2012-10-21, 03:21 | Link #341 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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I already finished the game in Asia Normal so restarting on NA as a Classic seem to be a good idea anyway. The concept of "just selling everything on grey market" to get 3 satellites by the end of the 1st month seems like a task for a savescummer like me.
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2012-10-21, 04:20 | Link #342 | |
lost in wonder forever...
Join Date: Mar 2003
Location: edge of my dream in the land of twilight...ZzzZzZ
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There are multiple ways to engage a Sectopod depending on what kind of squad you bring. - If you have a sniper with squadsight I suggest having him be the damage dealer against the Sectopod. Move your entire squad back out of LOS while only having one unit spot for you each turn till you kill it. Make sure to move your spotter in and out of sight each turn. If you have disabling shot, I highly suggest you use it as it negates any firing action on the target for 1 turn giving you the chance to unload everything you got at it. - Heavies work really against Sectopods if you got the right abilities. Supressing the target helps increase team survivability and if you have two heavies the negative Aim effects stacks on the Sectopod (-60 Aim hehe). If you got heat ammo it'll increase all damage done on mech units by 33% which is quite big. I had heavies with do 15-30 damage on Cyberdisk and Sectopods. Kills Cyberdisk in 1-2 hits and 2-3 on Sectopods. - Using Assaults are risky if you don't them backup against a Sectopod. As you already know Assaults do more damage the closer they are to the target which means you got to get to it first. This itself is rather danagerous as Sectopods have infinite (I think..) reaction shots. If you try to charge the target from longest distances you'll likely be shot to death before you reach it. I recommend sneaking up to out while out of sight or close in on it if you had a sniper disable it for the turn. Rapid fire ability will most definitely be useful if you get real close to the target. - If you got a Support unit with the dense smoke ability it'll give your units +40 defense in additional to whatever cover your behind. If you're out in the open against the Sectopod with little cover I suggest using snipers and heavies, but if you're in close quarter situations then I suggest heavies, assaults support. Remember to try not to bunch up when fighting Sectopods as their main weapon can damage adjacent things. It'll hurt fellow soldiers and destroy your cover.
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Last edited by Wandering_Youth; 2012-10-21 at 04:30. |
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2012-10-21, 04:24 | Link #343 | |
A random-man
Join Date: Aug 2009
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So much for the "Backup" |
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2012-10-21, 05:50 | Link #344 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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I find t interesting to hear that if you give Suppression, HEAT Ammo, Danger Zone and Mayhem to a Heavy, she can Suppress a Cyberdisc or Sectopod from maximum range and still inflict guaranteed 6 points damage to it and OHKO the drones near it.
The guaranteed 6 damage against robots is what interests me. It might be what makes the difference when the Heavy can't get close enough and couldn't fire a rocket. *And the guaranteed 3 damage for other enemy units would be good for capturing aliens.
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Last edited by Vallen Chaos Valiant; 2012-10-21 at 06:04. |
2012-10-21, 07:17 | Link #345 |
lost in wonder forever...
Join Date: Mar 2003
Location: edge of my dream in the land of twilight...ZzzZzZ
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Yeah, I love suppression especially on classic mode where the enemy has "unfair" accuracy. It's a great backup ability if you failed to kill the alien on your turn and it definitely great for reducing the target's it's threat level so you can capture it more easily.
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2012-10-21, 07:31 | Link #346 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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Shouldn't the soldier be already dead or driven nuts by the pain?
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2012-10-21, 09:11 | Link #347 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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Trying the 3 Satellite Rush in Classic. To get enough money for 2nd uplink before March 17th, I needed to sell an intact energy core from the first UFO mission. Pity I don't have easy steam access.
Amusing that this is easy on Normal, but still possible on Classic. There is JUST enough power in Classic (30) to have two uplinks and a workshop. Normal give you 37 power would is more than enough. To explain: Start in America, excavate to the right of the elevator immediately if it isn't open. Don't spend or buy anything and just fast forward to first abduction mission. It needs to happen by the 10th or you can't do this trick. Pick Engineers as reward (If you savescum, try to get at least moderate difficulty as well if not Hard, to get more loot.). Do not blow up any loot. After mission, build Workshop in excavated space. Then sell anything and everything in the Grey Market to get $231 total. Use that money to build three satellites. By March 16th you should have had a UFO mission. On Classic you really should savescum until the UFO had an intact power core. Sell everything and anything to get $150, so you can build a 2nd Satellite Uplink next to the one you already got. If you manage this, you would be able to have three Satellites ready to be deployed on the final day of the month, just before payday. You can use them to grab all of Africa if no one is in the red. Or otherwise use the three satellites to save yourself. Just remember to launch them all before payday so you would swim in cash.
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Last edited by Vallen Chaos Valiant; 2012-10-21 at 10:41. |
2012-10-21, 19:02 | Link #349 | |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
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Quote:
Satellites snowball. Cheers.
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2012-10-21, 23:26 | Link #350 |
Moderate Haruhiist
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Just a quick question for fellow players: when do you screen your soldiers for Psi-competency? When I first got the Psi-lab, it was obvious how the higher-rankers went first, but these days I usually screen them when I get them... Which means that the results I get are kind of a mixed bag, especially considering the low Will every squaddie starts out with (around 50 or so). Now given some save-load abuse, I can get squaddies with talents off the bat, but recently I've been getting zilch (been trying to get another Psi-sniper).
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2012-10-22, 01:11 | Link #351 |
Junior Member
Join Date: Oct 2012
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Hello fellow xcom fanatics!
Thanks for all the great info, got a question Give the following situation, which of the 3 country would you send your team on? Keep in mind, I will have all 10 satellites by end of the month, so I do have a slight flexibility. i'm thinking of doing the UK mission, and send the 6 satellites to fully cover africa and asia by end of the month, and i will have 1 more for flexibility, but I want to know your expert opinions =) |
2012-10-22, 01:39 | Link #352 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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What is your game difficulty?
In general one always choose the abduction mission in Asia or Europe because it affects the most number of nations. In your situation I would pick India because it has a greater overall panic reduction effect than UK. Then at the end of the month completely cover Africa (for the bonus) and use the left over satellites on the nations going Red in Europe and anywhere else. Nations that go into red can't leave until the start of the new month (Just don't reject a terror mission outright), so you can delay any satellites until then. Once you survive this month with ten satellites up, you pretty much won the game. Try to give as many Continents full coverage as you can next month, leaving Asia last because you already got their bonus.
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2012-10-22, 09:29 | Link #353 |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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Playing through Classic in the first month I lost India as I instead sent a sat over Canada as it was in the red...
So far I'm holding ok but we'll see as the months go by. |
2012-10-22, 10:11 | Link #354 | |
Junior Member
Join Date: Oct 2012
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Quote:
You make a good point, reducing panic in India would help more than others, I'll try that. Also got the alien base reduction I can utilize anytime, so always keep that in mind for any of your games. |
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2012-10-22, 11:03 | Link #356 |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Finally, after 4 aborted tries and much blood, sweat and tears later, I finally finished Classic Ironman!
This is how the final assault was won: Also, a random moment from earlier in that playthrough. On a Supply Ship, I had gotten my team into position in front of a door for breaching. I open it, and this popped up: The best thing about this Classic Ironman playthrough though? I only lost 3 guys in the entire campaign: two no-kill Rookies, and my top Support guy named Auguri Buonano, who got killed after capturing a Berserker because his partner panicked and couldn't bail him out of a flanking Muton. Not losing men on Classic is actually quite easy once you've nailed down the essential tactics necessary to do so. Well, that was after my 4 previous attempts ended up in an all injured Barracks roster and inevitable defeat on the horizon.
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2012-10-22, 11:55 | Link #357 |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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I learned that you need to keep your squad together but not too close. Especially in ship to ship combat.
On Classic where the enemy has nearly 100% accuracy it's better to fall back after seeing the aliens and setting up a defensive position. This forces the aliens to engage you on your own terms and you stand a better chance. BTW Lowe are your guys all using Titan armour? |
2012-10-22, 12:45 | Link #358 | ||
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Quote:
Also, nearly 100% accuracy is an exaggeration. Sure they're accurate, but that's the nature of probability. I've had flanking shots against me miss before, though I never count on that happening in my tactics. Quote:
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2012-10-22, 13:52 | Link #360 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Quote:
Edit: Just did a quick test, and no, it appears that not even a complete squad wipe will make you lose equipment.
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science fiction, turn-based strategy |
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