Don't forget that you can blow up the whole ground level of a building and the upper levels will just float in mid-air as if nothing happened.
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Don't forget that you can blow up the whole ground level of a building and the upper levels will just float in mid-air as if nothing happened.
Well, waddaya know, they kept the classic glitches.
Urgh. So I've been making a couple runs at ironman impossible. My best one so far I managed to get through the first month and a half, beat the terror mission, but blew it on a council mission by popping 6 thin men at once and getting torn up.
But I have a question. Last night I tried a new ironman impossible mission and the map it gave me was that graveyard in Mexico. And I can't beat it. I tried several times, but with 8 sectoids all near the start I find that I can't move beyond the SUV without getting at least 5. I tried moving around the back side and up the side path, but that led to the same 5 guys popping issue and then they blew down the wall and killed two of my guys.
Any tips? It's this one specific map that just seems unbeatable to me with 4 rookies, other than trying it so many times that I eventually get a lucky roll of the dice.
No specific advice, but watching this might be helpful
I never had a problem with that map before. Even my one impossible game I started I got that map and finished it without any problems.
Just curious,
Is the robot tanks useless now since it takes on unit space instead of separate space?
I wonder what will be included in DLC?
I suspect you're forgetting the X-Com Mantra: If in doubt, BLOW IT UP. If you don't have enough explosives to bring down the House, you DON'T HAVE ENOUGH.
I need to start playing this again...! I am halfway through the alien base and haven't played for a week, almost! *Argh!*
So I finally made it to the end of the game (on Normal, now I can go back to Classic).
Why the heck is the last level so friggin dark?? The Ethereals ain't paying their electricity bills?
I have to question the level design of fighting through every type of ET in the game, though. There really isn't any challenge to Sectoids, Thin Men, or regular Floaters and Mutons, or even Chryssalids and Cyberdiscs by that point. I get that it was for the BBEG to explain all the different aliens to us, but I really expected a greater challenge.
Yeah, that fight was kind of more thematic than anything else. It only really gets difficult when the Ethereals show up, but even then you can just carpet their ugly faces with explosives to strip away that cover.
Perhaps to give you one last chance to capture them? It wouldn't be the first time that designers had forgotten that the game ends there.
Well, finally got the game and IT IS AWESOME. I've been playing it for a bit, and believe I'm doing good so far, at least with a bit of reloading. (Mainly because the game forgot to inform me that a rocket shot was blocked, so my heavy ebded up exploding half the team, or when the cursor slips just a bit, so instead of running into cover and getting to reload, my sniper finds himself in the open, waving to those nice sectoids).
Game is good so far, about 2 months passed and I'm starting to get the hang of base-building and researching alien weapons. Got an "assualt the base" mission but not sure if I'm ready to do it yet.
I just love the feeling of panic, when after a small move, a large part of to fog lifts and you see yourself withing range of six hungry robo-floaters. Lucky my trusty heavy had a rocket.
Best part so far: Shooting a Floater in the face with a rocket, sending him through the geometry at the edge of the map.
Worst part so far: My assault runs behind a giant screen-filling muton, and blasts him with her shotgun two times at point-blank. Both shots miss horribly and she gets a backhand to the face. 98% to hit my foot!
Heroic moment of the day: My assualt find himself low on ammo, and health, surrounded by 3 Chryssalids after saving a civilian. seeing as he has no hope, the heavy behind him takes the shot, and blasts the poor soldier and robo-spiders with his rocket.
Major Yamaguchi, you shall be remembered.
Some questions:
1. Are robots worth the price? Do they have any useful abilities or are they just basic recruits?
2. Some times, my snipers or heavies seem to be receiving weird yellow signals in the middle of combat. Are they being mind-controlled?
Cursor slips are fairly commonplace. And fairly annoying.
Random Number Generator is Random.Quote:
98% to hit my foot!
I never thought so. Later on, when fully upgraded they can act as Heavies if your real ones are wounded and you really, really, really need a Heavy Plasma.Quote:
1. Are robots worth the price?
Those are noise signals. It tells you what direction the X-Rays are, but not how far, and definitely doesn't tell you whether or not the X-Rays are on Overwatch.Quote:
Some times, my snipers or heavies seem to be receiving weird yellow signals in the middle of combat. Are they being mind-controlled?
Basic SHIVs are worthless, basically recruit level heavies that never level up
Alloy SHIVs aren't bad, but aren't particularly great. Having a portable source of cover with a mini-gun isn't bad, but you do give up a team member to get it
Hover SHIVs are, IMHO, worth having. They're the best scouts in the game (short of a well-played ghost assault) with 12 moves of flight by default, 24(!) if you get the double fly duration foundry upgrade (how many battles do you have that go past 24 rounds? And that assumes they move every round, staying still doesn't cost fuel.). They can fly around scouting the battlefield, are hard to hit and very durable, and can't be mind-controlled, which makes them ideal for spotting work.
Don't expect too much out of their weapons (even with the plasma upgrade), they're there to fly around spotting aliens so your real soldiers don't have to risk bad cover to do so. With the suppression upgrade and a good team of 5 backing one you can easily have an attack where the thing never actually shoots (just suppression fire), but contributes greatly to the team's success.
Also they pair very well with Archangel Squadsight snipers on outdoor maps :smalltongue:.
Whoa whoa whoa. I can get robot that fly or act as cover? That sounds very awesome. All my alloys for this.
Some more questions:
1. What do I have to kill to get better body armor? My troops are still using the basic one and I feel it will not be enough soon. (I did research Chryssalid carapace, but need more corpses to build one, and the description seems like it only protects from melee).
2. In your opinion, what's the best continent bonus? Is "We have ways" (South America) any use compared to to the other ones? I seem to do autopsies and interrogations in about 2-3 days.
3. Is there any bonus for capturing an alien type more than once?
I'm not actually sure. You should have gotten Carapace Armor as a research option fairly early. :smallconfused:
The Chryssalid item also gives +4 hp, in addition to the melee defense. Yeah, the description for some reason leaves that out. Don't understand that one.
Africa. Extra money is by far the best benefit you could ask for, especially on higher difficulties.
South America's is nice if you get it early enough that it affects nearly all of your autopsies and interrogations, but otherwise yeah, it's basically a non-issue, since they take little time to begin with.
Not really. Just the fact that you recover their weapon intact, which can be useful for picking up plasma weapons without paying for them, but honestly you'll get a decent start on them just by capturing each once, and later on you'll have enough money that buying them is better than waiting until you capture more enemies carrying the weapons you want. You might want to capture an extra Thin Man or Floater here or there for extra light plasma rifles before you research those, or maybe even a second Sectoid so you have more plasma pistols to give to your Snipers, but that's about it.
Zevox
The challenge of the alien base "boss" is present, but rare. If you give it no targets but leave a soldier in a position where it can move to draw LoS, it will use mind control and make your life pretty unfun if you're trying to move up for a capture.
If you're just trying to kill it then it's pretty easy, yeah.
The mission design makes more sense on classic or impossible. It becomes a slog as the aliens try and wear you down, with the first rooms representing a chance to waste a few resources early, and the sectopods, muton elites, and the ethereals representing the actual threat.
As an aside, if your volunteer has a medkit and uses it to heal an ally, there's a custom line from the uber ethereal and he gets a little upset at how "weak" you are.
This is very true.
1. You need at least 5 alien alloys to research aliens materials. Carapace armor shows up right after that. It can be a little confusing because the nanofiber vest is an extra item, not armor, but carapace armor is what you're looking for.
2. Africa is the best in general. There's a way to make Europe good where you only take engineers on the first abduction and then take cash rewards and build workshops to change the missions that reward 200 cash into missions that reward 5 engineers and ~125 cash (accounting for extra power requirements). Asia is also quite nice over time as there are a lot of officer training and foundry projects.
3. Extra guns, as people have noted. It's basically never worthwhile to lose a good soldier just to capture a gun, however. Losing a rookie is fine.
Africa is indeed the best. My go-to strategy is to start Asia, put my first satellite over the US or Russia (depending on who needs the panic reduction more) and then rush Africa the following month. I ignore South America entirely, working on getting North America covered while keeping panic low in nations with 100+ funding.