XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Tips for outsider alien
IM having trouble with him, he a freaking sniper.... whats the best approach to this !@!$%#$!$@$! help please :tgrin:
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Showing 1-10 of 10 comments
Nostil Jul 11, 2014 @ 1:46pm 
cover, cover, suppression. increase your defence or defence his Aim.
sockie82 Jul 11, 2014 @ 1:51pm 
Vanilla: I usually try to get all soldiers up to the craft/room without activating him, this can take some work in getting use to the LOS on crashed ships and such.
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
hghwolf Jul 11, 2014 @ 2:05pm 
It has 3 HP, I assume you`re playing on Normal, so just grenade it.

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.
Keep in mind that even though capturing an Outsider is a priority, it is not really an immediate priority. If your soldiers do not have good enough armor or enough ranks yet to effectively complete a capture, kill the Outsider. Having a squad size of 6 helps too if you are not there yet.

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.



Last edited by New Moon On Monday; Jul 11, 2014 @ 2:18pm
Johnnie Walker Jul 11, 2014 @ 2:35pm 
im trying on classic, yeah my primary issue is the trigerring part and also he usually doesnt move that's depressing lol. thanks for the tips gonna try again..
hghwolf Jul 11, 2014 @ 2:38pm 
Originally posted by FastFire:
im trying on classic, yeah my primary issue is the trigerring part and also he usually doesnt move that's depressing lol. thanks for the tips gonna try again..

Classic is not for you, yet anyway. Beat the game on Normal first, then move up to Classic.
Commander Makara Jul 11, 2014 @ 2:42pm 
I've got a bunch of outsider shards that I can't sell and no nations seem to want them for their special research ever either...
zwelgje Jul 11, 2014 @ 3:38pm 
Originally posted by FastFire:
im trying on classic, yeah my primary issue is the trigerring part and also he usually doesnt move that's depressing lol. thanks for the tips gonna try again..


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....
AceTheGreat Jul 11, 2014 @ 3:46pm 
Outsider aliens usually spawn in the cockpit of the ship, and the cockpit has the shield door you need to open.
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.
Temper Jul 11, 2014 @ 7:35pm 
I concur with getting up close and unseen so as not to trigger the Outsider.


=)
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Date Posted: Jul 11, 2014 @ 1:45pm
Posts: 10