XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Yxklyx Sep 10, 2014 @ 3:37pm
Close and Personal Not Working
I've used Close and Personal before and it worked just fine but I have one soldier in which it doesn't. I move to within 4 spaces of a Sectopod (or other alien) then fire a standard shot - and then the turn ends. I'm not dashing into position. Is it possible the range is 3 and not 4? Does the range include the soldier's square?

P.S. Also, noted that Close Combat Specialist is an awful skill late in the game when everyone is using Mimetic Skin or Ghost Armor. Never choose this skill!
Last edited by Yxklyx; Sep 10, 2014 @ 3:39pm
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Showing 1-8 of 8 comments
Kelloggs Sep 10, 2014 @ 3:45pm 
Originally posted by Yxklyx:
I've used Close and Personal before and it worked just fine but I have one soldier in which it doesn't. I move to within 4 spaces of a Sectopod (or other alien) then fire a standard shot - and then the turn ends. I'm not dashing into position. Is it possible the range is 3 and not 4? Does the range include the soldier's square?

P.S. Also, noted that Close Combat Specialist is an awful skill late in the game when everyone is using Mimetic Skin or Ghost Armor. Never choose this skill!



The range of Close and Personal is displayed by the orange circle that appears around the aliens whenever you select your assault.

The little glowing ball that appears in the center of the moving action needs to be inside the circle. (Sometimes part of the square is inside the circle range but the center-glowing-ball is outside... which means Close and Personal won't trigger)
Last edited by Kelloggs; Sep 10, 2014 @ 3:46pm
red255 Sep 10, 2014 @ 3:48pm 
Close combat specialist is great in long war when you are using Archangel armor and can flank things without them flanking you, so they run and get shot.

Close and personal has a circle display (like the stunner and medkit) for whats in range and whats not. if theres no circle you don't have the perk.

Ghost armor is very late game, Ghost grenades if you want to cheese the early game with stealth abuse.
Merlyn Sep 11, 2014 @ 12:19pm 
Originally posted by Kelloggs:
Originally posted by Yxklyx:
I've used Close and Personal before and it worked just fine but I have one soldier in which it doesn't. I move to within 4 spaces of a Sectopod (or other alien) then fire a standard shot - and then the turn ends. I'm not dashing into position. Is it possible the range is 3 and not 4? Does the range include the soldier's square?

P.S. Also, noted that Close Combat Specialist is an awful skill late in the game when everyone is using Mimetic Skin or Ghost Armor. Never choose this skill!



The range of Close and Personal is displayed by the orange circle that appears around the aliens whenever you select your assault.

The little glowing ball that appears in the center of the moving action needs to be inside the circle. (Sometimes part of the square is inside the circle range but the center-glowing-ball is outside... which means Close and Personal won't trigger)
So that wat that orange circle meaning, I kowders what it was. Seems Close and personal workw well this close combat specialist.
Kelloggs Sep 11, 2014 @ 12:25pm 
Originally posted by ciryon:
Seems Close and personal workw well this close combat specialist.


They work great together.

Close and Personal requires your action, Close Combat Specialists requires your enemy's action.


Since one is at sargeant and the other is at captain level, I would always go for having both of them on my assaults.


They also can perform combos.

Move your assault next to the enemy, shoot once (Close and Personal free shot), then have someone use flush on the enemy (close combat specialist will make you shoot again), then retreat with your assault back to safety.

2 shotgun blasts at point blank in a fully safe move.

Not to mention that you could go for a third shotgun blast at point blank instead of retreating if you would like.
red255 Sep 11, 2014 @ 1:42pm 
Its useful because you can move, shoot then reload actually, because my assaults go thru alot of ammo.

Walk near door, Open door, Aliens run thru, shoots aliens, takes free shot, takes flush shot. reload.

Alternatively psi panic or a medkit or a grenade.

but if a few blasts didn't work than one more usually isn't what the doctor ordered.
Shining Hector Sep 11, 2014 @ 2:52pm 
It's a really tough call between C&P and Rapid Fire. I've been using RF since I really like being able to charge something across the screen with 20-30 HP and blow them away in one round with one soldier reliably. Since I give all my assaults walker servos and sprinter the overall kill count would probably go up with C&P, though.
arnaud_defrance Sep 11, 2014 @ 4:11pm 
RF is arguably the weaker choice in long war, notably with Red Fog. It's harder to get very high % shots.
Also, ammo. While in vanilla you can get through a map without needing to reload a shotgun, that is an almost unheard case in Long War.
red255 Sep 11, 2014 @ 4:19pm 
My first run thru long war I used both. because I exploited some glitch. not sure what, I think I ran the base game long war file after my guys leveled up to MSGT and was allowed to take new close and personal on top of rapid fire. My assaults were quite deadly.

Rapid fire is useful because it combines with run and gun, but with proper planning and not getting your self in situations close and personal is better because you can only run and gun once every 3 turns and the other risks.
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Date Posted: Sep 10, 2014 @ 3:37pm
Posts: 8