XCOM: Enemy Unknown

XCOM: Enemy Unknown

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C2HGaming Feb 3, 2016 @ 6:04pm
Are there guides to help you for satellite coverage?
I'm playing on Normal with the DLC. I do want the full XCOM experience so I'm (uggh it's so hard at times) accepting my soldiers as they die. Though I'm getting very annoyed by losing countries for not having alot of satellites up.

I'm on my eh---11th restart cause I end up losing too much countries where it's probably best for me to just try again. I'm learning through my mistakes with my soldiers (I know how to keep them alive) but I could never fully understand satellite coverage (I make alot of satellites, it's just by the time my uplinks are made things are getting a bit out of hand.)

When it comes to picking and choosing who to help, I almost always go with the money option. Unless I'm short on scientists/engineers I'll pick them but not all the time.
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Thomi Feb 3, 2016 @ 6:14pm 
So for sattelite you constantly want to be building uplinks/nexuses and sattelites. Time them so they will be done just before the council report so you can use them in the countries that have the highest oanic level

Also for missions always pick the country with the highest panic level disregard the rewards
jeffy Feb 3, 2016 @ 6:42pm 
SERIOUS ADVICE

Placing satelite on a country part REDUCES PANIC on that country by 2 or something

so for example when choosing missons.............oh no certain country is gunna go up in panic

but its ok cause then place a satilete on it before the end of the month and you wont loose country
Mhblis Feb 3, 2016 @ 7:55pm 
Ufopedia.com

Go there it has the sat rush strategy laid out for you.

But there are versions of it floating about here on steam forums.
Bob of Mage Feb 3, 2016 @ 10:05pm 
The way panic works was really poorly done. With bad luck, and little knowlegde of what to expect, it's very easy to lose a bunch of nations by the end of the second month. Now in the older X-COM games you would only lose a nation after the aliens preformed a rather long series of missions. They also could not take more then a few nations at a time and the only long term cost was money (there was a bug in the first game where Russia would never defect, but it would rarely last that long anyways), which had tons of other way to aquire (in fact late game concil funding was nothing compared to the loot you were bringing home or the weapons you could make for selling). The fact the panic is pretty much only RNG based means that even the best players have to get lucky to win. Of course once you get pass the early panic issues things become easy since there is pretty much no other way to lose (upkeep can't skyrocket if you aren't careful, and there isn't a constant chance of the aliens setting up an attack on your base).
Last edited by Bob of Mage; Feb 3, 2016 @ 10:07pm
Gamefever Feb 3, 2016 @ 11:03pm 
Ok its like this,

I laid out the original Rush Sat Strategy months before the game actually released under 2K Forums user name, Rifleman...nuff said.

Its not terribly hard.

Alrighty so bear in mind Im playing Long War anymore so if memory serves me it was,

Normal Difficulty,
Do the Tutorail, this nets you 3 missions that will give you some XP points and ranks on your soldiers before the actual hard stuff starts off. It'll also give you a free sat at the end of the Tut and instruct er force you to place this free sat.

Vanilla Game stuff
Sat Networks
-give you space for 2 Sats
-plus one sat per adjacent network
This should mean all you need for complete coverage is a 3x2 block of base space on the left.
Ignore Steam Vents in that left side of the base you need to build networks there.
-Building the 2nd Network you should need 10 Engineer's

Withen 10 days,
Build 1 or 2 Sats,
Build a Workshop,
Build the 2nd Network
--At higher Difficulty you actually need to build a 2nd Fission Plant, to meet power reqs.
--You need like 10 engineers to make that happen...So you gotta prioritize missions that provide engineers and possibly actually build that workshop I mentioned above (dont always need the workshop).

By now your wondering how the heck do I afford all of this....Why simple....You have a garage sale at the "grey market" sell off all that crap if you have to, bodies sell for like 5$ each so dont blow up every alien you come across cause thats excelent loots.
Then there's the Alien ship your garanteed to have shot one down in month one....
However you could chance not shooting it down and sometimes you get a large landed UFO as a follow up but thats risky....But ton ol loots if you get it early game, you dont need it though.

Alright so then here's the kicker though....Its still luck based, you might not be able to 100% get more than 1 sat built in month one but some games sure landslide your way. On normal level though all of this is fairly easier to pull off as you should not need to build a power plant to get it kicked off.

The main downside to sat rush is that you prioritize engineers, month one....So chances are you might lose a country but hey sometimes like others said you just throw a Sat there....Not like you have to worry if it gets shot down you just build more.

______________

Other stuff I remember about Vanilla game,

Lose the game only if you lose 8 countries...
-Thing is that once you have 9 Sats up you pretty much are going to win the game, cause the Airwar will favor you.
-Game gets boring once you have the Sats up cause you stop getting abduction missions.
-You earn more money off of selling Loot
-Its like impossible to lose the original starting bonus from your first sat placement where your base is....
-Best country to start in was North America for rushing Sats, cause of discounts to airplanes and I think sats too.
Last edited by Gamefever; Feb 3, 2016 @ 11:11pm
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Date Posted: Feb 3, 2016 @ 6:04pm
Posts: 5