2012-11-05, 04:56 | Link #441 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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2012-11-07, 10:00 | Link #443 |
Bearly Legal
Join Date: Jun 2004
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On my 3rd classic game now, after losing my save file when i formatted my pc.
For folks who don't want to lose any country or atleast get their panic level to manageable level quickly, you need to focus all your resources during the first 2 month on building satelight uplink to cover 4 continents ( N. America, S. America, Africa and Asia). That means selling all the UFO comp and reactor you find from crash/landing site atleast for the first 2 month and starting satelight construction at the start of the month (6 days before uplink) so they ll be ready for launch before the monthly appraisal. A 2 x 2 block of uplink will give you 12 satelight, in order to get them quickly, you ll also need to build 2 to 3 workshop depending on the number of bonus engineers you get from bonus missions. Abduction mission should be done mostly based on continental need to avoid 5 panic level by the end of the month especially on continents you know you wont have satelight coverage in time. Terror missions are a god send as well because they can lower the continent's panic level depending on how well you did. Once you got 4 continents covered with satelight, you can just farm all you want till you feel like progressing the story further because abduction missions will only occur on continent that doesnt have full satelight coverage.. My current game, i had 12 satelight up at the end of May which provides tons of money and probably unlimited time to research and train my soldiers.
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2012-11-07, 23:01 | Link #444 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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Actually, from what I've gathered, it's actually possible to keep all 16 countries in Impossible. You just have to be REALLY lucky, as you need all 3 missions in the first 10 days and sell everything in order for you to build sat uplink + 4 sats IN THE FIRST MONTH.
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2012-11-08, 04:28 | Link #445 |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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It's possible, but damn if you're not trying to tear your hair out doing so. My own Impossible run had me lose 6 countries before I managed to contain global panic levels through sat spam, and I barely got two sats in time to do just that.
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2012-11-08, 06:28 | Link #446 |
Moderate Haruhiist
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It also requires a bit of luck as well, particularly with rewards. Also in my experience one doesn't always get a UFO shootdown during the first month -- my Classic Ironman run pretty much had a terror mission and two abductions for example.
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2012-11-10, 19:17 | Link #448 |
Moderate Haruhiist
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Did I mention how messed up I think Impossible encounter spawns are? Well I've encountered two terror missions in two months where the only encounters are sectopods, sectopods, and even MORE sectopods (four sectopods and a cyberdisc for August, and two sectopods, a cyberdisc, and some chryssalids for flavor in September).
What's even more ridiculous is that this seems to extend to UFO shootdowns for large-types as well. I had an Abductor that, for some reason, a Sectopod in the roof, and two lurking beside the control room. Sheesh.
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2012-11-11, 00:13 | Link #449 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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What's worse is I don't know what triggers spawns. I thought it's only when you see them that they come, or you move into certain positions (like those 3hp thin men in escort missions) that they trigger, but I was wrong...
One UFO mission I triggered 3 muton elites with 1 assault recon, killed 1 with overwatch sniper fire, then retreated my recon so it only sees 1 muton elite while everyone overwatch. Next turn? 6 heavy floaters and 1 sectopod + 2 drones appeared out of nowhere. Thankfully the AI hasn't decided to drop 3 secotpods on me in a single turn. :shrug: But yeah, the prevalence of sectopods is the reason why I like running at least 2x heavy all the time with maximum amount of rockets. That way I can blow them up before they can get to cover and wreak havoc on my squad, because frankly, at that point, I don't care about the drops anymore.
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2012-11-12, 06:16 | Link #450 | |
Meh
Join Date: Feb 2008
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Council mission spawns are static, they're tied to specific triggers and never change. For the regular UFO landing/crash sites, there are static groups that stay in place 'til you spot them, and then there are groups that will start roaming after you've moved within certain distance. |
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2012-11-12, 08:36 | Link #451 |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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There are also groups that will move into place after an alien calls for them. The animation for aliens calling for reinforcements is quite distinct (like Thin Men hollering) and will usually result in nearby groups converging on your location within 1-2 turns.
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2012-11-12, 09:55 | Link #452 |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
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Aliens crashing the party can work to your advantage though... one time in a Terror Mission, my Assault soldier triggered a Muton Pack, who triggered an Elite Muton pack when they spread out to take cover, who then triggered a pack of Heavy Floaters from a far corner... triggering an off-screen pack of Chrysalis, and to put the icing on the top... the Chrysalis triggered a Sectopod and its drone escorts.
On my first turn. On my first move (I think I was face-palming when the Heavy Floaters appeared). Never was I so GLAD I had deployed three Heavies. It was basically rocket spam, and is to date, the ONLY Terror Mission I rescued 18/18 Civilians. Go figure.
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2012-11-12, 23:53 | Link #453 | |
Master of Coin
Join Date: Mar 2008
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Sold everything, just kept a few tech samples, the extra cash to squeeze out another Sat is definitely worth it. |
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2012-11-13, 00:59 | Link #454 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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I do miss the X-com system in the old days. When aliens CAN miss and not kill a civilian.
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2012-11-13, 20:03 | Link #458 | |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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J/K aside. I make them out as medics with the 3 med packs, revive (because it does happen even when you have a 93% chance to hit) and sentinel which gives you double overwatch. Assaults more than make up for the offensive part. |
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2012-11-13, 20:25 | Link #459 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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So a pure offensive Support has Sprinter (cover fire is useless), Smoke and Mirrors, Rifle Suppression, Combat Drugs (best in harder difficulties as dense smoke can trigger grenades, and you need the extra aim bonus), Sentinel. Deep Pockets means you can give them a Scope AND Carapace. It is almost a waste to use Supports as medics.
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2012-11-13, 21:05 | Link #460 | ||
lost in wonder forever...
Join Date: Mar 2003
Location: edge of my dream in the land of twilight...ZzzZzZ
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Last edited by Wandering_Youth; 2012-11-13 at 21:21. |
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Tags |
science fiction, turn-based strategy |
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