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2. Don't be afraid to use explosives to neutralize threats. They don't miss and the enemy can't kill you if they're dead.
3. Try not to trigger more than one pod of enemies at a time.
4. Sometimes it's better to Hunker Down than take a low % shot. Hunker down and let the enemy get closer.
5. Similarly to above, the safest place is where the enemy can't see you at all. Rather than running up to a corner, run up to the wall and only peak around when you've brought the rest of your squad up to closer/supporting positions.
aliens have a 65+ chance to hit, full cover reduces that by 40. but if they get close and get a close range bonus they can raise that 25% up
and really considering their weapons do enough damage to kill your soldiers do you really want to roll the dice with a 25% chance of death.
break line of sight. its the only defense.
cover is not a good defense. at least not before you can take a hit. kill the aliens. use explosives.
if you can't kill the aliens break contact and have the aliens come to you so you can explode them.
Throw Vahlen and Bradford into the sun. there advice is garbage. Vahlen is an idiot and Bradford is working for the aliens.
Only take low cover if high cover is not an option.
Other tips I would add (sorry if you already learned these, but best to be sure).
-Get laser asap, armors good, but the sooner they die the sooner they stop killing you.
-Start each month by building at least one satellite and wait until the last 6-7 days of the month before using any of them.
-Squadsights, save, lives. Soon as you can get a sniper to the second rank to get this.
-Like with RJJs #4 sometimes it's better to throw a smoke than to shoot an alien to keep people alive. It's an -20 to be hit and can make low cover work as well as high cover and high cover even better. Just don't try to use it on its own.
-Try not to use both actions on anyone until all poeple have used their first action, yes, even if this leaves someone short to the next bit of cover. Once everyones ready to act on the second action, then you can move them.
-Like above, except if you have yet to find anyone to shoot. It's better to leave someone out in the open on overwatch then move a few steps forwards to cover and risk triggering a pod of enemys that where just out of sight. Even more so if half or more of the squad has already used up their second action by this point.
Pray to the random number gods.
if you make a Heavy into a MEC it gets body shield.
if they have 65 aim, the body shield takes 20 aim off if theres just one guy left. 40 off for high cover, 5% chance to be hit is alot better than 25 chance to be hit.
though they'll shoot at the MEC, the MEC has enough HP to survive and the MEC can't be critically hit. and can be medpacked back up.
so yeah having a Heavy turned into a MEC really protects your guys. its one of those things I consider doing as a priority, 8 days for the research, 10 days for the building construction, 3 days for augmentation you can have a MEC on day 21 of the first month.
So in your example they'll still be at 45% to hit you.
At least there's the trade off that most cover can be taken out by the MECs Collateral Damage ability, so the enemy likely won't be using any either.
Speaking of MECs. When making your first one, other than using a Heavy, go with flame over fist.
Fisting them is fun, don't get me wrong, but you have to get right up close to hit them and can only do so to one at a time.
Flame can hit more than one, doesn't need to be so close, early game can still one shot most enemys you meet and later game even if it can't oneshot them will still panic any non-robotic ones for a turn.
so I go with fist, for the +3 move. you want a slow mec go ahead and flame.
Flame also counts like an explosive so it doesn't drop weapon fragments, whereas the fist does.
I always go fist. for the +3 move. its also excellent later when you can punch twice for 18 damage.
in that we encounter a sectopod. I snipe it with a disabling shot. the mech runs up next to it.
next turn the mec uses EMP Pulse to shut it down and the third turn it delivers 2 18 damage punches (reduced to 9 damage cuz the thing halves all damage except the EMP pulse which will do 5 regardless)
sure the MEC will take some damage from the exploding secto, but its an extremely reliable way to take one out.
the fist is also a great way to take out cloaked seekers.
if you know where the buggers are because you can't move thru a tile, just walk up to it and deliver a punch and swat the stealthed bugger.
K here r the tips that got me through:
XCOM BASE
1. I started in Europe to make costs easier and average starting finances.
2. Patients, it took me over 600 plays *yes 600 plays over the course of 6 months on and off yet I finally beat it on Impossible*
3. I had to restart a bunch of times because you need this build order.
March 6th you need Engineres on first abduction mission, March 11th for the UFO mission, and then you sell everything to get Sat Uplink and 4 sats up. Pick your highest countries in the red FIRST, the reason is beacuse...
4. Reason is because I landslided in the second month, I build NO sataliets and I rush labatories.
5. If you make it this far? then your in for a treat.... The rest is cakewalk.
XCOM COMBAT
1. At the start use grenades and high cover. Hunker down. The game is rigged on Classic and Impossible to smoke one of your guys all the time, and if you do the ALT F4 Trick to restart your turn, sure you can get away with having no tropps die, but that destros the experiance of Ironman.
2. Be patient, and realize that you might just have to restart about 5 times before you get a good solid run. There are UNWINNABLE MAPS!!! The train ones, *unless your lucky with Alien random spawning points*
3. Remember this game is designed to win at the Classic/Impossible levels, you need to bring your damage. I personally don't use snipers, why? Because you can kill 1 good one and get that warm fuzzy filling of a Alien being torn appart by a .50 cal Riffle, OR, you can enjoy the simplicity of having 3 heavies in your squad and rocketing the first 3 groups you encounter. *remember that once you get lazers in the second month, you will get those weapon fragments*
4. This game cheats, they say 'thats xcom baby' but really its because this game like everything else in the world is flawed. Sometimes the game actually glitches out, and aliens will spawn right in the middle of your fights, thats just poor lazy programing. But in all fairness its hard to program a patch for that...
5.
Remember all you have to do is SURVIVE the first 3 months, after that its a downhill of easy pickens.
Heavies are your best choice, snipers are fun, but Heavies get the job done
Don't try for a perfect game, I am convinced that its impossible, and those who claim they have, cheated in someway shape form or another. Even the streamers on youtube, you can crop videos, unless its a live stream I wouldn't trust it.
if I was doing impossible which I didn't do iron man I get 12 sats up by month 3 end, that covered 12 countries (I lost 4 3 in month 1, 1 in month 2)
and there were some really nasty maps in month 2 I was too poor to afford the OTS for
got 8 sats up by the end of month 2 and 12 sats up by month 3
after that yes its clean sailing.
When you have inferior equipment, it is a must to slow-play the battles. Don't let your soldiers get too spread out; keep them within a half-move of each other. Creep over the battlefield slowly. Move along the edges of the map to reduce your opportunites of being unexpectedly flanked.
When you uncover an enemy pod, do not advance any further into unexplored territory; any movement you make should be backward and not forward. If you stirred up a real hornets nest, make a long retreat and wait for the aliens to come to you. Aliens don't use good group tactics; they will spread out searching for you, and that may allow you to pick them off one at a time.
Suppression is a great ability. Use it on aliens you cannot kill before the end of your turn. Sometimes Supression blows cover away which is a nice bonus. Aliens may still try to take a high percentage shot at one of your soldiers, but at least you've knocked 30% off the shot; other times they will stay put or try to run. Suppression also cancels an alient Overwatch. Disabling Shot is another great one for a scary alien you cannot kill before the end of your turn.
Especially in the early game, solider survival and promotion is more important than any other objective. It is far more important than recovering extra loot like bodies, weapon fragments, and Meld. Those higher level abilities that come with extra ranks are a big deal. For the first two months, a four-soldier squad with nothing but convential weapons can do just fine- if they are at least mid-level officers and you slow-play every battle.
Capturing live aliens early for interrogation, coupled with the South America bonus, can give your research program a nice boost with research credits. Captures aren't that dangerous- keep one alien supressed with the rest of his buddies in the pod are killed. Pistols can whittle down the alien's health without killing him. Disabling Shot helps a lot get your soldier with the arc thrower close enough; and/or use Suppression and smoke. (Same rules apply here as with any other situation; only do it with small to zero risk to your soliders.)
When when you need extra money for something important, look at the Gray Market to decide what you really need to be hoarding. Don't sell anything before it's necessary; but also do not stockpile things that you are not going to use for months. If you have more than 100 Elerium or Alloys, more than 10 bodies of an alien type, multple navigation units and power plant units while stil months away from building a Firestorm, you have stuff to sell.
I would say Asia.
you can do the math.
Asia and africa give you an engineer for the first satellight.
Asia allows you to save 50% on foundry and OTS upgrades, which is a flat savings. (again first 3 months all that really matters)
off tactical rigging, Squad size 1 and squad size 2. everything else is candy.
you could put a dollar sign on it, you could compare to the amount of money you get doing the other continents.
I mean Africa, Asia, NA, and Europe are all $$ so easily comparable. SA is something else but you can easily accquire the SA bonus by sticking up 2 sats.
Asia being a 4 country continent means taking it helps manage panic better.
Basically if you have an abduction in asia or Europe you get 2 panic in the country and 3 on the continent (one in each of the other nations for a total of 5 panic.) so the 4 country continents add the most panic.
I'm willing to simply sacrifice Europe if I need to. the other targets can me more easily covered by satellights.
etc