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Do you play Enemy Unknown or Enemy Within?
Enemy Unknown favorite projects:
+ SCOPE upgrade
+ Improved Medkits
+ Improved Arc-thrower
+ Alien Grenades
+ Ammo Conservation
+ Advanced Repair
-> then as you wish
Enemy Within favorite projects:
+ Tactical Rigging
+ All MECs upgrades, if you like MECs
-> then as you wish
Stealth satellites is mid to late game and can wait, really.
Officer Training School: yes, get it ASAP ! And get all upgrades ASAP too. It will help you tons.
-> for all of these, my opinion is that Asia is the best continent to start with:
+ many countries
+ foundry bonus
+ OTS bonus
Good luck, commander.
hope can keep on the good work with it! =)
hmm sorry not wrote it, Im playing XCOM: Enemy Unknown .
already got officer training, but just the +2 soldiers in battle (that's mean 6 max)..
rest items/upgrades didnt had yet.. what think about Dont Die On Me? cost high 275, good for soldiers survival? I really hate marines die by mistakes in battle.
from Enemy Unknown, can't see "Alien Grenade" yet... should need Research for it first?
I can S.H.I.V Laser, this help with all laser guns?
I can got Ammo Conservation-> mean not need waste turn for reload weapons, yep?
and for who recommend to carry a S.C.O.P.E ? (Heavy MG?) or best for snipers?
than Advanced Repair can't see in Foundry.. yet I wrote what I can for now, THANKS alot my friends!
+Heavy Weapons Platfform
+Improved Medikit
+Improved ARC Thrower
+S.H.I.VLaser
+Drone Capture
+Ammo Conservation
+Improved pistol 1
+Improved pistol 2
+S.C.O.P.E Upgrade
+Stealth satellites -> is the only way to earn money each month no? without it only regular attack to earn maybe +200$ in alien movment isn't?
From Officer Training School :
+New Guy
+Rapid Recovery
+Dont Die On Me
+Wet Work
+Iron Will
and the squad size 1+2 had.
Thanks again, and saying....
Amazing Cool and hard game= just 2 days playing :)
P.s
what meaning about "> for all of these, my opinion is that Asia is the best continent to start with:"
I started from Europe (that select from start if not usa).
already lost surval country from the Situation Room like Brazil, South Africa, United Kingdoom, China and Australia = are withdraw :'(
those the will be back to gone from XCOM forever in campaign ?
how I lose a country even, for first day didnt get so much good of it..
what best option to keep them in XCOM project?
Sorry for the long post, just Very Importants me to know... Epic to good Answer Commanders! (never forget the first 3 heroes).
you can sell stuff on the gray market man. or get requests, stealth sats don't do S*** if you shoot down the UFOs you see. its just for when you miss. it helps stop the second UFO from spawning that comes by to shoot down your sat. its REALLY not worth it. just build extra SATs if you are worried with the funds.
"what best option to keep them in XCOM project?"
Asia or Europe. then managing panic properly. Asia gets you more engineers, Europe gets you cheap Workshops which gets you more engineers eventually after you do all the legwork.
you need to be throwing up sats at the end of the month every month until you got things under control. which is the first 4 months. lock down continents every time to control panic spread from abductions. a box of 4 sat uplinks provides support for 12 sats which is enough to cover all but one continent. (leaving Europe exposed) which forces all abductions into Europe which contains panic nicely.
any more answer from above post? hmm like the first recommend buy from Foundry and Officer training.. ?
Improved Medics ? (I really try keep saves up that avoid mistakes after moves, and must time soldiers with good health in battle.
the S.H.I.V Laser ? (question above), and can tell me with the alien grenade when can buy this ?
or the S.C.O.P.E question..
Thanks alot for support mates! :)
already got 2 A and 1 B and 1 F from month report... xD
this damn cool thing, like it!! 2 perfect, 1 midrange and 1 badass (not good month).
- start at Asia
- quickly cover SA
- As a third continent try Africa or North America
That way you can skip Europe since once you get to start capturing aliens you get tech research credits which lets you speed up research. Also SA is only two countries which means its easiest bonus to obtain.
Now Asia as starting location means you can have most foundry & officers uprades for quite low cost which is most needed since on the funds side.
Third continent give you either increase in income due to reduction of purchasing & maintaing aircraft and lowered price for aircraft weapons(NA). Or general +30% of increase in the funds department (Africa).
Well foundry upgrades are quite essential in this game.
so first upgrades is Improved Medic and Ammo conservation good?
or make SCOPE upgrade and Improved Arc-thrower to capture aliens rirst?
Thanks mates
Otherwise, you can use some common sense. Upgrade equipment you routinely use. In my games, I use lots of SCOPEs, lean on Medkits, and my Snipers and Assults find pistols very handy. So all those upgrades are easy choices.
I don't use SHIVs too much and usually get my sattelites protected pretty well by craft, so these don't get upgraded until late. Arc Thrower upgrades are nice but usually not a need for me so I put those off for a while when until I have a decent cash flow to afford extras. But, depending on the way you approach gameplay, you may set different priorities.
Questions like that depend on how you use your soldiers. SCOPE is great equipment for any solider who is mainly going to be firing their main weapon. It's an obvious choice for a Sniper, a good choice for an Assault.
It isn't necessarily the case that you want to equip your Heavies with SCOPEs. It may seem obvious to try to improve their Aim, since they have the lowest Aim of all classes. On the other hand, it may be a waste trying to bolster a solider's weakness instead of magnifying a soldier's strength.
You could decide to just use your Heavy in ways that do not rely on the Heavy's Aim. Rockets and Shredder Rockets do not depend on Aim. Holo-Targeting does not need to hit to give Aim bonuses to your other soldiers. Suppression does not depend on Aim. Grenadier doubles grenade capacity, of which you can't take full advantage if you are devoting an equipment slot to SCOPE.
That said, the LMG / Heavy Laser / Heavy Plama are high damage weapons. LMG damage could be particularly uesful once you start facing aliens tougher than Sectoids before you can research and build laser weapons. If you use the Not Created Equally and/or Hidden Potential options, then you could luck into a Heavy with high Aim. In that case, you may want to use that Heavy to be shooting and hitting more often, in which case equipping a SCOPE would make sense.
In EW Armor rigging is helpful so u can give each soldier a chitin plating to his other item.
Ammo conservation is ever good to have, specially when u play EW with MECs.
Enhanced Medipacks is obvious, 6 hp back is better than 4 and in EW MEC Medical fog benefits from that too.
Pistol upgrades are useful in all, but very useful when u have a sniper with the gunslinger perk, that makes him much more mobile without wasting turns where he cant deal some dmg or defend himself.
When play EW and use MECs all MEC enhancements are good as fast u can effort them, making MECs much more durable and faster.
Alien grenade is something u can do when u have nothing else to spend u resources on and want to get all foundry projects completed.
Mutons are the first choice, you could also capture a heavy floater, or sectoid commander or elite muton. EXALT do carry them but you can't get them by stunning EXALT. as they'll suicide and be killed anyways (except in long war)
anything that packs a grenade and can be stunned (so not cyberdisks)
Apparently not since i played through without them