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I had only 5 soldier squad with lieutenant being the highest rank and one 0 missions rookie tagged along, carpace armor for everyone but sniper, standard weapons.
Beginning went quite easy but then entering the ship was nightmare, constant battle for survival trying to move a bit forward, reload while not giving them opportunity to two shot my soliders and then surprise, ♥♥♥♥♥♥♥♥♥♥♥♥♥ countdown to escape!
Are you ♥♥♥♥♥♥♥♥ me?
My assault was left behind as he was the one to activate ship, I was only dashing with him as far as possible with 3 chrysalids after him using port way, the rest of the team went upper way with sniper next to shark and yeah you know what happened, damn chryssalid waited whole game to spawn right at the end, here I had extreme save scumming because my soldiers literally missed 97-99% hits 7 times
All of them survived, rookie with one hp, rest 3-5 days wounds.
I think this mission is a bit too early in game or spawning multiple chryssalids is a bit cruel at that point, when they designed that unit I don't think they had zerg rush in mind because without ammo conservation constant flow of them can put even more advanced team in problematic position.
After that i always sacrificed a rookie to go for the beacon while the rest of my troops retreated back to the evac zone.
The panic decrease reward is a tad badly balanced, should be at least a continent wide panic decrease. It just useless when you already deployed satellites in canada or entire north america.
It seems to be either super easy or or super hard for people..
The trick as with any council mission is move slowly, wipe out all activated aliens before you move on. And the most important one listen to instructions.
But yes once you have seen it once it will be easy easy as of now. Good fun though.
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And as a side note I see everyone mentions the spawning. Bradford clearly tells you to run. you don't need ot kill anything that comes from the ship itself.
This is why most people struggle on the mission especially early game. Just run to the switch, activate it and then run to evac. No need to fight all those waves.
That's another problem, if you don't fight you die, spawn is constant, 2 Chryssalids every other turn, if you run you can't fight (excepting assault every 3rd turn) and you need 2 good hits per Chrysallid or one Sniper's crit, this is what makes this mission quite hard if you want all soldiers back alive.
Keep a sniper on a roof near the evac to shoot any Chrysalids ahead of the group. You're going to want a shotgun assault, maybe with reaper rounds if you don't have a scatter laser yet, with Close Combat Specialist. Keep people moving and don't look back. A MEC with a flame thrower can be fun too.
The rules are simple: If it's chasing you, it's not a problem. If it's in front of you, it's your snipers problem.
THEY ♥♥♥♥♥♥♥ KILLED SQ WOOD, MAN
FFS MAN
FOR ♥♥♥♥♥ SAKE
What this tends to do is push Site Recon very early on the schedule, which is the worst time to have it. Not to mention that ignoring it will cause a panic spike in Canada, so you really can't afford to ignore it either.
Slow and steady rocks the first part of the mission. Cover is useless and will block vision at worst, so don't take any. Melee units ignore cover anyway. Explosives are very useful here, since you actually don't have anything to lose - no loot is obtained from this mission, not even the piles of Chrysallid corpses you would get otherwise. Melee units are also incredibly dumb and will bunch up in their mad pursuit, so bomb away.
It is possible to clear the boat of bugs before activating the transponder. Chrysallids will stop spawning after a certain point before you activate the transponder, so you could just camp out and take them out, ensuring a easy way to the transponder. This is how I usually do it, since it also means extra XP (and speaking of XP, more on that later) and an easy walk to the transponder.
Once you activate the transponder, dash back to the extraction point. A Chrysallid's attack range is shorter than your soldier's dash range, so you'll be able to outrun them. Don't put all your guys in just yet though - wait out the timer and kill as many bugs as possible. If they look like they'll overwhelm you, bug out. Until the timer hits 1, rack up as many kills as possible for good XP. Site Recon is one of the best grinding missions early-game, provided you handle it right.
Of course, once you beat the mission (or not) once, it's no longer new content, and Site Recon is no longer prone to spawning early, so yeah.
If you cleared everything else on the map you should have the distance on your move after hitting the button that this same rookie can just dash to the evac and be safe.
Crysalids still can't move twice and attack. So even if you don't just move in straight line you may have to kill one or two to save said rookie. Or you could just sacrifice that rookie and have the rest pull out.
@hinge has pointed it out as well.
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Lastly it is not infinte there is only 40 that spawn. Plenty of people have triggered it early just to farm the XP.