XCOM: Enemy Unknown

XCOM: Enemy Unknown

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macsee Sep 15, 2013 @ 9:01am
Additional captives
Since the 70% chance is much better than 45% I have been equipping my squad with at least one arc thrower (usually on the rookie) but I am now wondering if I have just wasted my time as aside from the initial research project I don't see any tangible benefit.

I can't sell the specimen and I lose out on a corpse and weapon fragments. Is there any benefit to live captives after taking one for interrogation?
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Showing 1-15 of 21 comments
Thunderbolt Sep 15, 2013 @ 9:02am 
just getting the weapons they carry i think.
macsee Sep 15, 2013 @ 9:04am 
Originally posted by Thunderbolt:
just getting the weapons they carry i think.
How does that weigh against fragments+corpse?
New player here so not found a use for intact weapons yet
Milk Sep 15, 2013 @ 9:11am 
Originally posted by Limbo:
Originally posted by Thunderbolt:
just getting the weapons they carry i think.
How does that weigh against fragments+corpse?
New player here so not found a use for intact weapons yet
Alien weapons are extremely expensive to manufacture in both money and parts. Plus the council will sometimes offer you thousands of dollars for a couple of weapons.
P-47 Thunderbolt Sep 15, 2013 @ 9:20am 
Yeah. Why spend $200 + resources when you can just stun a muton and get one for free?
Fragments aren't that rare and you only really need 2-3 plasma rifles max. That is only 4-6 missed fragments.
Last edited by P-47 Thunderbolt; Sep 15, 2013 @ 9:21am
macsee Sep 15, 2013 @ 10:25am 
Ok I see now where that is extremely useful. Trying to pin down floaters now but the ruddy things keep flying higher than the arc thrower can reach.

$200+ for a single weapon? Thats about 2 months of funding for me, I think I'm seriously doing something wrong when it's taking into the tail end of month 2 to build an uplink and satellites. 14days to go on the uplink and 3 countries are 4/5 on panic
Milk Sep 15, 2013 @ 12:05pm 
Originally posted by Limbo:
Ok I see now where that is extremely useful. Trying to pin down floaters now but the ruddy things keep flying higher than the arc thrower can reach.

$200+ for a single weapon? Thats about 2 months of funding for me, I think I'm seriously doing something wrong when it's taking into the tail end of month 2 to build an uplink and satellites. 14days to go on the uplink and 3 countries are 4/5 on panic
Get those sats up ASAP. You should have 2 up by the end of month 1.
leandrombraz Sep 15, 2013 @ 12:16pm 
As I told in the other thread, don't bring the arc thrower if you know you gonna have a hard time, like in a mission you know it's hard (first terror) or if you are with a weak squad. Sure, it give you a free weapon, IF you get near the enemy safely, but at a price. You are loosing +10 aim bonus (scope), the chance to blow up a group of enemies (grenade), the chance to recover 4 HP (medikit) or that 2 HP that could mean the difference between life and death (nano-fiber vest). IMO it's not worth, unless you are in position to lose one of this advantages.
macsee Sep 15, 2013 @ 12:18pm 
2 by the end of month 1? Right I'll restart and aim for that, my current game is at a dead end from my other topic (terror mission slaughter)

I think I was screwing up by trying to build the 2nd uplink below the 1st for adjacency bonuses but excavation, lifts, etc take time.
macsee Sep 15, 2013 @ 12:20pm 
Originally posted by leandrombraz:
As I told in the other thread, don't bring the arc thrower if you know you gonna have a hard time, like in a mission you know it's hard (first terror) or if you are with a weak squad. Sure, it give you a free weapon, IF you get near the enemy safely, but at a price. You are loosing +10 aim bonus (scope), the chance to blow up a group of enemies (grenade), the chance to recover 4 HP (medikit) or that 2 HP that could mean the difference between life and death (nano-fiber vest). IMO it's not worth, unless you are in position to lose one of this advantages.

I agree which is why I never take more than 1 or 2. Until the terror mission I never suffered a single casualty.
The arc usually goes on either a rookie who is expendable and has worse accuracy on his main weapon or an assault who will be in close range anyhow and has the ability that ramps up his defence based on nearby enemies
P-47 Thunderbolt Sep 15, 2013 @ 12:26pm 
Whenever you get a support to a high enough rank consider giving them the arc thrower. They get the ability to have 2 item slots.
Last edited by P-47 Thunderbolt; Sep 15, 2013 @ 12:26pm
Milk Sep 15, 2013 @ 12:27pm 
Originally posted by TXB P51H Mustang:
Whenever you get a support to a high enough rank consider giving them the arc thrower. They get the ability to have 2 item slots.
Why bring a support when you can have another heavy?
leandrombraz Sep 15, 2013 @ 12:31pm 
Originally posted by Limbo:
Originally posted by leandrombraz:
As I told in the other thread, don't bring the arc thrower if you know you gonna have a hard time, like in a mission you know it's hard (first terror) or if you are with a weak squad. Sure, it give you a free weapon, IF you get near the enemy safely, but at a price. You are loosing +10 aim bonus (scope), the chance to blow up a group of enemies (grenade), the chance to recover 4 HP (medikit) or that 2 HP that could mean the difference between life and death (nano-fiber vest). IMO it's not worth, unless you are in position to lose one of this advantages.

I agree which is why I never take more than 1 or 2. Until the terror mission I never suffered a single casualty.
The arc usually goes on either a rookie who is expendable and has worse accuracy on his main weapon or an assault who will be in close range anyhow and has the ability that ramps up his defence based on nearby enemies

Just one tip, there's no such thing as expendable rookie. Sure, you have a bunch of rookies in your base, one won't make a difference, but the enemies are only getting stronger, you don't have time to waste. A rookie that you lose is less one squaddie rank soldier at the end of the mission. You want your rookies to survive, otherwise you will be delayed and end up with a weak squad against elite enemies. I recommend to use SCOPE, to give them better aim, or grenade, which would work like the arc thrower, but you don't have to get too near to take them down, you can kill an entire group if they are close enough and it's a 100% sure hit if you are in range.
leandrombraz Sep 15, 2013 @ 12:37pm 
Originally posted by Tacobandit:
Originally posted by TXB P51H Mustang:
Whenever you get a support to a high enough rank consider giving them the arc thrower. They get the ability to have 2 item slots.
Why bring a support when you can have another heavy?

3 medikits, smoke grenade and good move range. Heavy is good, but it's better to have an higher range of options. IMO at least one of each class is the best way to go. It's nice to have 2 or 3 heavies, but not at the expense of your support..
Milk Sep 15, 2013 @ 12:41pm 
Originally posted by leandrombraz:
Originally posted by Tacobandit:
Why bring a support when you can have another heavy?

3 medikits, smoke grenade and good move range. Heavy is good, but it's better to have an higher range of options. IMO at least one of each class is the best way to go. It's nice to have 2 or 3 heavies, but not at the expense of your support..
IDK, I feel that giving an assault a medikit is really all that is necessary. I feel that you won't get shot as much if you kill the aliens before they can fire, and a rocket is good for that.
leandrombraz Sep 15, 2013 @ 12:46pm 
Originally posted by Tacobandit:
Originally posted by leandrombraz:

3 medikits, smoke grenade and good move range. Heavy is good, but it's better to have an higher range of options. IMO at least one of each class is the best way to go. It's nice to have 2 or 3 heavies, but not at the expense of your support..
IDK, I feel that giving an assault a medikit is really all that is necessary. I feel that you won't get shot as much if you kill the aliens before they can fire, and a rocket is good for that.

but if your kill first tactic fail and you find yourself in a "OMG I'm so dead" moment, if you get out alive you gonna be thankful for having that 3 medkits. Most of the time everything is solved by my sniper or a nice explosion, but I like to have something to save me when s-hit hit the fan..
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Date Posted: Sep 15, 2013 @ 9:01am
Posts: 21