2012-10-15, 09:35 | Link #262 |
lost in wonder forever...
Join Date: Mar 2003
Location: edge of my dream in the land of twilight...ZzzZzZ
|
The AI is kinda of dumb for the Ethereal. They won't use Psi Rift if your SHIVs are too far apart, but if they get to close to each other, watch it out cause that ability hurts a ton.
__________________
|
2012-10-15, 09:50 | Link #264 |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
|
That's because of the absurd modifiers on Impossible. Your Rookies start with less health, 3+1. You get a -20 penalty to aim, while the AI gets a +20 to theirs'. More Aliens spawn. Etc...
Natch.
__________________
|
2012-10-15, 10:13 | Link #265 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
|
Quote:
But before that, I need to perfect my technique on Normal. To know every trick in the book. To know the limits of what I can abuse.
__________________
|
|
2012-10-15, 13:44 | Link #267 | |||
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
|
Quote:
Quote:
I haven't had any problems with Ethereals yet. I mean they only stay in the command bridge which is pretty much locked until you've killed everyone and gotten there. Whenever I get to a door, I get everyone set up there SWAT style and then I bash the door down and slaughter everyone within. Because of that the Ethereal and his bodyguards have no chance. Quote:
|
|||
2012-10-15, 15:22 | Link #269 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
|
Quote:
No Satellites means no increased income, less radar coverage, more panics, etc. Your troop battles are just the means to get more money so you can get more satellites. And don't forget, try to use story missions like the Alien Base Assult strategically. To decrease panic globally when there is no other way.
__________________
|
|
2012-10-15, 15:46 | Link #270 |
AxS HxM TxA RxS JxK HxM
Join Date: Jun 2009
Location: akihabara :D
Age: 36
|
All right. Also, is it a good idea to grind promotions and monthly salary in impossible difficulty after spreading satellites all over the globe. I did it on normal, so long as I ignore the priority research and 99 of my squadmate reached Col. ranks.
__________________
|
2012-10-15, 16:56 | Link #271 | |
Senior Member
Join Date: Apr 2004
|
I've learned two things today, so I thought I would share it with you guys:
1. DO NOT IGNORE THE ROOFS. 2. DO NOT IGNORE THE ROOFS. I know that's technically one thing but it's a big one so I thought I'd mentioned it twice. Seriously though, nothing is more fun when a Sectopod falls from the sky in the middle of your team, outflanking everyone and firing its BFG Laser gun at the nearest target (15 damage critical hit, she survived with 1 hp left) Luckily I had two heavies with the anti-robot ammo in my team. Later in the same map (yup I'm stubborn like that) a Muton Elite pulled off the same trick. No one got hurt because it was the end of the turn for him. It's almost like the aliens were watching Batman before I took down the ship. Quote:
Anyway research wise tech rush to Carapace Armor (alien materials -> Carapace Armor) as it will increase the survivability of your squad considerably. Construction wise: set your base in a continent where you get at least one engineer at the end of month; when you get the abduction go for engineers as reward. In the beginning of the second month you should have 10 engineers and thus you can build a second uplink (make sure it's next to the first uplink for the extra satellite slot) As friendly reminder: it's okay to lose countries. Instead of trying to safe everyone just prioritize who you want to safe and who you want to abandon. For example South America is useless both in terms of the continental bonus and the amount of money they give so ignore it. On the other USA, Russia, all the $100 countries and Africa are important because of the continental bonus (in Africa's case) or the high amount of money they offer.
__________________
|
|
2012-10-15, 19:55 | Link #272 |
Miria's #1 Disciple
Join Date: Apr 2007
|
I have to disagree very strongly about South America's continental bonus being useless. It shaves off almost an entire month of research time, and lets you get access to many valuable bonuses for only 2 satellites
Typically, I'd recommend starting in North America for the starting cash and air force bonuses, then getting South America next to maximize the bonus. I also personally went the opposite approach that people seem to favor here. I believe Laser weaponry and Scope are far more valuable then the defensive mods at the start. The extra damage and higher hit chance means you can outright kill threats before they even get a chance to return fire of you are positioning properly. Of course armor is still extremely important, but I would say at minimum you should have Laser Weaponry done before the first terror mission, otherwise the Chrysallids will tear your team apart.
__________________
|
2012-10-16, 03:11 | Link #275 | ||
Senior Member
Join Date: Apr 2004
|
While true it's a lot easier, faster and cheaper to get laser weapons than plasma weapons especially early game.
Quote:
Meanwhile you can get $250 by launching those satellites over Europe (Russia and Germany/UK) or go to Africa for $180 (Nigeria/South Africa) and you'll be 2/3 there for the African bonus. Following your suggestion makes the game unnecessarily harder. Quote:
__________________
|
||
2012-10-16, 04:00 | Link #276 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
|
Spoiler for end:
Now for some bonus info: Mind Control is a silly skill. Unlike the original Xcom, the controlled enemy can't move immediately and as such had to endure being a giant target for the enemy's turn. This means it usually wouldn't live long but is useful as a distraction. In original Xcom, someone who just broke out of mind control would still be stunned for one turn. This allow you to kill them. But in the new game you can't shoot the controlled enemy and as such you get in trouble when it breaks free... and then immediately shoots you in the face. Finally, an unusual discovery; because of the way the game is programmed, any unit that is currently mind controlling a unit is immune to mind control himself for the 3 turn duration. This is because the game was not programmed to deal with that eventuality, so the game just forbids you from doing so. This does mean you get a way to have mind control immunity for the final battle though.
__________________
Last edited by Vallen Chaos Valiant; 2012-10-16 at 05:15. |
2012-10-16, 05:23 | Link #277 |
Miria's #1 Disciple
Join Date: Apr 2007
|
Just saying what worked for me, I found Classic to be not that difficult, and am rampaging through Classic Ironman fairly easily as well.
Already up to the point were I have psychic soldiers and Titan + Ghost Armor, about to research into the specialized Plasma Weapons as well. I've only lost 4 soldiers so far and easily sweep aside the opposition in most missions. Heck, I only have 5 satellites in the air in total, though I have a few more waiting to be sent up once my Satellite Nexus goes online.
__________________
|
2012-10-16, 05:24 | Link #278 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
|
Quote:
__________________
|
|
2012-10-16, 06:55 | Link #279 |
Senior Member
Join Date: Dec 2004
Location: Portugal
Age: 44
|
Ok finished the game...
Had to load a save coz I killed a controlled unit(after leaving mind control) in the tunnel to the final boss and so my units couldn't pass... lol. Seems the ground got dmged. I didn't quite get what the aliens wanted. Anyone mind clearing that up for me? Kinda lacking ending.
__________________
|
Tags |
science fiction, turn-based strategy |
|
|