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Old 2012-11-05, 04:56   Link #441
LoweGear
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Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
Quote:
Originally Posted by NK_500 View Post
I just got to play this game and it is hard, even in easiest difficulty. Only got 3-4 months and some countries already abandoned me as their panic level went too high. Maybe I was too preoccupied with research and building base and I forgot to buy weapons and armor for my soldiers.
Satellites are the most important thing in the strategic game, since they help manage panic levels and also provide you additional funding every month, which directly helps your research and engineering efforts, which in turn directly helps your soldiers on the field. Satellites should be your priority at the early game, and this applies to all difficulties including Impossible.
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Old 2012-11-05, 07:40   Link #442
Myssa Rei
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On my Impossible playthrough now. I named everyone after Accel World and Sword Art Online characters, so I won't feel guilty when they die. Much.
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Old 2012-11-07, 10:00   Link #443
Jazzrat
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Join Date: Jun 2004
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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Old 2012-11-07, 23:01   Link #444
DragoonKain3
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Join Date: Dec 2005
Location: Mt. Ordeals
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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Old 2012-11-08, 04:28   Link #445
LoweGear
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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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Old 2012-11-08, 06:28   Link #446
Myssa Rei
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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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Old 2012-11-10, 16:15   Link #447
LoweGear
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Epic Meal Time + XCOM = GREATNESS
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Old 2012-11-10, 19:17   Link #448
Myssa Rei
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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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Old 2012-11-11, 00:13   Link #449
DragoonKain3
Osana-Najimi Shipper
 
 
Join Date: Dec 2005
Location: Mt. Ordeals
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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Old 2012-11-12, 06:16   Link #450
kyp275
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Join Date: Feb 2008
Quote:
Originally Posted by DragoonKain3 View Post
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...
actually, you're not wrong, there are just more.

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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Old 2012-11-12, 08:36   Link #451
LoweGear
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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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Old 2012-11-12, 09:55   Link #452
Skane
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Join Date: May 2006
Location: Singapore
Age: 41
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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Old 2012-11-12, 23:53   Link #453
ArchmageXin
Master of Coin
 
 
Join Date: Mar 2008
Quote:
Originally Posted by LoweGear View Post
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.
I got damn lucky. I basically had two panic adverted by aliens directly landing terror missions right after the country reach Bar 5 panic.

Sold everything, just kept a few tech samples, the extra cash to squeeze out another Sat is definitely worth it.
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Old 2012-11-13, 00:59   Link #454
Vallen Chaos Valiant
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Join Date: Nov 2004
Location: Within my mind
Age: 43
Quote:
Originally Posted by Skane View Post
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.
Due to aliens able to 100% hit and kill a civilian using any weapon in any kind of situation, sometimes through walls, it is actually important that you kill as many aliens as you can in the same turn that they are activated. Because every alien left alive = another dead civilian. This means if you can kill 3 aliens and lose 3 civilians in the process, it is a good trade; had they been left alive the civilians would have died next turn anyway.

I do miss the X-com system in the old days. When aliens CAN miss and not kill a civilian.
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Old 2012-11-13, 04:02   Link #455
SaintessHeart
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Join Date: Nov 2007
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Images
Can someone make a mod like this?
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Old 2012-11-13, 18:39   Link #456
Wandering_Youth
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Join Date: Mar 2003
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What skills do you assign to your Support soldiers. I'm still trying to figure what's best for a Support and I would like some opinions.
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Old 2012-11-13, 18:45   Link #457
Myssa Rei
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Quote:
Originally Posted by Wandering_Youth View Post
What skills do you assign to your Support soldiers. I'm still trying to figure what's best for a Support and I would like some opinions.
Depends on what you need? I'm not that an aggressive a player, so I usually go full Field Medic (up to Savior). I can see the appeal of Sentinels though, but I'd rather keep my soldiers healthy and avoid time in the infirmary.
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Old 2012-11-13, 20:03   Link #458
SoldierOfDarkness
The Dark Knight
 
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
Quote:
Originally Posted by Wandering_Youth View Post
What skills do you assign to your Support soldiers. I'm still trying to figure what's best for a Support and I would like some opinions.
I make them as support

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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Old 2012-11-13, 20:25   Link #459
Vallen Chaos Valiant
Logician and Romantic
 
 
Join Date: Nov 2004
Location: Within my mind
Age: 43
Quote:
Originally Posted by Wandering_Youth View Post
What skills do you assign to your Support soldiers. I'm still trying to figure what's best for a Support and I would like some opinions.
If you already have a medic, it might be worth it to have another one with pure offensive skills and no healing. They are actually very good soldiers and can make the difference. Especially with bonus movement.

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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Old 2012-11-13, 21:05   Link #460
Wandering_Youth
lost in wonder forever...
 
 
Join Date: Mar 2003
Location: edge of my dream in the land of twilight...ZzzZzZ
Quote:
Originally Posted by Myssa Rei View Post
Depends on what you need? I'm not that an aggressive a player, so I usually go full Field Medic (up to Savior). I can see the appeal of Sentinels though, but I'd rather keep my soldiers healthy and avoid time in the infirmary.
I would like the support to be more combat effective, but still be a major healing machine. If I were to throw around numbers, say around 40% healing 60% combat.

Quote:
Originally Posted by Vallen Chaos Valiant View Post
If you already have a medic, it might be worth it to have another one with pure offensive skills and no healing. They are actually very good soldiers and can make the difference. Especially with bonus movement.

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.
Does Covering Fire + Sentinel allow a support to fire twice at an enemy? I would imagine it to be a interesting combo with a assault. The assault charges in while dodging enemy overwatch the support spots the enemy firing then proccedes to fire on said alien twice with the Sentinel + Covering fire abilities. I wish Covering Firing would negate the aim penalty which would give it more incentive to use it.
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