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http://images.wikia.com/xcom/images/7/72/Xcom-enemy-unknown-2012-tech-tree-research-chart.png
1). Getting 6 medkits for council missions is a waste of resources. Learn the spawn points on council missions or hunker down and set ambushes.
2). On I/I, I go straight for lasers (weapons fragments). On the other hand SA needs Xeno Biology. I can't remember what I went with first. I don't rush Meld research and I don't rush basic armor since most shots will kill you anyway and I start stockpiling Meld for later. Besides, power generators, workshop(s), and satellite links will be your primary focus for the first couple of months.
3). I almost always do a 4 sat rush - probably not going to happen for you in SA. I'm almost done with my SA I/I EW game and I got every country but Argentina, which didn't make a difference since I retained the continent bonus. SA simply lacks the funding for 4 sats, unless you get lucky on your UFO assault. Pick your abduction missions carefully. Always go for the engineers the first time so you can build a workshop, then select them based on your panic and needs.
4). Go for Meld? Absolutely, but it's not worth a soldier's life. No, you won't lose points with council.
2) Same for satelite rush you need to find a way to keep as many countries as you can under your watch as fast as possible, having a steam vent on top levels helps a LOT because you will have enough power early for satelite uplinks and workshops (cheaper satelite costs). If you dont, restart the game until you have one.
3) You will struggle with money so if possible and abduction missions help you, try to get Africa bonus as fast as possible. Even better start with Africa and then go for EU or Asia bonus. The free interoggation bonus is not that much of assist and you will not have enough money to get the satelites you need to have a good start.
4) Get 6 soldiers bonus as early as possible, you will feel immediately a huge relief, because losing one soldier (you will always lose one or two) wont hurt as much as before... ye, right, not if it is your favorite major ofc! :(
So for the base I go:
1. workshop & powerplant
2. sat uplink
3. foundry/officers school
I know that tech tree. But it's for EU (enemy unknown) only. I need one for EW (Enemy Within).
Okay so lasers & engineers-abduction first.
So no south america for starting out then? USA or Asia instead? But does it really matter to take a 4-country starting continent? I noticed on classic that you still get abduction missions in continents that have full satellite coverage + their panic still increases? This wasn't possible in EU.
Absolutely, I always love the squad size upgrades & ammo preservation upgrade.
Btw, will the aliens go from 21 (max) to 30 just like in the EU game? That's gonna make things so much harder.
How do I deal with (multiple) sectopods btw? It's impossible to burst them down (40 hp and 50% damage reduction= 80hp). Even with a shredder rocket and 3x HEAT heavies you can't burst it down.
Disabling shot?
Have MECs prepared with Electric Impulse (or w/e its called) instead of the mine launcher. It has a decent range, deals 5 damage, and stuns any mechanical enemy (I'm not sure about floaters tho, I never managed to hit them because they like to buzz around), disabling gunshot is good. If you like to do skill roulette, try to get sniper with HEAT ammo and mimetic skin (100% crit). I've on occasion shed sectopods about half their HP with one shot and then (double tap) enough to finish them off with another squad member.
edit: My current strategy is to come close with an assault shotty (w/ lightning reflexes) take a free shot (up close and personal), then shoot two more times with rapid fire. Then punch them with a (Heavy class) MEC. It's the best strategy I've used so far. It can be done in any order and both units have great movement. Especially if your assault is too far. If you have a Colonel shotty, you can run and gun, activate killer instict (50%+ crit damage), and rapid fire to the face
another edit! I also throw smoke at the (sectopod) end of the turn in case I don't kill it. with -20% aim and dense smoke, it has a good chance of missing point blank. Then kill it next turn
P.S. BONUS! A MEC that used to be a Heavy Class, will confer -20 aim to the nearest visible enemy and will prevent it from taking critical shots
I find that combining passive skills from MECs with your squaddies will improve your survivability by leaps.
Also, I would pick Europe. You have cheaper workshops (-50%!!) (which you NEED to rush Engineers and therefore satellites) and labs. You can lose 3 countries in Europe as a buffer (and you stil keep the bonus).
Make sure you have a steam at the right top levels and not near the sattelite uplinks level (you want to make 2-3 satelite uplinks and 1-2 satelite nexuses but all linked). You do not want to dig down to the 3rd level for the steam. If you dont have one restart the game. Yes it is that important. So Steam --> Workshop -> Officer training.
3. Yeap same max number like EU game. Yes I know its hard! xD
4. Multiple sectopods? :( RUN! xD. Seriously. RUN! Only snipers can do some damage with squadside, anything else is 100% guaranteed suicide. Even if you use shredder rockets will not help much unless you have it under 16 health, an alloy cannon double-hitting assault soldier and a shredder effect already applied so you might get lucky and get a double 8 hit and smash it to pieces... And yes disabling shot is the only way but it has 4 rounds CD and I have seen sectopod fire their aoe even if you disable their main weapon... Or a heavy-->MEC with a healing drone could also survive a sectopod and deal enough damage to kill it alone.
P.S.
I did notice that the world-statistics are all... screwed?
"Average damage per shot: 14.8"... WHAT? How? Cheaters? Even with a team of 6 snipers/heavies that is still near impossible to achieve.
June 7:
http://steamcommunity.com/sharedfiles/filedetails/?id=207826638
http://steamcommunity.com/sharedfiles/filedetails/?id=207826749
So basically build order, sat stuff first of course, then gen lab (mec lab for u since you're rolling mec), OTS, Alien containment, then not shown foundry
Research order is wep frag, meld thingy (sometimes you don't get the ufo til after the 8 days so good time to throw in meld), laser, then the thingy for foundry as i get the carry 2 things and ammo con. (for you maybe earlier cause of the mec)
I don't even bother zapping for plasma til way down the road. Lasers do just fine til then. And as previous stated in above post. Meh the cap armor til after laser. A dead alien can't shoot back:)
1: I always start with Asia. That 1 little engineer along with picking the engineer for the 1st mission will save you from building a workshop 2nd month. Also In the short run, will help with OTS upgrades and long run overall with foundry.
2: Must keep continents are SA (Y europe is not as important as i get insta autop) and Africa. The others i just throw under the bus. So picking missions, always pick engineer if SA and Africa is fairly safe (or can be saved with a sat at end of month)
3: So with the engineer strat, as you can tell, i didn't even need a workshop for my 4 sats. Only building 1 now for to save some chump change that may come in handy later on making stuff.
4: Also going in, i "plan" on loosing 5-7 countries. All you need is 4 sat UL. That saves energy, room and money from having to make more workshops etc, so you can do other needed stuff.
5: I only roll with 2 nub fighters per cont. til the cool fighter come in to play. Y i can care less about NA:) They can take out up to medium without any specials. I don't make any as i need those bodies to sell. Always have at least one extra sat for the times you're unable to shoot down the big ones that destroys sats.
Ouchy, realizing i'm starting to write a book:) Stopping now. Hope this helps a little. Thank goodness it sounds like you have the fightig strategy down cause that tip thread can be even longer.
Anywho, good luck on your ventures on impossible. It can be done!!!!! Just don't have anything breakable around you as you play:)
But 40 MELD and all soldiers still alive (some wounded) and 20 corpses recovered after the first abudction+intro mission.
Got an extremely lucky starting squad though, heavy, support, sniper and assault 3 with both above average aim&will and the replacement for the failed rookie was also very good.
Researching MELD (for 1-2 early mechs), then immediately lasers. It's just... I don't want to create a mech out of a soldier with godlike aim.. Luxury problem :P.
Got steam on row #2:
http://steamcommunity.com/sharedfiles/filedetails/?id=207830681
I also checked "flanking gives 100% crit" 2nd wave option.
2 noob fighters instead of one with upgrades sounds interesting.
I made the mistake of researching MELD first. I can use MECH's now but I have no money for it lol. Should have done wpn fragments first :P.
Important to say one was an planned HeavyMEC who ever stand frontline, the other was an Sniper, not because his passsive (its still bad in my opinion because my MECs normaly ever do run than gun action, what make the passive senseless) but because i got to much snipers.
And omg. 2 abductions in the first month and the council mission did not get those counries out of the red. Lost 4 countries on 4 different continents in the first month.
First I lost EU+SA. Now I can chose between Africa, NA and Australia... So I lose 4 continents while still having a perfect battle-score and winning all battles...
Also, no money for a sat uplink, officer upgrades, mechs, etc. I have it all unlocked but no money whatsoever.
Expenses:
Workshop: 130
excavations+elevator: about 85
officer training school: 125
elerium gen: 275
2 medkits: 2x25
2 new recruits: 30
---------------------------
695
Income:
corpses and 1 UFO navigation gave me roughly 300
Council mission: 100
Some other little crap + starting money ~400
------------------------------------------------------------
810
But I can't afford a sat uplink, satellites, mechs, nothing. And the second abduction choices where just.... lame.. Basically I can only have 2 continents even if I play i perfectly and not get any other problems in the 2nd month...
Think I should start over and hope for better abduction locations as well as just rushing mechs and just not building an officer training school or anything else. Because I won't have money for the mechs then.
Do everything you can to make 3 satelites at start, and another 3 next month, as it is the foundation of your victory. :)
Edit: Oh and try to put the steam vent on the right side (so that it does not interfere at all with the satelite uplinks connected building). That way you will not use up lots of money on digging your way through it. Although from the screenshot I saw it was not interfering I can bet it took all your money (and time) digging all the way through there! :)
Thanks Tzz:)
Silver: Ouch, yeah you've run across some bad luck:( I would keep going though. I'm pretty stubborn:) Also since it's your very first try at it, can pick up on a couple things along the way even if you eventually lose this one. And can incorparate them on your next attempt.
Anywho, wish you the best on your attempts:)
- A well-placed steamvent (pure luck).
- a scientist lab + sat uplink + workshop + elerium power gen + 3 sats in the first month (super expensive. You may not be able to afford it during the first month). Also you need 6 scientists before you can drop your first laboratory.
- Luck with the 2nd abduction mission. Because the satellites will not be ready before the end of the first month.
- Depending on 2nd wave options <add more luck here>.
So no matter how much skills you have, you always end up restaring over and over again just for a lucky overworld start? That sounds boring... I think you can leave out the lucky steamvent but you still need the other luck factors. Perhaps "impossible" isn't my thing in EW.
- The steamvent thing is kinda important bcs you will not hustle about power early in the game. You can do it with simple power modules. I just find it extremely important and easy to get it at start since you can see after the first mission if you have it at a convenient place. You will not need an elerium power module at all at start.
- 2nd abduction mission is a breakpoint yes. You do need to get passed those successfully (I did lose lots of soldiers on the first missions on my winning impossible streak though). There are some missions that are breakpoints and especially if you done Ironman you know that you have to restart when you lose one of them, I only restarted many times because I was still at the start i.e. the only other breakpoint i found later in the game that surprised me and I had to restart ironman (classic EW the impossible I done was still EU) is the base assault where ALL my high rank soldiers were injured and the remaining ones that were called to defend had only basic armor and weapons... You can immagine the slaughter... XD But on a saved Impossible mode, you have the option to come back and fight back!
- Make sure you do NOT hit random damage from 2nd wave, it sucks to have researched plasma rifle and you come up with a damage 1 HIT happened many times and I never checked that ♥♥♥♥ again xD. Just uncheck everything from 2nd wave for your first impossible mission, these options are mostly to make Ironman Classic harder! ;)
Keep trying and post your problems we will all do our best to help you go through this! :D