XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

Vega wrote:

Nope, no penalties for those little provide X number of rifles to this country type of requests if you don't do them.

Indeed, there's no penalty for ignoring those requests. Actually, I'm pretty picky about which ones I fulfill, especially when they start asking for things that require elerium or UFO components to build.

Vega wrote:

Nope, no penalties for those little provide X number of rifles to this country type of requests if you don't do them.

I really look forward to you completing the game and seeing your final stats screens. I think you may have a record for the longest running game. What month and year is your game in?

I haven't been paying attention to that, but considering how much cash I have been able to amass by keeping the alien problem on life support, I think I should become the poster child for the XCOM-Industrial Complex.

Paleocon wrote:

The escorted the Argentine scientist mission was a psi killfest as thin men are both weakwilled and physically fragile. And the combo of six psionic troopers with either ghost or archangel armour pretty much meant I could count on three psi kills per turn.

I used a similar council mission for bomb disposal to level up some of my new recruits. I need to develop more Assaults with Psi.

If you add a second Psi Lab (can you add a 2nd Psi Lab), can you test more troops or is it locked at 3?

You can't add a 2nd Psi Lab for some reason.

Ok. So how does experience work? Is it only kills (i.e.: let the squadies take the killing shot) or some combination of activities?

Having taken my squadsight sniper out on another mission, I have come to the conclusion that you are all mad. Move and shoot combined with In the Zone is the best set up for snipers. My snipers with move and shoot have a miles higher average kill rate than squad sight and the missions where I have taken squad sniper along, I have had more men killed on my side because they cannot adopt to the on going mission quick enough for my liking and they will never be able to rack up 3+ kills per turn that are so common with In the Zone.

onewild wrote:

Having taken my squadsight sniper out on another mission, I have come to the conclusion that you are all mad. Move and shoot combined with In the Zone is the best set up for snipers. My snipers with move and shoot have a miles higher average kill rate than squad sight and the missions where I have taken squad sniper along, I have had more men killed on my side because they cannot adopt to the on going mission quick enough for my liking and they will never be able to rack up 3+ kills per turn that are so common with In the Zone.

Squad sight is nice but the ability to move and shoot is key. Especially when you combine with archangel armor.

CEJ wrote:

Ok. So how does experience work? Is it only kills (i.e.: let the squadies take the killing shot) or some combination of activities?

Filthy skimmer! We just answered this questions on the previous page! (Yes, it's kills and completed missions, and that's it.)

Snap Shot is nice, but the ability to shoot without having to move is key, especially when you are already in an elevated position with a good field of fire. Snap Shot is probably better indoors, but a Gunslinger does just fine with a pistol, and Squad Sight lets you take pistol overwatch shots from across the map. Mostly though, my feeling is that if you were planning to flank and shoot, you should be taking another Assault instead.

Itsatrap wrote:
CEJ wrote:

Ok. So how does experience work? Is it only kills (i.e.: let the squadies take the killing shot) or some combination of activities?

Filthy skimmer! We just answered this questions on the previous page! (Yes, it's kills and completed missions, and that's it.)

Snap Shot is nice, but the ability to shoot without having to move is key, especially when you are already in an elevated position with a good field of fire. Snap Shot is probably better indoors, but a Gunslinger does just fine with a pistol, and Squad Sight lets you take pistol overwatch shots from across the map. Mostly though, my feeling is that if you were planning to flank and shoot, you should be taking another Assault instead.

Yup. This.

Squad sight and double tap with archangel armor basically means that you can clear a late game alien terror map (complete with sectopods, heavy floaters, and muton elites) in four turns or less.

There is a saying among professional snipers that distance favors the marksman. Squad sight allows you to exceed your sighting distance and effectively make the entire map your killing ground. Moreover, it allows you to take exposed firing positions that present tremendous tactical advantage (e.g.: height and line of sight) without giving the enemy any defensive recourse (return fire).

If you want troopers to kill at sighting distance, bring more supports, heavies, and assaults.

Well, both of the assaults made major last night, so I now have just about the squad I want to take on the final mission. My colonel level sniper also got her Psi promotion to third level as well. This gives me the ability to mind control up to five enemies at once now (one of my troopers took the telekinetic field ability).

I find that mind control is a bit problematic though as you don't have a convenient way of dispatching the aliens in your thrall. Blowing them up with alien grenades takes time as they only do 5 points per grenade and each Heavy Floater or Muton Elite usually has HP in excess of 15 points. Additionally, when they come back out of mind control, they are almost necessarily in sighting distance of you and able to fire upon you that turn. I find it is usually best just to run them into an alien ambush and watch as they get slaughtered by enemy fire.

I finished the big communicator thing and revealed the enemy mothership. After shooting it down, I have set up for the assault. I hope this goes off more smoothly than the raid to get Bin Laden.

To improve Psi, you need to make kills with Psi? or just xp as previously skimmed?

CEJ wrote:

To improve Psi, you need to make kills with Psi? or just xp as previously skimmed?

I don't claim any true knowledge, but it certainly seems like you need to use psi powers.

MikeSands wrote:
CEJ wrote:

To improve Psi, you need to make kills with Psi? or just xp as previously skimmed?

I don't claim any true knowledge, but it certainly seems like you need to use psi powers.

Psi ranks can only be unlocked by gaining psi-specific experience, which is earned from using psi powers. Whether you just need to use them on targets, whether they live or not, or whether you must kill them, I don't know.

I'm convinced my classic game hates me. I've done round after round of psi training and all I get is 2. I've tested maybe, 20 people. *sigh*

I had to test about 80 before getting 8 psi talented troops. They tend to come in clumps though. I ended up with four psi snipers in a row.

I built the hyperwave relay and shot down the overlord ship but found the resistance lighter than expected. The ethereal looked cool but colonel level assaults with alloy cannons are just too much for them to handle.

I am building the gollop chamber and resting the killer psi team for the Superbowl. I figure the non psi colonels that got me here can take care of the nuisance scout craft.

Also, the inventory of threats you get as a result of the Hyperwave Relay really makes missions almost too easy. When you know exactly how many and what kind of threats you are facing, you have a decided advantage you didn't have before.

One more thing. Though I really love this game, I don't find it to have the level of creepiness that the original had. Part of it is the music, but also, the atmospherics like the bizarre flying kidneys and inexplicable coral reef rooms in the original made for the stuff of nightmares.

Paleocon wrote:

One more thing. Though I really love this game, I don't find it to have the level of creepiness that the original had. Part of it is the music, but also, the atmospherics like the bizarre flying kidneys and inexplicable coral reef rooms in the original made for the stuff of nightmares.

This may be an age thing. You're older and desensitized to a lot of this now.

I really like the art work that went into the ethereal. I just need to try and capture one now.

BlackSabre wrote:

I'm convinced my classic game hates me. I've done round after round of psi training and all I get is 2. I've tested maybe, 20 people. *sigh*

I had a good start with 3 of my 4 top guys being gifted. The counts have come down alot following that initial run.

Side note: I am lousy with Heavies and Snipers. Support and Assaults are my focus now (Run and Gun + Rapid Fire + Ghost Armor are excellent in dealing with Sectopods - Thanks for the tip )

BlackSabre wrote:

I'm convinced my classic game hates me. I've done round after round of psi training and all I get is 2. I've tested maybe, 20 people. *sigh*

I had this same problem on my Iron Classic run. Only one of my Colonels was psi, the second psi was a green squaddie. I ended up just taking the one psi Colonel on the final mission last night.

Paleocon wrote:

I ended up with four psi snipers in a row.

Psnipers?

CEJ wrote:
Paleocon wrote:

One more thing. Though I really love this game, I don't find it to have the level of creepiness that the original had. Part of it is the music, but also, the atmospherics like the bizarre flying kidneys and inexplicable coral reef rooms in the original made for the stuff of nightmares.

This may be an age thing. You're older and desensitized to a lot of this now.

I really like the art work that went into the ethereal. I just need to try and capture one now.

BlackSabre wrote:

I'm convinced my classic game hates me. I've done round after round of psi training and all I get is 2. I've tested maybe, 20 people. *sigh*

I had a good start with 3 of my 4 top guys being gifted. The counts have come down alot following that initial run.

Side note: I am lousy with Heavies and Snipers. Support and Assaults are my focus now (Run and Gun + Rapid Fire + Ghost Armor are excellent in dealing with Sectopods - Thanks for the tip )

If they have squad sight and you have them dressed in flight suits, outdoor scenarios are pretty damned easy. All you need to do is send them up to max level in the middle of the board and save their move until last. That way, if your troops spot an enemy and lack the firepower to deal with it alone, the snipers can usually do the work for you. If you have doubletap along with that, there is just about nothing two flying snipers can't deal with. I have even taken out a sectopod with one sniper using headshot+regular shot using doubletap.

I think I have completed the tech tree so capturing an ethereal will likely not give me anything other than the steam achievement, but I am tempted to do so just to see the cutscene.

Just finished the game, last mission is a bit dull really and never really felt in danger of losing anybody. I was just playing on the default difficulty setting though.
Also anybody played any multiplayer?

FuriousDave wrote:
BlackSabre wrote:

I'm convinced my classic game hates me. I've done round after round of psi training and all I get is 2. I've tested maybe, 20 people. *sigh*

I had this same problem on my Iron Classic run. Only one of my Colonels was psi, the second psi was a green squaddie. I ended up just taking the one psi Colonel on the final mission last night.

Yeah, in contrast, my normal game I got about 10 PSI troopers. So, it's either random, or Classic just reduces the chance of getting PSI troopers. I probably should finish my classic Ironman game. I'm close to the end so I should just put the nail in it.

So I return to Australia and finally have the chance to play this.

I think I will play for a bit before delving too deeply into this thread. I got my ass handed to me in multiple pieces in my first terror mission and so far I am loving this.

dejanzie wrote:

Just finished my game on Normal. Funny how my stats were all so close to the world average. Except for the time spent in-game, that is. I finished in 215 days, world average being 250.

I'm done for now I think, on to the pile. For now this is my Game of the Year.

Same here. I took more turns per mission, but I figure that's partly because my troops were heavy on snipers and heavies (I think I had two support, one assault out of 13 total). All said, Classic seemed pretty easy to me. Maybe I'm just good at slow and methodical.

I don't think I ever saw a supply ship.

Also, I can't remember a time where I captured an alien weapon. Maybe I just got so used to them always exploding that I stopped looking. I skipped lasers entirely, though, and had a small enough crew that I wouldn't have noticed an extra couple non-special weapons.

wordsmythe wrote:

Also, I can't remember a time where I captured an alien weapon. Maybe I just got so used to them always exploding that I stopped looking. I skipped lasers entirely, though, and had a small enough crew that I wouldn't have noticed an extra couple non-special weapons.

When you use an arc thrower to capture an alien alive, you also capture its weapon (unless it's an alien type that doesn't carry a weapon, like a Berserker).

Also, if you mind control an alien and he perishes at the hand of another alien, the weapon he had is recovered at the end of the mission unharmed. Apparently, unlike their un-psi-addled counterparts, those mind controlled mutons lack the discipline to destroy their weapons before dying.

Paleocon wrote:

Also, if you mind control an alien and he perishes at the hand of another alien, the weapon he had is recovered at the end of the mission unharmed. Apparently, unlike their un-psi-addled counterparts, those mind controlled mutons lack the discipline to destroy their weapons before dying.

Didn't much matter at the end of the day. Top-level team of 2 heavies, 2 snipers, an assault and a support made the final baddie into easy pie.

Paleo, you may not enjoy the final fight, given how OP your troops are. I only had one in ghost (two in psi suits), and no mind shields, but it was still pretty trivial. I did have to throw up smoke and the tele-field to save an over-exposed sniper once.

I lost two squad members because a really big alien just appeared on top of my guys. Is this one of the bugs? In the same mission, my sniper had the alien seen indicator on the HUD for the vast majority of the mission when in fact there was alien.

Greg wrote:

I lost two squad members because a really big alien just appeared on top of my guys. Is this one of the bugs? In the same mission, my sniper had the alien seen indicator on the HUD for the vast majority of the mission when in fact there was alien.

There's a known bug that causes the indicator to linger if you spot a new alien but it's killed by someone else's overwatch fire. This happens a lot with Squad Sight snipers.

As for aliens suddenly appearing amidst your group, I've had it happen rarely. Usually my overwatch guys all immediately fill the area with hot plasma, so it usually isn't a problem. That said, I think it happens because of scripted spawn triggers, weird clipping errors, and the hidden movement stuff (active aliens that start their movement outside of your vision radius).

To be honest, the suddenly appearing aliens have never bothered me. Every time my guys are already in range and normally make short work of it.