XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

The base defense in EW has one major difference, which is that you don't get a chance to distribute equipment at the start of the mission. This is a problem if that last time you changed your loadout you hit the "unequip all" button and your active squad isn't the one called into the mission. Most of the time it will be, unless you're doing something like gene-modding them.

Every time I've played the base mission it has always assigned me the top 6 ranked soldiers. Regardless of how they're kitted up or who you've been using as your primary squad. So I always just make sure those guys have at least carapace/lasers, with spare titans if I can afford it.

Played with a Mech for the first time in Enemy Within

slight spoiler I guess if you've never played.

Spoiler:

Punching an Ethereal through a walll and knocking him dead across the room. That was an unexpected treat

So I've started this up finally (backlog) and am having a lot of fun. My question is, does it always feel so pressured? I just want to run some easy missions, and level my guys up.. but I seem to be constantly bombarded with upgrades, special missions etc. What happens if I don't do the critical missions as they pop up?

It's a Managed Experience, and you never have control.

El-Producto wrote:

So I've started this up finally (backlog) and am having a lot of fun. My question is, does it always feel so pressured? I just want to run some easy missions, and level my guys up.. but I seem to be constantly bombarded with upgrades, special missions etc. What happens if I don't do the critical missions as they pop up?

It actually gets easier as you progress. At least until the mid-game, then the difficulty ramps back up. Or at least that was my experience.

El-Producto wrote:

What happens if I don't do the critical missions as they pop up?

Council Missions and alerts(abductions, UFOs, terror missions, etc.) need to be done right away. Story-progressing events like the alien base invasion or the various critical research/construction projects can be postponed until you're ready.

You might want to run it without the expansion a few times, and with the DLC disabled, just until you get the hang of combat. Enemy Within seems designed for players who have beaten the original a couple different times and with different difficulty settings.

kazooka wrote:

You might want to run it without the expansion a few times, and with the DLC disabled, just until you get the hang of combat. Enemy Within seems designed for players who have beaten the original a couple different times and with different difficulty settings.

I actually find the MEC units make the early game a good bit easier. It is great to have a unit with a ton of health who can do a guaranteed 12 damage turn after turn. Also it feels like you get more council missions so you end up with more cash, but I might be mistaken on that.

EriktheRed wrote:
kazooka wrote:

You might want to run it without the expansion a few times, and with the DLC disabled, just until you get the hang of combat. Enemy Within seems designed for players who have beaten the original a couple different times and with different difficulty settings.

I actually find the MEC units make the early game a good bit easier. It is great to have a unit with a ton of health who can do a guaranteed 12 damage turn after turn. Also it feels like you get more council missions so you end up with more cash, but I might be mistaken on that.

The council missions definitely dogpile you at the start if you have the DLC on. It doesn't stretch them out, it just throws several plot lines at you combined with the usual random stuff.

And yeah EU with no DLC is a very different game. EW makes the early game very hard and it expects you to make heavy use of MECs or gene mods just to get by.

Not sure how it is running n Classic, but my impression was it made Normal easier. The normal Council missions don't show up for a very long time if you've got Slingshot and EW running.

I haven't tried EW on Normal but Classic is definitely fast and furious. I'm almost certain the story missions just stack on top of the regular stuff, because my early game was jam packed with missions. Between the EW and Slingshot stuff, the UFOs and the abductions it got to the point where I couldn't get any research done between missions and I rapidly ran out of healthy soldiers.

In my current game I remember getting the council mission with the combat engineer right at the start. I know it was that specific mission because it always gives you 3 engineers, and that let me build an uplink a whole month sooner.

I'm sure the normal Council mission variants get postponed because I only started getting the annoying Engineer and Scientist escort missions after I started seriously dithering around kitting out my SectoidBuster business.

Maybe it's random after all.

This guy finished a run on Impossible Ironman without losing a single nation, soldier, or interceptor:

http://www.pcgamer.com/2014/01/31/wo...

I like to think I'm pretty good at X-com. Stuff like this is a little bit like thinking you're pretty fast in high school, then running up against that legitimate next-level athlete who smokes you without trying, and you realize that maybe it's time to start paying attention in chemistry after all.

kazooka wrote:

This guy finished a run on Impossible Ironman without losing a single nation, soldier, or interceptor:

http://www.pcgamer.com/2014/01/31/wo...

I like to think I'm pretty good at X-com. Stuff like this is a little bit like thinking you're pretty fast in high school, then running up against that legitimate next-level athlete who smokes you without trying, and you realize that maybe it's time to start paying attention in chemistry after all.

I've actually watched a fair bit of his run on the YouTube playlist and he gets SO lucky on some very critical situations that it's kinda hilarious. He survives situations on impossible that are more risky than one or two that caused an almost complete squad wipe for me when I was playing on normal, to say nothing of classic.

Well, he did stay up all night.

kazooka wrote:

I like to think I'm pretty good at X-com. Stuff like this is a little bit like thinking you're pretty fast in high school, then running up against that legitimate next-level athlete who smokes you without trying, and you realize that maybe it's time to start paying attention in chemistry after all.

More like the worlds luckiest XCOM player. The hardest part about beating Impossible is the first month where you are basically guaranteed to lose 1-2 nations unless you can build a satellite uplink and find the money for them. And to do that you MUST get certain missions early enough in the month so that you can beat the 10 and 20 day deadlines for construction and manufacturing. It can come down to being 10 credits short because you had to excavate one more tile.

Not to say that it isn't impressive. I barely squeaked by on my non-ironman Impossible run. But if you can get over the hump in the early game it's essentially smooth sailing from there. Especially if you leverage your gene mods to their fullest extent. Mimetic skin is pretty ridiculous.

Just finished the game for the first time - EW, Normal, Ironman. Didn't lose a single mission, but I'm seriously thinking of not doing Ironman when I try again on Classic. Really bummed to realize that I missed a live capture or two, which kept me from getting that achievement. Everyone who said the difficulty cools down at mid game is completely right. Still probably the best game I've played in five years. Loved the end of Exalt storyline, too. Good stuff.

Any advice for a Classic run-through?

Hehehe. Classic is a whole different ball if wax. Still follows the mid game cool down just harder to get there.

Aretz wrote:

Any advice for a Classic run-through?

Be a lot more cautious.

Also, you have way less money and no free starting officer training school, so spend carefully at first.

Aretz wrote:

Any advice for a Classic run-through?

Be a lot more cautious.

EDIT: double post for double caution!

Another piece of advice: warm up your personal four letter word generator. You're going to need it with thin men.

I started a Classic game and I don't know if I consider this fun. You miss too often, the aliens crit too much, and holy f*cking panic.

You joined Xcom, not the f*cking space boy scouts, Skippy. Man up and shoot back!

Also, three snipers? Thanks for nothing, rng.

I still think there ought to be an option where you can choose what classes soldiers go. I don't even mind waiting until they become a squaddie to choose.

That is one great thing about Enemy Within. Got too many snipers? Chop off their limbs and turn them into MECs!

EriktheRed wrote:

That is one great thing about Enemy Within. Got too many snipers? Chop off their limbs and turn them into MECs!

That is the only good thing about them. Until they reach COL. Then they are unholy killing machines.

Apparently there was a patch last wednesday with some bugfixes and balance changes. They made the first pistol foundry upgrade apply to Pistols and Laser pistols instead of just Plasma pistols. That one is the crit bonus isn't it?

The notes also mention changes to rebalance Mimetic Skin. I haven't fired up the game since the patch so what's different with the new version?

Are early mecs really terrible or is this just a "me problem?"

I made the jump from normal on EU to classic on EW and I used my early resources on a pair of mecs (mostly for the cool factor). I've since read a few posts denigrating their usefulness beyond normal. One of my mecs got killed by a *#&@ thin man. Then other went down so low on health that I had to heal and hold him back (or outright hide him) like a hero in starcraft single player. Do they get better? Because at this point, I'd rather just put the resources into gene-mods instead.

Thanks in advance.

Two early MECs are a staple of my early game on Classic and Impossible. They might die, but I have reserves, and even a Squaddie in a MEC can get a higher-ranked soldier out of a big problem with the flamethrower.

Localgod54 wrote:

Are early mecs really terrible or is this just a "me problem?"

I made the jump from normal on EU to classic on EW and I used my early resources on a pair of mecs (mostly for the cool factor). I've since read a few posts denigrating their usefulness beyond normal. One of my mecs got killed by a *#&@ thin man. Then other went down so low on health that I had to heal and hold him back (or outright hide him) like a hero in starcraft single player. Do they get better? Because at this point, I'd rather just put the resources into gene-mods instead.

Thanks in advance.

Since they have such high health, the tendency is to use them to scout out enemy positions. Or to stick them in the middle of a firefight, being the only soldiers not in danger of being one-shotted. But since they can't use cover, and since the earlier versions have no additional defense, that usually results in them taking multiple hits and exploding. You should be using them as a heavy response force. Keep them out of LOS, behind a building or something. Do the usual scouting by moving a soldier in behind heavy cover. Then, when you've identified enemy positions and taken out an alien or two, you bring your MEC out of hiding and run them in to punch an especially well entrenched alien to death. This puts them at some risk of getting shot, but it doesn't put them at ALL the risk of getting shot, which results in them surviving much, much longer than playing with the usual Juggernaut style.