Discussion in 'RPG, Simulation, Strategy and Others' started by Drac, Jun 16, 2012.
Derp... ..plays for two hours without saving then game crashes.
Go to settings and click auto-save.
Just lost my ace sniper after a blue-on-blue mind control event. . 30 missions and 60 kills.
The in/out zoom on multistory maps is driving me insane. Helps to rotate the map if you cant get that tricky square with full cover near the ledge.
Anyone worked out line of sight rules and cover? If i have an alien at my 45 degrees, do i stand to the left or ignt of cover, or stand on the corner of the cover even though it shows no shields?
I feel your pain.
The cover HAS to show shields when you enter it or you're not in cover even if you think the alien can't see you it might bug out and get a free shot. Aside from strange bugs, if a line drawn between you and the target (or vice-versa) intersects the cover your unit is stuck against it will have full effect. Ie 5% vs 90% does not matter.
Low cover is worth 20 points (-20 aim to enemy) and full cover is 40 points. Hunker down I think gives another 20 but am unsure as I've never had an alien hunker down to know.
A Sniper with Low Profile and Damn Good Ground that is in full cover with a height advantage is going to be damn hard for the aliens to actually land a hit on as they'll have 70 Defense. Add Dense Smoke and they'd be virtually untouchable with 110 Defense!
Conversely for you to actually hit the damn aliens, particularly the Muton Elites and other hardened aliens that have 30 Defense in the open, you want all the bonuses you can get. Flanking is ideal as it also confers a bonus to critical chance, but aside from that the SCOPE is something all my troops have in general for +10 aim and eventually the bonus crit chance.
With a controller you click the Left Stick for these sorts of details in any given situation.
Hope that helps some.
A tip I've always half realized but only just confirmed. Pigeons!
If you see a group of pigeons they are tied to a group of aliens. So if you scare the pigeons that will immediately trigger a corresponding group of aliens. It is of course possible to come across those same aliens without triggering the pigeons but it's something worth being aware of.
One thing i learnt quickly was if sectoids are using telepathy, dont waste your time on the sectoid with the bonus, go for the the one using telepathy and kill them both..
..gave up on normal, so got to play classic and ironman, its much tougher to beat and you really do need to make all available use of cover! But so close to the original its frustratingly fun..
So, I got I've got a full squad of colonials AND 2 Psi soldiers. Guess, what I managed to do on a mission after not losing a soldier since...well a long time. Yep, you guess it, both died (the only two). Oh well, got another one, and I have 90 soldiers to keep on testing, so I will get that full squad of Psi's before the final battle (im dragging it out).
^^ normal Ironman - easy mode unless one stuff's up ;-(
Yeah that works wonders. I haven't paid attention to see if the soldier gets credit for both kills or just the one, but hopefully it's both.
I did the same on my Normal Ironman playthrough. My Classic Ironman one I just went with 2 Psi soldiers with Mind Control.
I have no idea how you do it. on my third game at normal, my guys keep dropping like flies and I use all the full cover I can find. I got so sick of losing I went back to easy mode. Even, I lost a terror mission that lost me Brazil. I have NFI...
Patience is the key. As soon as you decide you'll just dash ahead it tends to end badly. The only time you should dash is if you're trying to move up to the battle front and get into full cover. You also need to accept you're going to loose troops, and even need to sacrifice rookies to save your veterans at times. My CI game I lost 41 soldiers including two Colonels.
The meta game, what you do in terms of engineers, etc is important too. One thing I do is always pick the mission with engineers the first time you have a choice, since you can't see the relative world panic levels, and on about day 6 (after you have the extra engineers to reduce it's cost) you should have your 1st satellite building so you can deploy it at least 4 days (it takes that long to deploy) before the end of the month. That way the 2nd month you'll have the extra income it's coverage provides.
And don't get me wrong, I've abandoned more than a few CI games too. Particularly lately as my goal is to better my score there is no point playing them through if I can't get a good start the first month.
And on saying that the first few months is the toughest. If you can get 5 or so countries under you control you're in a much better position to survive. NOTE: You don't need every country to win the game. My CI game I only had 9 and lost the rest!
It's also a bit of a tech race. Skip Beam Weapons if you possibly can and go for Light Plasma Rifles (capture a Thin Man) instead is another tip there.
My initial research goals:
Weapon Fragments (build SCOPEs) -> Xeno-Biology -> Arc Thrower -> Light Plasma Rifle
Alien Materials -> Carapace Armor -> UFO Power Source -> Elerium -> Titan Armor
Hope that helps.
That is the best advice, patience is definitely the key! Never dash unless you know its safe to do so..
Woot! After game crashes for the first week, I've finished normal Ironman. Two things I will note about the ending a) too easy b) I liked the ending. I was imagining a harder fight though.
Things which worked for me;
1. 2 lightening reflexes assault troops.
2. 2 snipers.
3. 1 heavy.
4. 1 support with 3 * medkits (not that I really had to use the medkits).
It helped they were all colonials except for the heavy who was a sgt.
The assaults always went first. The snipers than just go bam bam (took down 6 aliens with only both snipers in one turn (col rank).
Looking forward to the challenge of classic Ironman now.
Another thing I've only recently found out (and because I only misclicked) was that you can still build your satellites even if you dont have any available uplinks!
Fair enough they warn you, that you wont be able to deploy them, but when I went into the build screen with the warning and the red text I thought I couldnt even build/buy them... :w
Still loving it
Yes a good point. It's 20 days to build them and 14/21 days to build an Uplink/Nexus so it's often good to have them built when your Uplink/Nexus is built rather than 20 days later. Assuming you can afford it of course!
Astro: use full or half cover (obviously); never dash, use over watch.
When you do engage, fire with your safest troops at the rear first. If they manage to take out all or most bad guys then your front line troops, whom maybe caught off-foot, will have time to fall back or run for cover. Whittling down the field with your rear-guard will provide more palatable options for your front line troops often facing death.
And after moving, use overwatch. Like, ALWAYS.
Great advice guys, but that's how I've been playing. Alway using OW, nearly never dashing and using all the cover I can. Somehow, those bastard aliens tend to shoot my guys even behind full cover, whilst my guys can't shoot the broad side of a spaceship. No matter what I do, I seem to always get 2 green troops panic at the first sign of pressure, rendering my defense almost useless.
It's starting to loose it's appeal when it seems like the game is cheating...
What difficulity level are you playing, Astro?
I started on Classic Ironman (since I played the original) and was killed really quick, so I went to normal and having a "blast"
With full cover your squad can still get hit, but I dont think they will get a crit hit on them. With panic you will get that a lot with rookies, once you have a decent team they "should" panic less
Funny how you hear alot of reports of the game getting easier as you get further into it.. ..shouldnt it be the other way round?
I remember the same with the original though lol
Yeah the game has definitely gotten a lot easier for me as it's gone on. I was struggling on each and every mission (but winning) requiring very careful and strategic choices before even going in, then the very slow tactic of creeping forward in maximum cover with full overwatch.
But now with Titan armour and Plasma Snipers with squad sight, I could almost rambo some encounters (almost) as a dual sniper squad pretty much act as scouts, and there's little that can take two direct (with criticals) hits from the camping snipers at the rear.
I tend to go in with two assault units with lightning reflexes, a heavy and a medic/support backed with the snipers. Send the heavy and medic forward into a known area and set to overwatch, set the snipers to overwatch and leapfrog the assaults in with run and gun. They'll often startle a mob of baddies, and before the mob can run to cover, they've been wiped out. Then leaves me time to either finish them with the assaults, or set them to overwatch. Rinse and repeat.
I've got to say, I must be the slowest player here - I've played it every day since launch, and still haven't finished it Only lost a few troops, mostly rookies, but take it very slowly. Looking forward to completing it, installing a mod or two and trying it on a harder level.
Just remembered - the reason I struggled so much early on was a lack of cash. But now that the squads are kitted out, I've often got over a grand in the account with not much more to buy/build. Until I capture that next baddie and start a new tech tree