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As for tips, the only thing I have to add right now is that you should sell all the salvage you can afford to, including power sources/nav computers. You'll always get more later, but you have bills to pay now.
Admittedly I MAY have been able to recover from some of them, but frustration is a powerful thing...
key word there,
i've lost count to how many times I'VE lost morale...
Until you get lasers/corporals, everyone's a mobile grenade launcher.
Aliens will go after soldiers with lowest defense first, if you must, choose rookies.
Dashing is actually useful in specific situations for its +20 defense.
SA is the best continent to cover, bot in cost and early game rewards, (ghost grenades especially)
SHIVs are better bullet sponges than Rookies. Plus they're less likely to panic.
If you don't see yourself using it in the near future (example: Nav computers for a Nexus), sell it. Especially Mechtoid cores (only used for that autopsy), Power Sources, and Nav computers.
Now, EW specific.
Parking a Support MEC out of enemy LoS really helps.
Collateral damage is the best starter ability, it's a low damage reloadable rocket.
You get free forty MELD for just researching MELD, make 2 MEC troopers at the least. (share enemy fire)
MELD is not worth a KIA.
Captures are harder. The trick for trapping flanked enemies with an overwatch does not work anymore.
The basics:
- Don't use shotguns
- Use explosives
- Use the first action of all your soldiers first before going through their second actions
That's basically common sense ♥♥♥♥. I had the opportunity of watching someone play a classic mission, and the biggest mistake I've seen is using those shotguns. They'd trigger 2 other nearby alien groups trying to get close and personal and then rage about how they got killed by "lucky shots". >.>Thank you for the advice, but the condescension is not really necessarry.
Okay, thank you VERY much.
1. Stay in full cover. Against anything that's not a Sectoid (get those fragments), feel free to frag.
2. The early game is the hardest part. Once through the first 4 months, and you have a few Colonels and some Lasers, and later Plasma, you're set.
3. Rush Lasers. Do Weapon Fragments, then Laser Weapons after the first UFO is shot down.
4. I recommend these promotion paths for soldiers:
Assault: Run & Gun, Tactical Sense, Lightning Reflexes, Rapid Fire, Close Combat Specialist, Extra Conditioning, Reselience
Heavy: Fire Rocket, Bullet Swarm, Suppression (weird, since Supports can as well, but at least for the first one), HEAT Ammo, Danger Zone, Will to Survive, Mayhem
Support: Smoke Grenade, Sprinter, Field Medic (even the second one! 6 guarantees safety), Revive (one is fine, but 2 if playing safe), Dense Smoke, Deep Pockets (I recommend Medikits and Arc Thrower/Chitin Plating/Nano-Fiber Vest), Savior
Sniper: Headshot, Squadsight (even if you have 2), Gunslinger (Pistol while mobile), Disabling Shot (At least one, so you can focus on one less alien, but 2 is also good), Opportunist, Low Profile, Double Tap
5. Never put 2 soldiers together. Or expect to take an alien grenade.
That's all I've seen so far. I'll update more if I can think of some.
In addition:-
> use grenades to blow holes in walls, making cover for you and flanking the enemy force
> ALWAYS use lightning reflexes to use up the enemy overwatching, meaning that the rest of your group can move like normal
> Don't underestimate Muton blood call
> Don't underestimate mind meld
> The close quarters perk WILL save your life in classic
Hope this helps :)
Thanks for the advice! Some ability's I haven't tried yet which may explain some of my frustrations. (I like holo-targeting WAY too much XD)
Thank you :D
T.S.: You'll want those defense bonuses, especially while in full cover.
L.R.: Essential, especially on out-of-sight aliens, who usually overwatch
R.F.: 2 shots in one turn for a small aim penalty? I'll take it.
C.C.S.: Hard choice, but deals with Berserkers and Chryssalyds, and anything that gets too close.
Reseliense: Immunity to crits? It's almost always lethal, so take it.
Bullet S.: 2 shots, in my opinion, is better than 1 shot giving +10 aim for others.
Suppression: I recommend this only for the first heavy, as -30 aim is going to save you.
H. A.: Double damage against some of the strongest aliens is extremely powerful.
D. Z.: 5 tile rocket blasts and 3 tile Supression? Great and awesome!
Mayhem: I prefer this one due to one-shotting Chryssalyds with normal rockets.
Sprinter: Covering Fire reacts after the shot, meaning it may be too late.
F. M.: You'll need those 3 Medkits.
Revive: Picking soldiers back up is just too good to pass up.
D. S.: +40 Defense is better, so you won't get shot too much.
Savior: 8 or 10 HP recovery is awesome.
Squadsight: Longshots for the win. -20 aim is too steep.
Gunslinger: Especially with Squadsight, you'll need that pistol. This makes it a powerful backup weapon.
Disabling Shot: Preventing an enemy to attack for a turn is valuable.
Opportunist: Overwatch causing crits and no -20 aim? Overpowered.
D. T.: Gives you a guaranteed 2 shots. I.T.Z, is very situational.
Personally.
My first Sniper gets Double tap, it's more reliable, although I do think I.T.Z. is a great ability if you have MECs, either collateral damage or the grenade launcher are great for setting it up.
Unless it's a covert Operative, I don't usually pick Gunslinger, Tactical rigging gives you a free grenade and if you can get a height advantage, setting up your snipers for stacking every height advantage is ridiculous. That one's absolutely personal preference and took getting used to.
Disabling Shot. Pick this, you'll thank me when you use it on the (Upgraded) Sectopods. Also helps with captures and it's only -10 aim.
Opportunist note, just like normal Squad Sight, the sniper can't get critical hits from enemies seen through Squad Sight in EW.
Suppression + Danger Zone + Mayhem is a non explosive collateral damage that also gives a -30 aim penalty to enemies with an overwatch. (BUG WARNING: Suppression is bugged/does something unexpected: Your Heavy will be out of cover at the begining of your next turn after using it [enemies will treat your soldier as though they were in cover]. Some users have had trouble getting them back in cover afterwards for the rest of the mission)
HEAT ammo only adding 50% as opposed to 100% is still worth it.
And special note.
Close Combat Specialist makes Berserkers hilarious, just draw the Berserker near your Assault (even using a Plasma Rifle like I usually do), and hit Rapid fire, three shots that are likely hits, always makes my day.
Like I said, most of them still fit, Firaxis didn't have to change much because they made a good game to start with. Your advice is still pretty good, even if you're playing EW. They just changed some of the perks that no one picked, either because their counterpart was OP (Squad Sight being nearly infinitely better than SnapShot), or the ability itself was pretty useless (Close and personal, still not as utilitarian as Lightning reflexes, but now actually useful).