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the aleins do have the numbers, so you dont want to trade with them: for example a 50% chance to hit is bad when the alien also has like a 40% chance to hit. You want to have 90% chances to hit and 10% chances to get hit. You can do this by using heavy cover plus hunker down and flanking tactics. A flanked enemy has a high chance to get critically hit.
Chitin plating! better then microfibre vests and provides a 50% reduced melee damage and immunity to being strangled(you need the chrysalld autopsy for this those are the zombie creating aliens, and maybe immunity to the poisen that comes with their melee? cant confirm since i had armour that blocked the affects of literally everything by the time i decided it was worthwhile to craft the plating)
also RESEARCH THAT ♥♥♥♥♥♥♥ ARMOUR i learnt that the hard way and im playing on NORMAL for my first playthrough but after i got gene labs and robotics it was all ok.
Later armour will provide immunity to the poisen and i think supports get immunity to it by default.
And if your having trouble that bad, make a S.H.I.V they can be used as cover with the right upgrades, have the close quaters combat perk(under the name of sentinal module) and are all round baddass units with alot of hp that can help you alot early game.
They can also be upgraded to laser and plasma weaponry and a hovering one can be made.
I dident mention cover moving and flanking since that is what i assume everyone would have picked up on, assuming you actually did the tutorial?
1. always research something. do some autopsies, but keep most for later when you can do them in 1 day or instantly due to having enough scientists.
2. When deciding which abduction threat to visit go for the one that gives engineers. You really need engineers to keep production time down. And eventually get rebates once you have built two workshops adjacent one another.
3. When buying facilities first build satelite uplinks. 3 will do plus a satalite Nexus. Make sure to build them all adjacent for bonusses. With each council update also build 2 satelites. 5 days before the next council update look at the list of nations that have the highest threat. Then send a satalite in space above those 1 or 2 nations. The council missions also give reduced threat levels so that makes managing it a lot easier and less frustrating.
4. When you have money I'd go for squad upgrades in the barracks. Having your squad size increase from 4 to 5 members helps. More chance to flank and what not.
5. When possible get 1 mec + suit. They can take a beating and dish it out as well. Fill the other squad slots with at least 1 sniper, a medic and assaults. Personally I find heavies annoying and overrated.
6/. Obviously you need to play carefully and lean back. Don't rush in and take your time to plan a move. Move 1 action, Overwatch the second. You can overwatch many turns and eventually the enemy comes towards you. But you can also put many on overwatch people in the back as an ambush. Then have one or two members draw attention and pull back to make use of the ambush.
7. Use tactics like the one above. Also use cover and have members flank targets. A sniper in a safe distance behind a tree or rooftop helps as well.
8. After you got enough satelites and workshops it is time to go for armor and weapon upgrades. Might even have them researched already. Buy Carapace, or better yet go straight for Titan armor. Early in the game you might want to go for the cheaper underlay armor that gives extra HP/Def throughout the entire game.
9. At this time get a foundry up and running. That way you can eventually research the ability of equipping two support items. Allows for extra grenades or medi-kits next to that underlay armor.
10. Once you have a squad of 5-6 luitenants...its time to gradually switch one or two of them out for rookies. Time to start building a secondary or even tertiary replacement squad.
11. Time to make some Interceptors with plasma cannons. 2 per continent will do. Quickly replacing them with 1 Firestorm when possible will suffice. Then simply sell the interceptors to keep upkeep funds down.
12. also go try and finish the exalt story line + council missions first. Don't bother with the main story beyond creating the stun device to capture aliens and their weapons. You can use their weapons eventually and saves production costs. By the time the Exalt missions are done you'll probably have 3 squads of majors and all the research completed. Time to sit back and enjoy the main story.
13. Save at the start of each new mission if you're not playing Iron Man Mode. This way you can see which enemies there are present and how they act. Then adjust your strategy and learn the game.
Hope these tips will help you get started.
And remember: The rookie goes first.
If you play carefully and hang back you can send in the higher ranked soldiers. Personally I don't worry about rank and more about skills a soldier has. Just make sure the rookie gets the kill shot for the needed XP.
And then have mind control immunity by late game to avoid human on human voilence and a team so jacked up on gene mods/SHIV/MECH that you win the game. lol
Best thing to do, is to watch some "lets play" YouTube uploads of the game. Can recommend Zemalf and ChristopherOdd who both have played the game on impossibly ironman.
https://www.youtube.com/watch?v=aqj_8HupnsU
https://www.youtube.com/watch?v=TpbTkbv4L2Y&list=PLvqxe4XbcSiEzrZm28NjsLXmHkffCJmBY
Only gene mods I went for was the 2 heal per round as well as the second heart to avoid insta-kills from the Etherials.
On council missions where you know there will be lots of thin men, in later game when you have psionics, take all that have the skill as thin men are great to level up psionics on as you can kill them so easy with it.