Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Alot of the game depends on getting some early non-combatant scientists and engineers. mainly engineers.
in Vanilla you buy them from the base and black market.
you also make smart purchases and don't make dumb decisions. risk benifit reward.
most people agree the late game when you have all the toys is pretty easy. the trick is getting to the late game by making sure you have enough toys and the right toys to deal with the things you are dealing with in the earlier periods.
we could give more specific advise if I could get an answer as to whether this is the base game or war of the chosen or including various DLC.
Vanilla you want the GTS up ASAP. a Advanced warfare center can be game changing if you get the right free perk. typically run and gun. Run and gun is just amazing. On nearly anyone.
6 grenadiers with Run and Gun and Salvo could lob 18 12 damage proxy mines. which is alot of mines.
enough mines to blow an alien ruler straight to hell.
in WotC the resistance ring is the reliable source or engineers and scientists so build it ASAP.
I'm working my way through on veteran. I recon I've done lots wrong to counter Avatar, but I'm getting much better at the battles.
I'm getting through about half the missions flawless, without a reload, but sometimes I'm faced with a problem I struggle to solve, and will replay over and over until I work it out.
Took me a long time to work out the value of high ground for Snipers, and the value of the Ranger, who wants to remain concealed all the time if possible.
I've just met my first Sectopod, and screwed this mission up, with a failed hack attempt(out of other options), so I'll replay it - probably from the start. I'ts not helping, cos I'm trying to train up a second Ranger, so he only has 1 promotion. The rest are Colonels though.
As I said, the best way to work out it for yourself, is play missions over until you get them right. That way you've learned something. Another way to learn is watch videos on youtube. You'll find people who don't have much problem with Legendary Ironman - so how can you not learn from them?
Offense is the best form of defense, so I'd research weapons over armour. All mine except the Ranger have Plasma Weapons now. Snipers/Sharpshooters have over 100% aim before penalties.
Yes it's hard, and yes - there's a ton to learn before you'll be good. I'm enjoying it so much though, I'm pretty blown away - cos it's 1000 times better than XCom Enemy Unknown. I wish I'd bought it ages ago, rather than a week ago in the sale.
Good luck. Better Weapons, and bigger squad asap.
I have 7 recordings on the PS4 showing the bar stopping in the same place each time, suggesting that the percentages mean jack-all and that the reason you are losing.. is because the game is programmed that way.
*Update
Oh.. I know now the game is totally rigged. I moved my squad up the road to sneak around the enemy, and guess which direction they just happen to patrol this time around..
And you have to move your entire squad or XCOM will just decide not to pick you up and they'll be abandoned.
*OMG The robot just jumped through the wall onto the second floor inside a building, without breaking the wall or windows..!
This game so cheats!
http://xcom.wikia.com/wiki/Random_vs_Seed_(XCOM:_Enemy_Unknown)
When you scan on the map and you get the green supply drop, they take 3 days to scan.
If you dont pick it up and get another supply drop then they will add up but it will always be 3 days to scan.
So if you dont need supplies then dont pick them up untill you do, this way you can save 3 days scan time each month for something else.
In a longer time it will add up.
For a rookie mode this should be much easier. I have never played this game and playing the same mission over an over gets old. All I ever get when they shoot is "Missed"! I move to a better position (Much closer) shoot and it's still "Missed" WTF? The Avatar project finishes so fast and then the game is over, there is no way to finish it. The mechanics are not balanced....When trying to rescue the resistance from being attacked, here I have 4 of my team and 8 of the enemy...It seems they can move more than I can move my team. No way to save them, boom they are dead mission failed. again 80% of the time I shoot, It's "missed" is there something I am not setting right? or is the advanced mode stuck at the rookie level?? I want to like this game...really! But it gets old having to play my saved spot over and over and over, and always losing my promoted team members....Blah!
You do not have to rely on mere shots with your early balistic rifles to finish a mission and kills all pods or just finishing the main objective.
Your reaper for instance, can take out an entire early pod by him or herself. Get close enough. use a claymore and shoot that claymore.
One pod down. Possibly taking out one third of the enemies in taht mission.
Scouting with your reaper and/or ranger also allows you to glimpse ahead whats coming your way. Pods often times relocate and patrol the area. If your scout sees something pretty close ahead of your main squad but still out of vision, theres a good chance you can overwatch your squad and that pod runs into your overwatch fire. Even with early bad aim chances are good that your squad will hit at least one enemy. Kill one enemy or dmg it.
And then its your turn. You use explosivesto remvoe cover, massively increasing hit chance. Mananging to take out one pod with the reaper and then having another pod, just one pod, run into your overwatch fire giving youbasically two tunrs vs that pod will win you a lot of early missions.
Just sitting down and firing at enemies behind cover is the worst tactic especially in early game. That is not the way to win. Because your soldiers will have abysmal hit chances vs anything incover and/or far away.
You should check out some lets plays of good players. Check out ChristopherOdd's lets plays. He start from gatecrasher and plays through L/I and modded campagins too. Check out how a veteran approaches the early missions, how he uses terrain, in what way he uses all the tools and resources avaiable. This game ia a little more complex and deeper (but much more rewarding) that your standard fifa or cod game. if you dont understand certain concepts then even rookie will seem very tough for somebody because even with smaller pods and more health for your soldirs and all that, you will still die if you try to attack pods behind cover from far away withotu removing said cover. Without scouting, without using explosives, without ambushing pods from superior positions.
When you are concealed in missions where your entire squad is concealed....that is powerful. You can get e.g. go high ground and also very close to a pod that has no idea you are there. Even with those abysmal rookies and squaddies with no aim you can get to 90 + % hit chances attacking that first pod.
Second pod you annihilate with your reapers claymore. And then theres prolly just one pod left which you can bombard with frags and kill. And if one trooper is left he might hit one of your soldiers but sometimes that happens.
Your chances to win are not dependend on your early squads aim. If that was the case it would only be rng. You dramatically increases your chances by removing cover, by using your oncealed troops to get into very good positions, you use your reaper to take out an entire pod, you scout whats ahead and then wait in an oerwatch ambush.
If you find yourself in a position where you take low hit chance shots vs enemies behind cover, then you are doing something wrong. Those are bad engagmeents and natrually you will lose soldiers all the time.
You are engaging in a firefight with a force that has 1000000000000000000000000 more soldiers and resoucres than you.
That is not the way to fight a gurerilla war.
The game gives you tools to not engage in any kind of fire fight but to kill anything before it even has the chance to attack you. Even in early game.
That a member of a pod survives should be the exception. Happening maybe once a mission or every couple of missions. ANd then you prioritze targets so that those enemies still standing are things like a sectoid which wont dmg you with its first attack in 90 % of the cases.
Trading shots with Advent is the wrong strat. You are a guerilla commando.
You dont engage in firefights.
They make it so unlike vanilla Xcom2 you can win missions in pure stealth... Taking out enemy bases is a cakewalk: just have everyone chill somewhere in hiding, having the Reaper sneak in and plant the bomb...which reveals her, but she's usually fast enough to get to safety, and often you can get to cover and use Shadow to get hidden again... Either way just have her run like hell to the extraction point you summoned in the middle of your squad which can now provide covering fire, and if any of them get hurt, they just be like "peace out, I'm done." Taking out bases, assassinating generals, rescuing soldiers from bases... There are a lot of missions a good reaper can practically do single-handedly.
I'm getting the hang of templars... At first I just always got them killed (on Veteran)... I think just running for cover is usually better than Parry. Now I'm playing on Commander, and I've rarely got my templar killed... No more than anyone else, and of course I reload. I still don't feel like they're much better than other guys... But...they can pretty much guarantee at least a kill against a weaker opponent every turn...and as they do that, they gain power by drinking their soul or whatever... So always leave something for the templar to finish off if you can.
I'm still not sure how to make Skirmishers good. They're not bad... But I find Mox misses more than anyone. I guess it's about using the grapple to flank/shoot from higher ground, Justice to get guys out of cover, etc.
But so yeah, utilizing abilities effectively can make a huge difference. Which is why Ironman is only for the insanely hardcore among us. If you find the difficulty frustrating already, there's no reason to even think about trying it. Losing a good soldier... Basically if any of your people ever die except for the occasional squaddie now and then, it's a huge setback. If you lose an entire squad, you're basically f***ed, and it will likely lead to a downward spiral, where more people will die because they suck too hard to win missions...can't hit, too slow to flank, too few HP to survive a shot... I'm sure it's possible to recover and/or win anyway... but it'll be twice as hard as it already was. And if you thought it was frustrating already... You'd have to be a masochist to enjoy that kind of challenge. Didn't someone say something about how it's like playing chess with half the pieces? Yeah, it's exactly like that. Lose a squad mid-game, and suddenly it is exactly like playing chess with only pawns against someone with a normal set.
I try not to abuse reloading TOO much... Except for when I do... :D But definitely if anyone ever dies, reload and make sure they don't. Usually you go back a turn or two and change whatever dumb thing you did to get killed... And yeah sometimes it's just dumb luck. (I often have guys live when they really shouldn't have...getting missed by a flanking shot...it happens both ways sometimes.) But sometimes, I realize I'm in a really bad situation because of poor tactical choices, and it's better to just restart the mission.
Like others have said... Don't shoot at enemies in cover. You have to flank them. Yeah, it can be hard to do without putting your guys in danger, especially at lower levels... It really does feel like chess... Anyway, so take out the cover with grenades (or Demolition, but...I don't think I've ever used it. Grenades work fine.) And yeah, they can have annoyingly bad aim early in the game... I really can't stand it when my snipers miss...it's like...there's one thing you're supposed to be good at... So...in Xcom1, they always got a scope, and now...yeah, they still get the scope...it's just a weapon mod instead of a utility item. Oh, and tracer rounds. And level up your weapons...try to get magnetic and/or plasma weapons as fast as possible... Better weapons not only do more damage, but are easier to hit with.
"The Avatar project finishes so fast and then the game is over, there is no way to finish it."
All you have to do to set back the clock is take out enemy bases. Which is really easy once you get the hang of it. I took out like 5 in a row in like under 2 hours once. See above about how to do it with a Reaper. You have to be able to get to them, which means you have to contact the region, which means you need to build the radio room or whatever it's called. (You don't even need to build radios...you should, but it's just extra money...which is important, but I don't think you need them for anything else.)
Ooh, good idea. I mean, I knew I could if I wanted to... Good point about keeping your soldiers fresh and rested. Plus I think there's an acheivement for winning a mission with only one guy... I never care about achievements, but still.
So yeah, StarMan007, use a Reaper, you can pretty easily take out a base in under 10 minutes without firing a shot or taking any damage...maybe 5 minutes. In however many turns it takes a Reaper to cover the distance from start to bomb location +1 (planting bomb ends turn, one move to the door, and you're done). So like 4 turns max, maybe 5 depending on the map. There's no reason you should ever have to worry about the Avatar Project meter completing. Just don't wait too long to contact regions.
Yeah....I accept that argument. Theres times where I cut it close too and then you got an avenger defense and you gotta take out a base too....that can be challenging. On top of thatsometimes youre best soldiers were tierd/injured anyway.
All of that - in my opinion - makes the 'guerilla ops cannot be ambushed' resistance order the most powerful order in early to late midgame. After that youre so poweful that it is not as relevant anymore. But getting all the bonuses from guerilla ops wihout ever being ambushed or captured is huge. I think this run I reduced avatar timer prolly like 10 times from early to the beginng of late game, giving me way more breathing room to tackle other stuff, more resources and intel and all that.
Without that order there were many ops which I considered too risky. The only soldiers I sent on ops which can be ambushed are either reaper and conceal rangers (or soldiers with that one shot conceal refraction thingy) or very low ranking soldiers which I can afford to lose. That said, the more valuable missions call for sergeants or higher ranking soldiers. And if I dont have reaper or ranger, then it is too risky to send normal sodiers into missions with moderate to high ambush chances.