now but have just researched a better shotgun variant and am thinking of giving them another go. Suggestions?

mrpier
18-10-2012, 10:11 AM
I have started giving them my best rifle instead of the shotgun. I prefer to let keep them keep their distance. Running forward and killing something often triggers another group of aliens too.

LowKey
18-10-2012, 10:24 AM
Alloy cannon is a boss

kataras
18-10-2012, 10:26 AM
I gave one of them the lazer shotgun or whatever it's called and it's working out very well. I usually pair them up with someone that has a longer range gun to cover them + make sure he's in the sniper's field of view. Then I try to move them as close as possible to the targets, under the cover of the other two guys, and use them for overwatch. At close range, their attacks are devastating but they should not be the ones engaging and you should pull them back when it gets too hot. Until I figured that out I lost a few of them.

LowKey
18-10-2012, 10:33 AM
Agreed, with their high crit chance i like to send them in for a coup de gra, and with reaction shot that can really punish a charging melee enemy

DarkFenix
18-10-2012, 01:39 PM
I find the shotgun best for assaults, but at the same time I find it best to stick to one assault. It's great to have one soldier who can score a guaranteed kill on any one enemy. Rapid fire at point blank range with the assorted crit buffs the assault gets will frequently inflict upwards of 25 damage with the Alloy cannon, only the sniper can even hope to match that damage output.

There's also the handy utility of assaults with their Lightning Reflexes perk; see an enemy in overwatch? Suppressed? No problem, charge straight in and they get a guaranteed miss.

And the Major rank perk for Assault makes them borderline invincible with Titan armour, it increases their health based on how heavy their armour is, letting an assault comfortably reach 25+ hp late game.

And they can get a free reaction shot again enemies getting too close. That Chrysalid you didn't see until it was too late? Yeah, your assault just blew it away without even using an action. Berserker? What a laugh, hit it once and watch it automatically run towards you and eat another shot for free.

Long story short, these guys are the tanks you can send charging in to kill that Sectopod or Ethereal without much fear of losing him, so long as you don't leave him unsupported. A nice disposable SHIV is great for charging in with him, while the other classes all make very adequate ranged support, picking off or otherwise debuffing the remaining enemies.

I typically have worse attrition rates with heavies and support, they're both comfortably within enemy weapons range, but lack the survivability traits the assault has. One unlucky move and a less well equipped support/heavy is toast, an assault can often survive it.

groovychainsaw
18-10-2012, 01:55 PM
My assaults are the longest lived members of my team, I kept one going for over 35 missions (I seem to be hopeless at keeping snipers alive - not enough decent elevation for them!). The shotgun is the most powerful weapon (against a single target) early game, and as that upgrades, along with the perks, assault can become a complete tank, able to run and gun a huge distance to deal 25+ damage to an enemy with a very good hit rate, whilst being hard to hit for many enemies. Lots of clever stuff you can do with run + gun and lightning reflexes, too. I like to use them to trigger overwatch deliberately on enemies to free up someone else to move and shoot, particularly.

Squiz
18-10-2012, 01:55 PM
And they can get a free reaction shot again enemies getting too close. That Chrysalid you didn't see until it was too late? Yeah, your assault just blew it away without even using an action. Berserker? What a laugh, hit it once and watch it automatically run towards you and eat another shot for free.Just make sure you save your game before you try this. That perk seems to be bugged and doesn't trigger reliably.

QuantaCat
18-10-2012, 05:12 PM
The Heavies have the greatest damage at regular range (snipers dont count), and they can shoot twice pretty soon in their career ladder.

I always give my heavies a SCOPE, it really helps, they are amazing damage dealers, especially with that double shot.

DarkFenix
18-10-2012, 05:39 PM
The problem with the heavy's double shot is it's a free shot if your first reaction shot hits. Reaction shots are pretty damn unreliable, what with their great big accuracy penalty.

lasikbear
18-10-2012, 05:41 PM
Heavies also get the ability to shoot as their first action (meaning they can also shoot as their second action).

Smashbox
18-10-2012, 05:47 PM
I don't know if I grasped the significance of this. Time to promote a new class of heavies, methinks.

Quote from the future:

Actually that ability doesn't let them shoot twice, it just lets them shoot then move as opposed to move then shoot. Not very useful compared to holo-targeting in my opinion.

Okay. Seems I've actually made the right choice with Holo-Targeting.

DarkFenix
18-10-2012, 05:52 PM
Heavies also get the ability to shoot as their first action (meaning they can also shoot as their second action).

Actually that ability doesn't let them shoot twice, it just lets them shoot then move as opposed to move then shoot. Not very useful compared to holo-targeting in my opinion.

arathain
18-10-2012, 06:00 PM
Assaults get Tactical Sense early on, which gives them a defense bonus for every enemy they can see. It's one of the things that helps keep them alive. The AI seems to like to prioritise targets based on who it can most easily hit, as well as who is wounded (it likes to try to finish them off). My Assaults with TacSense therefore get shot at far less than other soldiers, unless I've pushed them too far to the point where they get exposed to flanks or other foes.

LowKey
18-10-2012, 06:17 PM
Actually that ability doesn't let them shoot twice, it just lets them shoot then move as opposed to move then shoot. Not very useful compared to holo-targeting in my opinion.

Nope bullet swarm means they can shoot twice in one turn if they dont move

lasikbear
18-10-2012, 06:32 PM
Yeah, bullet storm is shoot and then anything (including overwatch, move, shoot and I am pretty sure items).

QuantaCat
18-10-2012, 06:42 PM
Yeah, bullet storm is shoot and then anything (including overwatch, move, shoot and I am pretty sure items).

Yes. the reaction shot is the fourth tier special. (and bullet storm the second tier)

mike2R
18-10-2012, 06:52 PM
Yes. the reaction shot is the fourth tier special. (and bullet storm the second tier)

This. And although I do like my holo targeting, being able to shoot twice is really really helpful...

Think I'm going to try the scope thing as well, which I've only been using for snipers. +10% accuracy on a high damage bod who can shoot twice a turn does seem to make sense if you think about it :)

Sparkasaurusmex
18-10-2012, 08:09 PM
Yeah Holo-targeting is nice, but it doesn't compare to taking two shots. And it IS two shots with heavies...something they unlock at like the second upgrade, not as colonels or anything.

edit: although there are occasions when you'll have a really low chance to hit and using suppress with holo targeting can be better than two 10% shots.

QuantaCat
18-10-2012, 08:59 PM
Yeah Holo-targeting is nice, but it doesn't compare to taking two shots. And it IS two shots with heavies...something they unlock at like the second upgrade, not as colonels or anything.

edit: although there are occasions when you'll have a really low chance to hit and using suppress with holo targeting can be better than two 10% shots.

Suppression doestn need holo to be great. it always "hits", and you can really save lives with that skill. Basically pinning down enemies that would otherwise kill a teammate.

sonson
19-10-2012, 09:31 AM
A few observations from classic:

Before doing Iron man it’s worth, in my experience, doing plenty missions on regular saveable mode and also being willing to save and reload when you fail, so that you are able to play out and experience all sort of situations and get a feel for what makes sense and what doesn’t, which order you should move your people in and so on. There’s a lot that isn’t explained up front I think and it would be a bitch to fall prey to ignorance rather than aliens. It’s far better to be able to test something that you think might work in the future straight off from a save rather than having to start another campaign.

If a mission is described as “very difficult” don’t do it without next gen armour and guns, or you’ll just die. I was on my first playthrough, had four missions behind me in which every squad member had advanced up the ranks at least twice, they got killed to a woman/man in short order in the first very difficult mission by Thin men, took out a good number but there were just dozens of them, all able to shoot me at angles without me being able to shoot back. Very difficult means very difficult I guess, irrespective of where you encounter it.

Don’t rely on cover to save you when up against anything but sectoids. Cover feels pretty glitched to me, it seems to offer aliens protection irrespective of type but if anything is shooting at me other than a sectoid even behind hard cover at proteted angles my members still die with regularity. I feel this is the one example of the AI relying on buffs that I’ve encountered, I could be doing something wrong but several times now they’ve just shot through hard, non-destructible cover.

Run away and regroup often. Due to the damage one panicked solider can do there’s a good chance that you won’t just be sacrificing one exposed soldier. I like my assault member for her run and gun and flanking abilities but if she’s ever facing more than one enemy on her route that a grenade won’t handle I’ll either have other members clear the way for her or just pull her back, even at a distance from the other members her panic has been infectious before and she’s still managed to kill a rookie in a panic as well.

mike2R
19-10-2012, 04:42 PM
Don’t rely on cover to save you when up against anything but sectoids. Cover feels pretty glitched to me, it seems to offer aliens protection irrespective of type but if anything is shooting at me other than a sectoid even behind hard cover at proteted angles my members still die with regularity. I feel this is the one example of the AI relying on buffs that I’ve encountered, I could be doing something wrong but several times now they’ve just shot through hard, non-destructible cover.

I think it is just the way that they give the bonus to-hit chance to aliens on classic. I believe its a flat +10% to hit chance, in which case it will be very noticeable when the base chance is low.

Say you have a 15% chance in a particular situation - around 1 time in 7 you'll hit the alien. In the reverse situation he'll get a 25% hit chance on you - 1 time in 4. Those sort of discrepancies in outcomes are definitely going to be something you'll spot.

I'm struggling playing Classic Ironman to be honest, and I'm tempted to look into the mod that removes the +hit and +crit bonuses, but keeps the rest of Classic difficulty.

Tikey
19-10-2012, 04:50 PM
I'm struggling playing Classic Ironman to be honest, and I'm tempted to look into the mod that removes the +hit and +crit bonuses, but keeps the rest of Classic difficulty.

I've finished the game on normal iron man.
I'm tempted to play on classic but to be honest I'm not too fussed about the bonuses to the aliens. I might end up looking for one of those mods too.

Sparkasaurusmex
20-10-2012, 04:40 AM
Started playing around with some Second Wave settings. Seems pretty cool after finishing once.
http://xcom.nexusmods.com/mods/7

QuantaCat
20-10-2012, 09:31 AM
Cover does work, but youre forgetting one thing: Light Plasma Rifles have a +10 aim modification. for us and for them. thats why the thin men always have good shots, likewise for the mutons I believe.

sonson
21-10-2012, 12:53 PM
Further thoughts from my Classic Ironman-survivability is key. If you can keep your soldiers alive they will advance to the point where the lethal Alien buffs stop being an issue after two promotions, and then you can just outplay the AI without too much difficulty, especially when you start to expand your squad.

The key is too scout very carefully to ensure that you only uncover as many aliens as can be killed in a turn, more or less. If there's more than two left with their to hit modifer and your soldier's weak stats a casualty and a panic are to be expected as far as I'm concerned. If I'm ever in any doubt at all I pull back so they're out of sight and hope they run into an overwatch or try and outflank them without being seen. As mentioned above this becomes less necessary as you go on and you can stand to just sit through firefights pretty well what with your toughness, medic powers, smoke, free reaction shots and so on.

Firepower is nice but not necessary for a while I don't think, if you've got Heavies, Assault and Sniper you have units capable of doing enough damage to see off the big nasties in two turns at most which should be enough if you've scouted properly and not released a whole map full of enemies. I don't even know what Mutons or Chrysalids do becuase they've died before they reach me, haven't used lasers yet. If two mutons are bunched up a rocket can bring them both down for a regular assault rifle shot each to finish in one turn, or one grenade.

Last four missions, all very difficult, I haven't had any one even get shot by using the above tactics, favouring survivability and protection over killing where the choice has presented itself. I now have six captains accompanying each other on pretty much every mission and they're yet to break a sweat to be honest.

HOWEVER I'm awful at the Strat map, three months in and six have left : (

QuantaCat
21-10-2012, 04:15 PM
HOWEVER I'm awful at the Strat map, three months in and six have left : (

Its a game of choosing when to launch satelites and go for base assaults or etc.

Finicky
21-10-2012, 06:30 PM
Cover does work, but youre forgetting one thing: Light Plasma Rifles have a +10 aim modification. for us and for them. thats why the thin men always have good shots, likewise for the mutons I believe.

That and there are 4 levels of cover AND elevation bonusses and penalties.. so if you go behind a little log or car wreck with half a shield... well no wonder you get owned.
Press info on an alien who is in half cover at equal level, it only adds like 20 percent hit penalty.

There's: half shield, shield, shield with border, shield with border and arrow.
You only get the final level as sniper hunkered down in full cover.

Sparkasaurusmex
22-10-2012, 02:45 PM
Does a smoke grenade change the cover tier, or does it just add to the defense rating?

QuantaCat
22-10-2012, 02:50 PM
Does a smoke grenade change the cover tier, or does it just add to the defense rating?

it adds to defence.