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XCOM: Enemy Unknown |OT| Neo GAF is Under Alien Control

Just so we're all on the same page for the last room:
You only need to take out the main, super ethereal guy. As you may have noticed, the enemies in the entire level, apart from the sectopods, are his projections. You only need to retain enough firepower to take him out in one round. 2 Assaults in ghost armor should do it.
Yep.
If you trigger the boss after some/most of your dudes have already moved and/or you can't burst him down in one turn, then it's probably going to be a lot tougher.
 

TTG

Member
Forget about running for anyone, those who are left after the carnage can consider themselves saved. On the last go around, I shelled the huge building in the center with all the rockets I had, no regard for human life! only self preservation.
 

Ketch

Member
Forget about running for anyone, those who are left after the carnage can consider themselves saved. On the last go around, I shelled the huge building in the center with all the rockets I had, no regard for human life! only self preservation.

Nope, here's what happened. Moved my guys up, to there first positions. First alien turn two crysallids come strolling through, one gets taken down to 3 hp and stands there right next to my medic, the other one jumps onto the roof of the building I had just moved up to.

Next turn I move my medic, shoot and miss the crysallid that is 5 feet away, move my shotgun assault right up to him and blow him away. Move everyone else back away from the building that now has the crysallid on it.

next turn, crysallid jumps down strolls across the parking lot and eviserates my laser rifle assault, 3 overwatch shots miss. There's no where to back up to, so I stand and fight, every.single.shot misses, even a bunch of 90+ percenters.

Next turn dead assault comes back as a zombie, crysallid eviserates my best heavy. Everyone else runs for the drop ship.

mission aborted.Lost Russia, France and Australia.
 

Rentahamster

Rodent Whores
Played the (PS3) demo, absolutely LOVED it. Is the older X-Com like this? I know that one is balls hard, but is it worth playing?
image.php


I need to do 2 more playthroughs (one of them on Impossible) to get the "platinum" but I don't remember on which continent I started on my first game -.-

image.php



I'm so confused.
 

Astery

Member
Yep.
If you trigger the boss after some/most of your dudes have already moved and/or you can't burst him down in one turn, then it's probably going to be a lot tougher.

What happens if you didn't kill it in a turn? I never let it live that long. Afterall it's useless to trying to capture it anyway.
 
What's the best way to play this game on a first playthrough? Just go with default/normal, or should I start with Ironman or Classic right away to get the most out of it?
 

Salsa

Member
What's the best way to play this game on a first playthrough? Just go with default/normal, or should I start with Ironman or Classic right away to get the most out of it?

well.. you could play normal non-ironman to learn the tropes after a couple hours and such, but id say ironman normal is the way to go for the real XCOM experience
 

Wunder

Member
No, it's impossible. Even if you gain enough experience for more, you can only gain 1 rank per mission.

Don't think so, had squaddies get 5 or more kills in one mission with only one promotion. They can earn one psi-rank and one regular though.

Is the XP cumulative then? Like if I bring the squaddie would technically killed enough to get promoted twice, would s/he get promoted regardless of kills if I brought them along next mission?
 

TTG

Member
Only 1 person lost on the alien base assault! Someone mentioned there should be better stats and sharing those stats, I would love to see it for that mission. I must have taken a million turns, squad moved like a phalanx.

Hopefully things will turn around now, classic ironman has been kicking my ass.
 
Is the XP cumulative then? Like if I bring the squaddie would technically killed enough to get promoted twice, would s/he get promoted regardless of kills if I brought them along next mission?

Yes, they'll be promoted after the next mission. The game just doesn't allow for 2 promotions at once.
 
So I stunned Sectoid Commander, but the only bonus I got from interrogation was to Psionics. What gives PSI armor? Should I first get a single soldier with PSI abilities?

Also, my Assault just reached 28HP :D
 

TTG

Member
Yes, they'll be promoted after the next mission. The game just doesn't allow for 2 promotions at once.

It's either that, or number of missions also counts for something. Looking at my memorial, certain, ahem, retired members with a higher number of kills were lower in rank than others because they weren't brought along on as many missions.

Also, the mission right after the alien base is fucking me over once again. There's just not enough of a gap there for my guys to heal, so it's 3 rookies out the door to face a landed large scout. Not to mention that I just started another month. There are probably heavy floaters and berserkers out there waiting for some rookies with carapace armor and a laser rifle.
 
So I stunned Sectoid Commander, but the only bonus I got from interrogation was to Psionics. What gives PSI armor? Should I first get a single soldier with PSI abilities?

Also, my Assault just reached 28HP :D

PSI armor research is unlocked by
researching the Ethereal Device

It's either that, or number of missions also counts for something. Looking at my memorial, certain, ahem, retired members with a higher number of kills were lower in rank than others because they weren't brought along on as many missions.
The game just only allows for one promotion at a time. I've fooled around with modding the EXP requirements and tested it. You can set the EXP requirements for everything to 0 and you'll still only gain a rank a mission. The number of missions doesn't factor in as far as I can tell.
 
Also, the mission right after the alien base is fucking me over once again. There's just not enough of a gap there for my guys to heal, so it's 3 rookies out the door to face a landed large scout. Not to mention that I just started another month. There are probably heavy floaters and berserkers out there waiting for some rookies with carapace armor and a laser rifle.

I think the aliens are tied to your technology level, not necessarily time that passed in game.

I would love a large scout. All I'm getting are Supply Barges and Abductor ships. Then I have to run around killing ~15 aliens.
 
I think the aliens are tied to your technology level, not necessarily time that passed in game.

Anecdotally, this isn't true. I did a run where I rushed through the main missions while prioritizing research and the enemy types were still limited despite doing well in terms of research. I believe it's a matter of time passed except in the case of a few enemy types that are triggered by story progress.
 
sighhhhh
played straight @ ironman nightmare..
first mission okayish..
I created a small elite team...
all was good...
went on an ufo recovery mission 3-4 hours into the game with 5 men...
my support, Marco Schiaffino, is flanked by two thin man, gets shoot (luckily he survives thanks to the officer training perk that transform death into critical wound) and fails a morale check, going berzerk and shooting a barrage.. crit on my sniper (Marco Natoli)! BOOM!...
4 men remaining..
the other two thin men...
well I miss 3 fucking shot with hit % ranging between 54 and 75.... and i'm like "DATASS"!
They gang up on Pippa Middleton, my english heavy..
3 men reamining.. (morale failed Marco Schiaffino, assault Vitonofrio del Rosso, support Andrea Campagna)
Pippa death cause a morale check into my toon, assault Vitonofrio del Rosso, goes all bazinga and shoots to death Marco Schiaffino (he had 2 life point left... the joy)....
2 men reamining.. (Andrea Campagna with turn active and Vitonofrio del Rosso that just killed one of my toon...)
Andrea Campagna kills one thin men and goes into cover!
More thin men arrive, totaling 3 sectoid and 3 thin men..
Alien turn, 3 gang up on the sorry Vitonofrio del Rosso and he dies...
The other aliens are all too far away to get a clean shot @ Andrea Campagna...
next turn Andrea with an act of courage charge the aliens taking down a thin man while on cover...
1 man reamining vs 5 alien remaining..
aliens are still too far, i kill another one, and they miss all the shots... LUCKY!
1 man vs 4 alien..
another alien down! they fuck up and waste two move to get near me!
1 man vs 3 alien..
i miss the alien... and this time no more luck for me, a thin man takes me to half life, the sectoid finishes me...

End of Squad Tango...

As for my usual Ironman run in the old xcom, when my squad dies it's the end!
On to another playthrough from the start tonight!
 

Lord Phol

Member
I'm a bit late but damn is this game addicting and time consuming, pretty much spent my whole sunday kicking alien ass. Playing Normal Ironman and all ready had to restart once
getting raped when assaulting the first alien base
, but this time I'm doing alot better.

The only thing worrying me is that I think I've researched the best armors and weapons
Plasma rifle, archangel armor, titan armor
, but the aliens just keep getting more and more dangerous.
Mutons with plasma rifles doing 12 dmg crits, nasty heay floaters and those damn nades!
The game has actually gotten really scary now that I have some beefed up soldiers I want to protect and with the moody music and death around every corner. Not sure I'll dare moving on the Classic difficulty late. D:.

Oh and btw, what is "Will" and how is calculated?
I'm assuimg it has to do with people panicking or not.
 
I'm a bit late but damn is this game addicting and time consuming, pretty much spent my whole sunday kicking alien ass. Playing Normal Ironman and all ready had to restart once
getting raped when assaulting the first alien base
, but this time I'm doing alot better.

The only thing worrying me is that I think I've researched the best armors and weapons
Plasma rifle, archangel armor, titan armor
, but the aliens just keep getting more and more dangerous.
Mutons with plasma rifles doing 12 dmg crits, nasty heay floaters and those damn nades!
The game has actually gotten really scary now that I have some beefed up soldiers I want to protect and with the moody music and death around every corner. Not sure I'll dare moving on the Classic difficulty late. D:.

Oh and btw, what is "Will" and how is calculated?
I'm assuimg it has to do with people panicking or not.

Will effects whether the soldier will Panic, get MCed, or be able to develop PSI abilities. It increases every time a soldier reaches a higher rank and is a random number + fixed amount. So different soldiers will not be able to have the same Will at Colonel.

I have a Heavy Colonel with Will 99, I hope he will be able to develop PSI abilities (testing now).

As for aliens, I never had this problem on Classic Ironman, assaulted
Alien Base
with everything showing up and had no trouble whatsoever. Bring two Snipers and the game is easy. You can even stay in cover, my soldiers have 20-25HP on average and a Medic healing them for 10HP. I can see Impossible is the time when you LoS the aliens and try to fall back to bring them out to you.
 

Lord Phol

Member
Will effects whether the soldier will Panic, get MCed, or be able to develop PSI abilities. It increases every time a soldier reaches a higher rank and is a random number + fixed amount. So different soldiers will not be able to have the same Will at Colonel.

I have a Heavy Colonel with Will 99, I hope he will be able to develop PSI abilities (testing now).

As for aliens, I never had this problem on Classic Ironman, assaulted
Alien Base
with everything showing up and had no trouble whatsoever. Bring two Snipers and the game is easy. You can even stay in cover, my soldiers have 20-25HP on average and a Medic healing them for 10HP. I can see Impossible is the time when you LoS the aliens and try to fall back to bring them out to you.

Oh I see it does several things, hmm that upgrade might be worth buying then.
Aye medics are great, but the few who gets promoted too support ends up dying D:
Last one was killed by his own comrade who panicked and shot him (the support was mind controlled, which somehow freaked out my sniper who's never panicked before).

Yeah I guess most people are just rolling through normal like it's nothing, will just have to man up then!
Thanks!
 

krakov

Member
Doing an escort mission right now. Decided to take cover in a truck with one of the walls blown open. Wasn't a very good idea since now the game thinks the truck is intact and the VIP and one of my soldiers can't exit the truck. This game is a travesty.
 
My Classic Ironman is at a turning point, 2 cols and all squaddies, but good tech and low on funds. Near the end of the month, 2 sats about to come online but I've got a panic reduction as a reward.

If I can capture a couple of thin men, to get a couple more light plasmas I can get about 1k in funds, that should really help before tackling the alien base.
 
Okay, I'm done with this broken fucking game.

After ALL my previous problems I've posted, my new game which was going perfectly now has a bug where on a landed UFO mission, my squad has one member all other slots are empty problem is... ALL soliders are listed as 'On Mission' and I can't add any to the squad.

This game is flat out BROKEN, especially on PS3.
 

Svartnatt

Member
Don't know if this question's been posted somewhere in this monster thread, if so apologies.

Is it known how specialist classes are assigned? Like if my rookie kills an alien with a grenade, is he more likely to be promoted to a heavy or assault? Or will a long distance shot mean he's destined to be a sniper? Or is it completely random?

I'm still going through my first playthrough, sticking it out with game I started in the tutorial. The only survivor from that first mission was a heavy, and no recruits since then have been promoted to heavy. Got an additional one as a reward, but up until that point I'd been stuck with my lone heavy while having multiples of all other classes.

If there's a way to determine the outcome my rookies' classes, that would be great to know for my planned Classic Ironman run...
 
Just had my first buggy mission. A few turns in the game got stuck on 'Alien Activity' and I had to quit and reset the game. I restarted the mission and a few turns before I completed it the sound cut out. Got back to the hub, saved and quit, restarted my PS3 and it locked up on the XMB.

Don't know if this question's been posted somewhere in this monster thread, if so apologies.

Is it known how specialist classes are assigned? Like if my rookie kills an alien with a grenade, is he more likely to be promoted to a heavy or assault? Or will a long distance shot mean he's destined to be a sniper? Or is it completely random?

I'm still going through my first playthrough, sticking it out with game I started in the tutorial. The only survivor from that first mission was a heavy, and no recruits since then have been promoted to heavy. Got an additional one as a reward, but up until that point I'd been stuck with my lone heavy while having multiples of all other classes.

If there's a way to determine the outcome my rookies' classes, that would be great to know for my planned Classic Ironman run...

It's random, the only consideration the game gives is to try and give you classes you don't already have, but it's still random.
 

Grimsen

Member
I've had some bugs on 360, which is normal, since I've put A LOT of hours into this game, but nothing remotely coming close to ''fuck this game'' rage.

PS3 version might be more problematic.



As for an all Sniper team, here's my report:

My first attempt was a disaster. I tried putting 3 snipers on flight duty, spread across the bottom of the map. It didn't go very well.

My second attempt turned into this:

One Archangel Sniper with disabling shot and double tap, the classic sniper role for a regular team. No point in having more than one.

Two Scout Snipers, with Snap shot, gunslinger, sensor, in the zone, scopes and ghost armor. Before they reach Colonel, The pistol was the better choice 99% of the time. But in a clutch, being able to move cloaked and take a sniper shot might be the only move you have left in a turn. Since they can flank easely, I gave them In the Zone.

Three ''Sniper Ball'' Snipers, with squad sight, double tap, a mix of either sensors or disabling shot and ghost armor.

These guys follow the scouts, and take shots at whatever is discovered. Pretty basic. If a scout has discovered something and has to run back, they can toss a sensor to keep LOS. Ghost armor to get crit% when headshot is unavailable, for the grapple and to get in position without getting shot at to take a shot next turn at a dangerous unit like Sectopods.


6 snipers is far from perfect, but fun to try. No point in giving anything but scopes, since you don't want to miss any shot. That team suffers from lack of explosives, and high %ToHit and damage up close. SURPRISE MOTHERFUCKER! enemy groups that pop in the middle of your team can be a bitch.
 

McNum

Member
I have a somewhat odd question.

For the base view, there are three different music tracks called "Breaking Ground", "The Alien Underbelly" and
"Arrival"
. These should, if the soundtrack filenames are right, corrospond the three acts of the game. But when do each of these start to play?

Breaking Ground is the first one, it's a slow song with a Mass Effect-ish beat. It plays in the beginning.
The Alien Underbelly lacks the quick beat except with some fading in and out sections. It also sounds a bit... spooky. I don't remember when this starts to play.
Arrival
sounds significantly different from the other two. It plays after
The Alien Base
and through to the end. It seems to me like this shouldn't trigger until, well,
the arrival of the Temple Ship
, but it plays much earlier than that.

So anyone notice when the song changes from the first to the second?
 

Recall

Member
Should I be putting scopes on my heavies as all they do is miss?

I feel like my set up should be:
Snipers have scopes
Heavy have scopes
Support have medkits
Assault have arc thrower or nano vest.
 

Woo-Fu

Banned
Should I be putting scopes on my heavies as all they do is miss?

I feel like my set up should be:
Snipers have scopes
Heavy have scopes
Support have medkits
Assault have arc thrower or nano vest.

I put scopes on heavies/snipers. Supports get medi+arc. Assault I mix it up based on the mission type.
 

Grimsen

Member
Should I be putting scopes on my heavies as all they do is miss?

I feel like my set up should be:
Snipers have scopes
Heavy have scopes
Support have medkits
Assault have arc thrower or nano vest.


I go for:

Early game: Grenades on everyone

Then,

Rookies: ARC
Snipers : Scope
Heavies: Scope
Support: Medikit, then ARC + Medikit, then Chitin+Medikit
Assault: Chitin
 
Should I be putting scopes on my heavies as all they do is miss?

I feel like my set up should be:
Snipers have scopes
Heavy have scopes
Support have medkits
Assault have arc thrower or nano vest.

I don't bother most of the time if my Heavy carries 3 rockets.

Also, got new record in the amount of Will: fully buffed my Heavy is at 149. My Assault will be the same, just need to advance her to Colonel.
 

Rentahamster

Rodent Whores
I don't bother most of the time if my Heavy carries 3 rockets.

Also, got new record in the amount of Will: fully buffed my Heavy is at 149. My Assault will be the same, just need to advance her to Colonel.

There are a couple things you can do to get even higher than that.
 

fin

Member
So one my 4th try and 54 hours I finished Normal Ironman. It got pretty easy once I knew what to do, more linear than I thought it would be. In the end I ended up with everything researched and a full base. Is there any other incentive to replay other than the harder difficulties?

I'm going to attempt a Classic Ironman play through next.
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Reached the
Inside Alien Ship
mission.
The camera its impossible to control :0

Gonna have to take a break until all these bugs are fixed.
 

Woorloog

Banned
I hear this game has multiplayer, what kind is it?
Can't find simple summary how it works, is it over internet or same console/PC or what...
 
I hear this game has multiplayer, what kind is it?
Can't find simple summary how it works, is it over internet or same console/PC or what...

Internet. It's just a simple combat mode. They give you 10000 points to choose soldiers/aliens, the better the soldiers are the more points they cost.

Reached the
Inside Alien Ship
mission.
The camera its impossible to control :0

Gonna have to take a break until all these bugs are fixed.

Use a controller, seriously. The bugs where the roof keeps appearing not letting you see anything and other stuff like that don't happen with a controller.
 
Should I be putting scopes on my heavies as all they do is miss?

I feel like my set up should be:
Snipers have scopes
Heavy have scopes
Support have medkits
Assault have arc thrower or nano vest.

I do Snipers - > SCOPE
Heavy -> Frag/Alien Grenades
Support -> Medkits + Arc (once they get the dual item perk)
Assault ->Arc Thrower/Chitin (once support gets dual item perk)

And then my Mind Shield goes on whoever is my Psi guy.

I don't normally add SCOPE to my Heavies simply because I usually go with Holo-Targeting, so their options are shoot first and miss but add % shot for everyone else, shoot first and hit with a low % so everyone else can choose other targets, suppress since it doesn't require aim, or use an explosive and blow the enemies away.
 

Woorloog

Banned
Internet. It's just a simple combat mode. They give you 10000 points to choose soldiers/aliens, the better the soldiers are the more points they cost.

No same console match? Too bad. Though i assume knowing the other player's unit positions would kinda ruin the mode?

Oh, well, this game looks kinda interesting and a couple of my and my brother's friends have recommended it.
Gotta see when i get time to get though, Halo 4 is going to eat the next few months of my life.
 
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