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Second, Sectroid. Its A.I. very stupid. Their first skill is reanimate, then they will do mindspin a chance of mindcontrol is 1/3. Their took double damage from slash. They lost their mindcontrolled if bang with flashbang.
By the first terror mission you should have at least 2 grenadiers, and I'd bring a range and sharpshooter for the other 2 slots and make sure I've got scanners. Only scan civvies directly in your path so if a faceless triggers it cant reach you and attack in the same move
Rangers can OHKO sectoids if necessary. Grenadiers melt cover and do AoE damage and softening. An elevated sharpshooter is pretty accurate even at corporal against exposed targets
The first 2 terror missions do kinda suck, but by the third one you should have 6 grenadiers, some of which will be Lieutenant/Captain rank, all with improved grenade launchers, plasma grenades, and maybe an acid bomb if you are lucky
Just remember that faceless dont hit very hard unless they crit, and their accuracy is pretty bad. They do trash cover though, and if you're on a roof they will drop you as well which usually means death. Chances are you can survive a hit if you trigger one on the ground at least
And cover doesn't negate shots entirely and all that, it simply *helps* you survive.
My point was you can do all the right things and simply get hosed through nothing other than a combination of dumb luck.
How the **** can anyone think that's good design?
Casualties, sure. People killed, sure. Entire squad killed and failure when you did nothing different from all the other times? Nah, f-that.
I'm sorry, but I consider that lazy, poor design.
I've even had them where I simply ended up pulling back because the enemy was so substantially more capable than I was with my early squad I decided saving civvies was a dumb idea. Even THAT I don't mind, because bad intel is a thing and you need to adapt.
But even WITH that getting wiped because your enemies are simply more numerous AND capable? I think that's pretty poor design, and certainly a fun killer.
My view is that, if you're doing the same thing and some missions it works, some it doesn't, you're getting lucky on the missions it does work on. Doing things differently can mean less reliance on luck. However, without more of an idea of the tactics you are using, it's hard to tell you how to adjust them.
My point ISN'T the mission so much as the game design being done in such a way that you can kick arse or get murdered and the only real difference is dumb luck.
The more randomness you have, the less skill is involved. You need randomness for replayability, but my frustration is some of these missions are so woefully at the mercy of many luck factors it really is starting to give the me proverbials.
Cheers
OT
Sorry for my posts, but I mainly said that *I* have l2p.
So, and now I am off on this thread.
You can't go into every mission doing everything the same way every time. You have to learn to adapt.
Tactics for 1st retal?
Take grenadiers and give them a flashbang each.
A spec with heal is useful, as is the aid protocol if someone is out of position.
Ranger or sniper, each can be valuable. Ranger with mindshield is often handy, too.
Don't advance at full speed. Maintain interlocking arcs of fire. Be prepared to fall back if necessary. If your shot chance is poor, use grenade on cover OR overwatch OR fall back to overwatch and hit them as they advance, especially if they're advancing into other opfire people as well.
Main difficulty is if you trigger faceless EARLY AND a pod at the same time. Firepower is iffy against one of those, and if there's a sectoid or tagging officer around it's worse of course.
And all of that v trying to get 6 civvies when you don't have the advantage of stealth.
As I said, my biggest gripe is so much of the outcome comes down to dumb luck.
a) Those who consistently beat the game in the maximum difficulty have consistently an incredible good luck.
b) Far from being perfect as you may think, the decisions that you make in your playthrough are usually wrong and you can't even realize why.
In my opinion, I think that option "b" is much more likely thant option "a". Some people just don't like that attitude: "I do everything perfect and yet the game decides to screw me, and that is bad desing".
I'm 48hours in on the rookie difficulty, on my 5th campaign. The other 4 resulted in failure. Knock on wood, this will be the 1st time I get to see the winning end pretty soon.
I feel I'm about ready for Veteran, we will see. In those playthroughs I may have savescrummed a couple of time. I could have easily avoided failing those 4 times if I did. But XCOM is special.
It's the type of game that you accept what was rolled and you continue on. Make memories of each victory, defeat and loss. Learn from each experience and improve on the next campaign/mission.
And finally
"Entire squad killed and failure when you did nothing different from all the other times? Nah, f-that"
Consider this; Would a chess player use the same tactic every match and expect to win every time?
Sure the same strategy worked the first N times, why not the next? Adapt your tactics to your situation. If you was playing a human opponent, using the same tactic, they would learn your tactic and counter it. Perhaps the aliens used a tactic to counter yours, or maybe it was random chance. Either way, your tactic is flawed as they found a way to counter it. The question is, at what point did you realise your tactic was not working and what would you have done differently in the same situation?
This game is all about random numbers. Instead of gambling money on those numbers in a Casino, you are gambling the virtual lives of your soldiers in a randomly generated world; which requires adaptive tactics.
Gamblers lose more times than they win. Only a few have the 'luck' to win more than they lose. In the end, it's all about persistance. Keep playing, keep learning and you will "get gud".
That said, when I say that I "mostly" reject the premise, I mean that I acknowledge that it's possible to get completely screwed over by random chance despite perfect play (when I say "completely screwed over" I mean more than just one unlucky death or failed mission, but a chain of deaths/losses that threatens to put a whole playthrough into a death spiral). If someone is really playing perfectly, that kind of random disaster should be pretty uncommon on Legend, and virtually impossible on Rookie/Veteran (on easier settings the strategic layer gives you a ton of leeway to recover from losses, and wounds/deaths in-mission cause hidden player bonuses to kick in and turn your surviving troops into superheroes).
As for how to respond when random chance really does smack you around? I get some catharsis from calling the game nasty names, then look for a way to recover and minimize the losses. Prioritize keeping your experienced soldiers alive, since they're generally harder to replace than whatever you lose by failing a mission (less so than in Enemy Unknown, but still).
My new-ish Legend playthrough, I lost the second Terror mission because I couldn't fight my way across the map fast enough, could only afford to lose one more civilian and was out of grenades while fighting the last enemy pod, and on the last Advent's last turn before he died, he shot one civilian and another ran and took cover against a burning car. Mission failed. But whatever, I might have saved the mission if I'd been more reckless in combat, but losing $25/month in income isn't half as bad as losing a soldier, and all my people came home. The playthrough is going fine; strategy layer under control, and no deaths since the first mission (a couple close calls where if I'd been unluckier someone could have died, but I'd still be okay with a couple more deaths).
Even on Legend, it's really only the very first mission that has a decent chance of destroying you purely by bad luck. If I lose that one I just start a new game, but that rarely happens if you're playing carefully enough.
Wrong. Grenadiers are very useful to destroy cover, so 2 grenadiers with 2 frag grenades each will be very instrumental for this kind of mission. However, grenades only deal 3 damage, so you will need other classes to shoot the exposed enemies once their cover has been removed. A flashbang can be useful if the situation turns nasty, but take it with other soldier, not a grenadier. By this time you should have access to the battle scanner if you planed your investigation/autopsies correctly. Battle scanners reveal the faceless.
Wrong. Healing is a reactive action, you need it when a soldier is wounded. Combat protocol is a proactive action: you finish off that last alien with only 2 HP before it can shoot back, so your soldier will not get wounded in the first place. A ranger with the phantom perk and a battle scanner is way more handy.
Wrong. A phantom ranger allows you to dash quite a lot in this kind of mission, and you need to dash or you will not save enough civilians on time. Move him first within the blue move range: if he spots something then react as needed trying to keep him concealed. If he spots nothing then move ahead to cover. The rest of the squad can dash safely behind.
Again... wrong. If your shot is poor you have to make it better. Move to flank or use grenades to remove cover. Sitting in overwatch or falling back to overwatch is really a very poor decision. Overwatch shots have an aim penalty... if they have to aim at all. If you have any soldier in LOS in half cover and you overwatch, that soldier will be shot at. If your soldiers overwatch out of LOS but the aliens can get LOS within 1 move, then your overwatch shots will probably miss and your soldiers will get shot at. You can use overwatch with your last soldier as a way to pin the last alien if you have everybody in full cover. If you overwatch with all of your soldiers then you are screwing yourself.
This can happen, yes, but there are ways to counter it. Battle scanners can help, and moving away from the civilians can help as well. If it still happens then you have to know your priorities. Sectoids should be your last target, since they are usually harmless at least in the first turn, and yet, you speak of them as if they were the worst possible enemy.
A phantom ranger always starts the mission with stealth. No wonder why you struggle so much with those tactics.
Sorry, no dumb luck in your case. Just bad tactics.
You ambrush them and they can ambrush you.
Late game it's just a walk in a Alien Zoo.