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Once all soldiers are positioned in such a manor that they aree close, and he has not been activated, I reload everyone, just to be safe, then send in a soldier to activate him, usually I have set up correctly so that no matter he runs to I can get someone over to a flanking position on him, and then hope for a crit hit and using the rest if I have to depending on what the outcome of the inital attack is, I rarely lose troops to outsiders.
Long War: I try to do as above with the added addition of the following.
Pray to the RNG gods, use flashbangs, supression, and pray some more.
At least that is my tactic
If you aren`t, grenade it then shoot it since it`s now probably not in cover anymore. Or just throw another grenade. Rocket. Whatever.
Point is, Outsiders are too puny and too predictable to be a real threat.
Using explosives to kill a high-defense enemy is an available option. Using explosives to destroy cover so other soliders get better shots is an available option. When advancing on an Outsider, Hunker Down may be a better option than making a low-probability shot.
When your soldiers have some ranks, their abilities give you options to make the capture. A Sniper with Disabling Shot (and Squadsight is helpful too) can disarm the Outside for a turn so you can advance. (The Outsider is hard to hit, so a grenade to blow away cover, or a very well-placed rocket, can help to take out cover. An Assault with Flush can help move the Outsider out of cover) An Assault with Lightning Reflexes can draw off an Overwatch shot from the Outsider. A Support with Rifle Suppression or a Heavy with Suppression can reduce the Outsider's aim. And a Support with Sprinter has a little extra range to run up to use the Arc Thrower.
Upgraded armor + chitin plating give you a better shot of surviving a critical hit from the Outsider (other protections from critical hits- Secondary Heart gene mod, Assault's Resilience, e.g., help too). Stealth helps you get close enough to make the capture- you can use Ghost Grenade, Ghost Armor, or the Mimetic Skin gene mod.
Arc throwers are never 100% and you have to get to point-blank range to use them, so always have a backup plan if the arc thrower fails. (The Improved Arc Thrower upgrade in the Foundry helps.) A second soldier available to use the arc thrower, or a few soldiers with good shots to kill the Outsider if the stun fails, can save a soldier's life is random chance is not in your favor.
Classic is not for you, yet anyway. Beat the game on Normal first, then move up to Classic.
Some already suggested this, but just to be clear:
- Do not trigger the outsider untill all other units are defeated. Stay clear of line of sights that go into the damaged side of the UFO....
- Also do not trigger the outsider untill you have all units in place to kill him before he can fire.
-It is like a fox hunt, get most of your units in position on one side, without triggering. But get one unit on the oppposite site, and use this to trigger the outsider AT THE START OF YOUR TURN!! (Set up flanking positions on UFO entries without triggering. I.e. take position next to the entry doors without opening. Stay a hex away from the open/damaged side, preventing your unit to look inside)
- The outsider will take cover relative to the trigger unit. This should the side where your other units can now open doors to target the outsider. To be safe, use more then one unit.
- Use grenades as last resort.....
If you encounter bigger UFO's the outsider is in one room. Use the same approach for this room. This actually makes it easier....
So before barging right in, get a soldier on each side of the door.
Make sure one side is overwatched, and the other side will open the door then shoot.
=)