XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

The aliens popping out of thin air are what put the final nail in the coffin of any hope I would finish the game on Hardcore. There is "hard" and then there is simply "cheating".

I am sure it is a bug rather than just the developers trying to mess with us!

I have a theory it is because the alien movement is only animated when in view. I've noticed that aliens that haven't seen me (visible via scanner, for example) seem to just teleport to a spot that's about a move away. Possibly the sudden appearances are just the code that decides if they're visible is wrong?

Sometimes they just appear out of thin air, even if my guys have full vision in all directions. They are often so close that when the annoying cutscene plays my soldiers are in the background! It might be teleporting, but they would have to start outside vision range and double-move in order to get that close.

A wizard did it.

Prozac wrote:

A wizard did it.

Sounds logical to me. Case closed.

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.

I've had a lot of visibility problems with sectopods. I think it's because they're oversized and take up multiple tiles, so the renderer gets confused as to whether I have LOS on them.

Of all the aliens to have problems seeing, sectopods are the worst.

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.

What kind of big alien? A sectopod? There is a definite bug where sectopods teleport.

Quintin_Stone wrote:

What kind of big alien? A sectopod? There is a definite bug where sectopods teleport.

Most often the teleportation is done by mutons but occasionally a sectopod will warp right into the middle of my formation, too.

I have had the sectopod teleportation issue as well. Mostly, it is no big deal anymore with my uber death squad though since they are pretty easy to deal with using either my assaults or my snipers or some combination thereof. The heavy can handle one on her own.

RE: Psi
So it looks like the higher you troopers rank before you submit them to Psi testing, the higher the probability of them having the gift.
I ground through several missions heavy with Support class to get one that had Psi.

RE: End game
Once you suit up a Psi trooper and place them in the chamber, do you have access to that trooper for final mission or is that trooper locked out?

RE: Weird Enemy movement
I personally think its a bug. The game has challenges with elevation. I actually had a mission where one of my troops ended up being buried under a hill.

CEJ wrote:

RE: End game
Once you suit up a Psi trooper and place them in the chamber, do you have access to that trooper for final mission or is that trooper locked out?

Spoiler:

Not just that you have access to them, but they are required on that mission and have to survive to the end.

CEJ wrote:

RE: Psi
So it looks like the higher you troopers rank before you submit them to Psi testing, the higher the probability of them having the gift.
I ground through several missions heavy with Support class to get one that had Psi.

Not necessarily; I've had psi-capable squaddies show up. This can become irritating if your senior psi troopers don't have high enough willpower to qualify for the final mission, because you end up having to babysit your rookie for a few missions to get that first set of important upgrades.

CEJ wrote:

RE: End game
Once you suit up a Psi trooper and place them in the chamber, do you have access to that trooper for final mission or is that trooper locked out?

MoonDragon wrote:
Spoiler:

Not just that you have access to them, but they are required on that mission and have to survive to the end.

Spoiler:

Holy crap. Ok - So I should be using one of my core guys for this?

RE: Foundry Upgrades
I upgraded my pistols but did not see much of an improvement with them. Has anyone else noticed this?

I started the finale and think that my squad is definitely too much for the task. The first wave never even got a shot off.

It was a sectopod. I knew he was around, but he disappeared then blam right on top of me and launched both attacks wiping me out.

Greg wrote:

It was a sectopod. I knew he was around, but he disappeared then blam right on top of me and launched both attacks wiping me out.

Did you ever think that maybe your men deserved to die because they were incompetent?

Spoiler:

That's what I used to tell myself after a squad member died on hardcore mode - especially if the whole team fluffed all their attacks!

The amazing disappearing sectopod trick is pretty annoying, but by far the most annoying glitch I have found is the "everyone is paralyzed for two turns" after your medic revives someone. That one sucks syphilitic donkey balls.

Paleocon wrote:

The amazing disappearing sectopod trick is pretty annoying, but by far the most annoying glitch I have found is the "everyone is paralyzed for two turns" after your medic revives someone. That one sucks syphilitic donkey balls.

Alternately the one where your hardcore Colonel is shot and incapacitated and then his body falls through the ground and out of sight.

Whoot! Finished my first game last PM. My original sniper (Headshot, Snap Shot, Gunslinger, Opportunist, Low Profile, In the Zone) was a little disappointing compared to my newer build (who didn't have Psi but had headshot, squadsight, damn good ground, disabling shot, opportunist, low profile, and in the zone).

Thanks for the help on the sniper builds. They made a huge difference.

I finished my game after procrastinating about that final mission. And considering how overpowered my squad was, the whole Ethereal taunting voice just seemed sort of silly.

The only damage I took at all was two points I took when I ran through a cloud of poison gas left over after I vaporized a thin man with a 20 point critical hit from an alloy cannon.

In the final stage, I ran a wave of four mind controlled Muton Elites up the stairs at the Uber Ethereal. This gave me the squadsight I needed for my two double tap snipers. They, naturally, worked their long range magic on the dude who just couldn't shut up.

I think the aliens, in total, got off 8 shots total. 7 of them were directed at mind controlled aliens.

Heh, that's better than they did on mine. I also only took 2 damage total, and even then it was only because I moved the wrong assault first and picked the one that didn't have lightning reflexes.

I was sort of bummed that my female Mexican heavy (the volunteer) ended the way she did. She rocked.

Paleocon wrote:

I finished my game ... The only damage I took at all was two points

I ended up with three troopers down; my two assaults got psi zapped and my cowardly heavy panicked ... twice.

In hindsight, two snipers would have been better than the two assaults though I relied heavily on the assaults to close with and kill the sectopods. Though, two snipers with the disabling shot skill can stun and then finish any I ran into.

*mutter* Should have ran more mutons into the final boss. Would have opened him up to my sniper and supports who hung back.

CEJ wrote:
Paleocon wrote:

I finished my game ... The only damage I took at all was two points

I ended up with three troopers down; my two assaults got psi zapped and my cowardly heavy panicked ... twice.

In hindsight, two snipers would have been better than the two assaults though I relied heavily on the assaults to close with and kill the sectopods. Though, two snipers with the disabling shot skill can stun and then finish any I ran into.

*mutter* Should have ran more mutons into the final boss. Would have opened him up to my sniper and supports who hung back.

Yeah, the two snipers with double tap and squad sight pretty much means anything you want dead ends up dead so long as you can trace line of sight. And running a bunch of alien shields at them gives you the ability to scout for the snipers with impunity.

I think my favorite encounter, though, was Mickey the Muton who survived two turns of direct and indirect fire from not one but two sectopods. He was reduced to a single health point before I ran him adjacent to one of the sectopods which blew up and killed him after two shots from one of my snipers.

Dr. Incurable witnessed part of the carnage and stated that I violated the spirit of the game by going into the final mission with such an overpowered squad. It was sort of hard to argue with that considering.

The only real danger of hostile fire at my squad seemed to be the shot aliens would get on the turn their mind control expired. I dealt with this mostly by getting them killed by other aliens, suicide bombing using alien grenades, and the occasional fusion launcher rocket.

I never got fusion launchers, since I don't think I ever took down a battleship. Always seemed weird that I couldn't upgrade the rockets.

For the record, this was my game of the year.

wordsmythe wrote:

I never got fusion launchers, since I don't think I ever took down a battleship. Always seemed weird that I couldn't upgrade the rockets.

For me, at least, the battleship missions were more difficult than the overlord or temple ships or the alien base missions. Part of it was because of the way doorways were configured to funnel you. In particular, the area with the large courtyard where you will most likely encounter multiple sectopods and a firing squad of mutons and heavy floaters is more than a bit difficult to manage without either ghost armor or mind control.

I've been stuck on a downed battleship in my latest game for a while. I've wiped several times and reloaded from the start (I know, against the spirit of the game, sue me. I've already lost about thirty soldiers at this point, and was rolling with my only two colonels and a bunch of squaddie-sgts.), but something always screws up. Last night I made it to the room you're talking about with my whole crew intact and uninjured after managing to swarm a single sectopod in the previous room (Three watchtowers over a large empty aread with ramps leading down to the two funnels into the next area). Everything was going well, we had exposed a Muton Berzerker and his two handlers and a Cyberdisc, but it looks like we would be able to pull the mission off. Suddenly, I can't move or shoot with any of my squad, but i can move the cursor around and get info on the current soldier. Couldn't even bring up the menu. So frustrating.

bighoppa wrote:

I've been stuck on a downed battleship in my latest game for a while. I've wiped several times and reloaded from the start (I know, against the spirit of the game, sue me. I've already lost about thirty soldiers at this point, and was rolling with my only two colonels and a bunch of squaddie-sgts.), but something always screws up. Last night I made it to the room you're talking about with my whole crew intact and uninjured after managing to swarm a single sectopod in the previous room (Three watchtowers over a large empty aread with ramps leading down to the two funnels into the next area). Everything was going well, we had exposed a Muton Berzerker and his two handlers and a Cyberdisc, but it looks like we would be able to pull the mission off. Suddenly, I can't move or shoot with any of my squad, but i can move the cursor around and get info on the current soldier. Couldn't even bring up the menu. So frustrating.

Yup. Had that happen too. And my squad didn't unfreeze for two more turns which gave the heavy floaters enough time to throw no less than three alien grenades at my squad.