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XCOM: Enemy Within |OT| Your Soldiers Never Asked For This

Is tactical rigging going to be as OP as I think it will be?

It's really strong, but on the other hand it is really expensive. I get it ASAP when playing Asia , but with other starts you are probably better served with a fast MEC. MECs smooth out a lot of the month two issues players have, they are fragile so you can't yolo three floaters or thin men, but collateral damage and either flamethrower or kinetic strike are way beyond the abilities of any of your soldiers that that point outside of Rockets and Squadsight.
 
Do you have to go down the MEC route for harder levels?

Depends on the start and if lucksack into multiple heavies early on.

If you start in Asia, you can get away with not going MEC and instead go for a fast foundry->carapace->alloy SHIVs, which will get you through to June before they start to have issues.

If you start elsewhere, then you really need two heavies (ideally one from the 2nd abduction reward) to justify not going MECs.
 

pilonv1

Member
Finally got another support from a hired soldier. I now have about 15 assaults, 12 snipers, 3 support, and 5 heavies.
 

Sothpaw

Member
So I recently completed 1994 xcom and have EW installed from Steam. I plan on jumping into classic difficulty. Just a couple of questions about classic difficulty.

Can someone give me a rough idea of how I should set up my base and what I should focus on in the first month or two?

Are there basically a few "must have" technologies by a certain time or else it's essentially game over?

Do I make it a priority to have satellites above all countries asap?

I have read that some abilities like HEAT ammo aren't that great anymore. Are the old soldier build from EU outdated?

Any good youtubers out there I should check out to better learn the mechanics?

Also any other tips would be helpful thanks.
 

Almighty

Member
So just thought I would ask to make sure your base getting invaded is just a one time thing right? I ask because the first time I was caught completely off guard and all my high level troops had nothing but the basic equipment. It didn't go well. Luckily I had a save not to far back so i was able to prepare for it.
 

Vortex566

Member
Just done a mission where I had to find the source of an infestation! That shit was intense, I lost two people on the mission.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
Can someone give me a rough idea of how I should set up my base and what I should focus on in the first month or two?

Unlike the old games you don't need to worry about constructing a defensible layout. There are really only two main things to consider in a base layout: steam and adjacency bonuses.

Steam tiles are the only tiles you can build Thermo Generators on, which are the most efficient power source available at the start of the game. You'll want to start building toward your steam tiles and constructing Thermo Generators on them ASAP.

Adjacency bonuses are bonuses you get from having multiple facilities of the same type next to one another. Satellite Uplinks, Workshops, and Laboratories all benefit from adjacency. Of those, Satellite Uplink adjacency bonuses are the most important. Plan on building all of your facilities for satellite control in one big contiguous mass from the word go.

Are there basically a few "must have" technologies by a certain time or else it's essentially game over?

Enemy Within kinda complicated this a bit, and I've not got a super-firm grasp on ideal research patterns post-expansion, but a good thing to prioritize is Carapace Armor. It's what makes it possible to consistently keep your soldiers alive in the field, which is how you start building up a squad of high-ranking soldiers, and high-ranking soldiers are how you win fights on the tactical layer in the long run. It can be researched as soon as you've finished researching Alien Materials.

Other important starter things to note: Experimental Warfare research gets you the Foundry, which has projects that let you build upgrades for your existing equipment and also build SHIVs, which resemble but are legally distinct from tanks. Meld Recombination gets you access to MEC troopers. Both of these mechanized units are real useful early game. I usually grab one of them before prioritizing Carapace Armor, and put off the other until after my regular soldiers have some upgrades.

Do I make it a priority to have satellites above all countries asap?

Satellites win games, so yes. Satellites win the strategic layer the way veteran soldiers win the tactical layer. They're pretty much always a priority until you've got full coverage.

I have read that some abilities like HEAT ammo aren't that great anymore. Are the old soldier build from EU outdated?

Most soldier build guides you'll find are still generally applicable; the balance changes to existing skills aren't too dramatic. HEAT Ammo and Squad Sight are both nerfed but still extremely useful. Robotic enemies are more plentiful and more dangerous in EW than in EU, so even though its damage bonus is cut in half HEAT Ammo is still good, especially since its alternative skill, Rapid Reaction, isn't all that hot with a Heavy's utterly mediocre Aim stat. If you're playing with randomized soldier stats you might prefer Rapid Reaction on a high-Aim Heavy, or if you've got the Slingshot DLC installed and enabled then the special soldier you get in it is a Heavy with abnormally good Aim and he isn't a bad candidate for Rapid Reaction. For the most part HEAT Ammo is still my go-to.

Squad Sight nerf and Snap Shot buff makes a Snap Shot + In The Zone Sniper a lot more appealing than they used to be. I still prefer Squad Sight + Double Tap for the most part, though, even post-nerf.

Any good youtubers out there I should check out to better learn the mechanics?

No idea, sorry.

Also any other tips would be helpful thanks.

Put helmets on all your soldiers to remind them that they are faceless, disposable, and will be sacrificed for the greater good of humanity at your earliest convenience.

I find this helps morale greatly.
 

Jintor

Member
My ITZ/memetic skin sniper killed every single chrysallid + floater in the second room on the Temple Ship in two turns (first turn for floaters, second turn for chrysallids to spawn)
 

RiccochetJ

Gold Member
I am so bad at this game.

I watch twitch streams and people have their nations in check, full plasma, and all the armor. I'm actually past them w/ the story line and 3/4 of the world is burning, I'm at lasers, and my soldiers may as well be naked.
 

Almighty

Member
Put helmets on all your soldiers to remind them that they are faceless, disposable, and will be sacrificed for the greater good of humanity at your earliest convenience.

Haha. This is what I do to all my troops until they become an officer. Once you hit lieutenant you have earned the right to take off the helmet and no longer be faceless cannon fodder.
 
I am so bad at this game.

I watch twitch streams and people have their nations in check, full plasma, and all the armor. I'm actually past them w/ the story line and 3/4 of the world is burning, I'm at lasers, and my soldiers may as well be naked.

My playthroughs tend to be pretty shakey, I wouldn't worry about it.
My first attempt was going okay I stopped playing for a bit, when I restarted I steam rolled the game.

Then I started up EW and apart from getting a MEC up and running, my management went to hell and I couldn't seem to get satellites up quick enough. I ended up losing a fair few major counties.
So i restarted again and up until the first major base assault, I had 5 countries in the red and I didn't even have a satellite up in South America. Felt like a real white knuckle ride up until that point.
 
Haha. This is what I do to all my troops until they become an officer. Once you hit lieutenant you have earned the right to take off the helmet and no longer be faceless cannon fodder.

I do the opposite. You get a helmet once you get to a high enough rank to be worth a set of non-default armor. My logic is that dudes in default armor are just going to get insta-gibbed anyway, and the reason is clearly because they weren't wearing their helmet.
 

isual

Member
posting in this thread because the EU one is almost dead;

I'm new to xcom, but I'm a strategy vet.

Just did my first battleship, holy shit, was it long and hard.

my opponents were 1 ethereal, 3 sectopods, and the rest mutons, elites, and berserkers.

I didn't lose a single soldier, but my sniper was crit' early in the level, and I had another support crit too.

The last 2 sectopods and ethereal were a pain. Luckily, the 3rd sectopod was somehow in the lower floor of the main room couldn't aim 'up' (the 3rd was still barraging me with its missiles), then when I dispatched the ethereal and its escort of about 3 mutons an 1 sectopod (there was another sectopod to the left flank just before the bridge).

i'm playing on easy; huehuehue
 
I am playing XCOM via PS+, and while I like true game, I just failed to keep all of the countries united for a second time. What the hell? Is there no way to keep them all as backers? This is seriously ruining my experience.
 

Carcetti

Member
I do the opposite. You get a helmet once you get to a high enough rank to be worth a set of non-default armor. My logic is that dudes in default armor are just going to get insta-gibbed anyway, and the reason is clearly because they weren't wearing their helmet.

Haha, that's great thinking!

For my troops I make them wear what they were wearing as rookies until they manage to get a nickname and prove they're part of the 'team'. Then they get assigned their specialty colors and helmets.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
I am playing XCOM via PS+, and while I like true game, I just failed to keep all of the countries united for a second time. What the hell? Is there no way to keep them all as backers? This is seriously ruining my experience.

It's possible, but it's not easy and on something like Ironman Impossible it takes a good chunk of luck.

You basically need to get Satellite Uplinks and satellites built lickety-split and get worldwide interceptor coverage. That means doing well enough in combat that you don't bleed cash and can afford to prioritize stuff that isn't helping you in the field at all. It also means you need to get lots of engineers rather quickly, and so you want to be able to choose abduction sites that give you more of them but you also need to be able to keep panic in check which might not jive with choosing the site that's giving you engineers. You also can't really prioritize getting continent bonuses of your choosing, because you're going to be launching satellites almost exclusively in response to high panic levels.

One of the saving graces is the alien base, which reduces panic worldwide when you raid it. If you save it for the end of a month you can guarantee a council report with no countries at 5-star panic levels. It basically gives you a freebie month where nobody will bail on you, which can be pretty clutch if you're just on the brink of having a new Satellite Nexus or whatnot built but just won't quite make it in time.

Once you actually get full satellite and interceptor coverage it's actually pretty easy to maintain all countries indefinitely. Basically as long as you never skip a mission at that point you're golden. It's just getting to that point that's tricky.
 

Sothpaw

Member
What do you guys usually do:

2 uplinks and 2 nexus for 16 total satellites or 3 uplinks and 1 nexus for 13 satellites which allows for farming abduction missions.
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
What do you guys usually do:

2 uplinks and 2 nexus for 16 total satellites or 3 uplinks and 1 nexus for 13 satellites which allows for farming abduction missions.
What are the farming abduction missions?
 

RiccochetJ

Gold Member
My playthroughs tend to be pretty shakey, I wouldn't worry about it.
My first attempt was going okay I stopped playing for a bit, when I restarted I steam rolled the game.

Then I started up EW and apart from getting a MEC up and running, my management went to hell and I couldn't seem to get satellites up quick enough. I ended up losing a fair few major counties.
So i restarted again and up until the first major base assault, I had 5 countries in the red and I didn't even have a satellite up in South America. Felt like a real white knuckle ride up until that point.

Glad I'm not the only one :)

Honestly I just feel like I'm playing this game wrong. I feel like I'm not managing/prioritizing things like I should.

Edit: To be clear, I absolutely love this game though!
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
This
Base Invasion
mission... mah gawd

35 aliens killed

I lost 6 people. 2 of them were colonels.

The corpse count was 5 cyberdisks (four came at me at the same time), 2 beserkers, 3 crysallids, 7 mechtoids, 2 sectoid commanders, and a healthy mix of sectoids and mutons.

I will never be ready for that again.

Also, 1 sectoid commander can provide shields for TWO mechtoids. Just so you know guys. Hard, hard lessons were learned today.
 
This
Base Invasion
mission... mah gawd

35 aliens killed

I lost 6 people. 2 of them were colonels.

The corpse count was 5 cyberdisks (four came at me at the same time), 2 beserkers, 3 crysallids, 7 mechtoids, 2 sectoid commanders, and a healthy mix of sectoids and mutons.

I will never be ready for that again.

Also, 1 sectoid commander can provide shields for TWO mechtoids. Just so you know guys. Hard, hard lessons were learned today.

Hey, I had an Ethereal that was flanked by other troopers appear on that mission. It was NOT fun having my Mec Trooper that was the advance guard get Mind Controlled and it killed off a few of the newb rookies provided for that mission before I could take down the Ethereal with my Snipers. So glad I didn't have to kill the Mec Troooper.

It was actually the first encounter I had with the Ethereal during my first playthrough of Enemy Within, I don't think he's supposed to appear that early normally.
 

Astery

Member
Why would one not go directly for a mec trooper instead of a SHIV? The meld are way worth what you get and you can rank up a soldier in the process. Meld can be farmed anyway if you really need more. I don't really see how much more cost effective a SHIV is especially in the long run, when everything from research and time spent is calculated in.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
Why would one not go directly for a mec trooper instead of a SHIV? The meld are way worth what you get and you can rank up a soldier in the process. Meld can be farmed anyway if you really need more. I don't really see how much more cost effective a SHIV is especially in the long run, when everything from research and time spent is calculated in.

Main advantage to an early SHIV over an early MEC trooper is that the SHIV comes part and parcel with the Foundry. So you're getting access to Foundry projects like Tactical Rigging early on top of the SHIV itself.

It's best if you go for an Asia start, grab the Foundry, then beeline Carapace Armor. That gets you fast Tactical Rigging, fast soldier survivability ('specially when you consider you can stick Nano-Fiber Vests on your peeps for even more health like no prob with Tactical Rigging), and fast Alloy SHIVs, which are incredibly durable for how early you can get them.

There's also not a lot of opportunity cost associated with delaying MEC augmentations, since a soldier put into the lab will retain their rank after you're done hacking their limbs off. It's not like you'll be starting from Squaddie MEC troopers if you delay them for a month or so.

I'm still scratching my head a bit over optimal progression paths in Enemy Within, but a fast Foundry feels really potent with the existence of Tactical Rigging right off the bat.
 

isual

Member
been playing a lot of enemy unknown.

once I build the gallop chamber, is that the point of no return ?

I'm just grinding out UFO interceptions and trying to get all the UFO's shot done.
 
been playing a lot of enemy unknown.

once I build the gallop chamber, is that the point of no return ?

I'm just grinding out UFO interceptions and trying to get all the UFO's shot done.

The point of no return is once you send a capable soldier into the chamber. You'll get a warning beforehand.
 

Astery

Member
This
Base Invasion
mission... mah gawd

35 aliens killed

I lost 6 people. 2 of them were colonels.

The corpse count was 5 cyberdisks (four came at me at the same time), 2 beserkers, 3 crysallids, 7 mechtoids, 2 sectoid commanders, and a healthy mix of sectoids and mutons.

I will never be ready for that again.

Also, 1 sectoid commander can provide shields for TWO mechtoids. Just so you know guys. Hard, hard lessons were learned today.

Be a heartless bastard and feed the base defenders. I was doing it when I got overwhelmed by 2 mechtoids, my own mec who got mind controlled, 1 cyberdisk and 1 berserker. Couldn't kill the sectoid commander as it's hiding way too well for me to take it out. I then delibrately send the base defenders to open ground for the aliens to prioritze on until my mec returns to my control. It also worked out perfectly as my mec can shoot the sectiod right away after resuming control.

Main advantage to an early SHIV over an early MEC trooper is that the SHIV comes part and parcel with the Foundry. So you're getting access to Foundry projects like Tactical Rigging early on top of the SHIV itself.

It's best if you go for an Asia start, grab the Foundry, then beeline Carapace Armor. That gets you fast Tactical Rigging, fast soldier survivability ('specially when you consider you can stick Nano-Fiber Vests on your peeps for even more health like no prob with Tactical Rigging), and fast Alloy SHIVs, which are incredibly durable for how early you can get them.

There's also not a lot of opportunity cost associated with delaying MEC augmentations, since a soldier put into the lab will retain their rank after you're done hacking their limbs off. It's not like you'll be starting from Squaddie MEC troopers if you delay them for a month or so.

I'm still scratching my head a bit over optimal progression paths in Enemy Within, but a fast Foundry feels really potent with the existence of Tactical Rigging right off the bat.


Hmm, so it sounds like it's only worthwhile if you start with the Asia bonus. MECs just runs around blowing covers out of everywhere. While SHIV comes with the foundry, it's not entirely free and will also take a while, which every penny counts especially in the beginning of the game. Tactical rigging is also expensive, I'm not sure if other starting bonuses play through can afford that much.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
Hmm, so it sounds like it's only worthwhile if you start with the Asia bonus. MECs just runs around blowing covers out of everywhere. While SHIV comes with the foundry, it's not entirely free and will also take a while, which every penny counts especially in the beginning of the game. Tactical rigging is also expensive, I'm not sure if other starting bonuses play through can afford that much.

It's a progression that leans heavily on Future Combat, yeah. The Carapace Armor rush even synergizes relatively well with it: keeping soldiers alive gets them ranks, which means fast Officer Training School upgrades for half price, which means early squad size upgrades and Iron Will.

It pretty much explodes on the runway without the half price Foundry and OTS upgrades. I imagine early MECs are probably better in every way for non-Asia starts.

Do nano-fiber vests stack with tactical rigging?

You can't equip two on one soldier, no. They do stack with Respirator Implants and Chitin Plating though, for +4 total health and +6 total health respectively.
 
It's possible, but it's not easy and on something like Ironman Impossible it takes a good chunk of luck.

You basically need to get Satellite Uplinks and satellites built lickety-split and get worldwide interceptor coverage. That means doing well enough in combat that you don't bleed cash and can afford to prioritize stuff that isn't helping you in the field at all. It also means you need to get lots of engineers rather quickly, and so you want to be able to choose abduction sites that give you more of them but you also need to be able to keep panic in check which might not jive with choosing the site that's giving you engineers. You also can't really prioritize getting continent bonuses of your choosing, because you're going to be launching satellites almost exclusively in response to high panic levels.

One of the saving graces is the alien base, which reduces panic worldwide when you raid it. If you save it for the end of a month you can guarantee a council report with no countries at 5-star panic levels. It basically gives you a freebie month where nobody will bail on you, which can be pretty clutch if you're just on the brink of having a new Satellite Nexus or whatnot built but just won't quite make it in time.

Once you actually get full satellite and interceptor coverage it's actually pretty easy to maintain all countries indefinitely. Basically as long as you never skip a mission at that point you're golden. It's just getting to that point that's tricky.
This post made me give the game one more try. All satellites are up now!
 

pilonv1

Member
As someone who makes the bare minimum of weapons/armour

the base invasion was much harder than it needed to be. Unless they don't use the stuff you buy then nevermind
 

Astery

Member
the base defense is annoying as you can't equip your soldiers when the mission just starts without any warning prior. Other than that it isn't much harder than usual.
 

TTG

Member
So, is the Annette(french psi girl) arch over now that
I rescued her buddies
? Because I have a Gollop Chamber standing by.
 
So, is the Annette(french psi girl) arch over now that
I rescued her buddies
? Because I have a Gollop Chamber standing by.

Pretty much.
Put 'em all (the 3 of them) into the Psi Lab for 100% guaranteed Psi Troopers in case you're lacking.
 

TTG

Member
Now that I'm 98% of the way there, I thought I'd put down some impressions:

-It's still very much XCOM. This is a double edged sword, on one hand it's still the GOTY(or at least tied for GOTY) that I love, but it's also a game I played through at least 3 times when it first came out. Probably 4+ if you add up all the aborted campaigns. Point is, nothing crucial has changed, it has not been augmented in any way that is fundamental. The highlight of the expansion is:

-MECs! They're part restitution for the shiv fiasco, but they're also a class onto themselves. A class that's interesting in terms of tactics and abilities. They also stay useful throughout the campaign. Really great to lean on at the beginning and break up the redundancy that a 6 man experienced squad will have(there's not much use in bringing another heavy or sniper along when you have an extra rocket and double tap).

-Tuning the class abilities and bolstering Foundry items turned out well... difficulty not so much. The panic missions and alien base assault really lost their bite. Effectively doubling the Sectopod's health bar hasn't changed this. I can count the number of packs of chryssalids I've faced during this campaign on my fingers, apart from Newfoundland that is. Thin men in early council missions still tower head and shoulders above any other threat the game will throw at you. Speaking of which:

-The new council missions are rendered mundane after like the first one. The pattern of dropping aliens out of the sky is nothing new and it quickly becomes a chore. This is the problem with Exalt as well. I expected a lot more from those guys. After the player's tech moves into plasma they're rendered a joke entirely, which could be early enough if you elect to skip lasers.

So, that's it. It's an excuse to go back to one of the best games in recent years, but not in any appreciable way great or surprising on its own merits. Other than the MECs, those guys are awesome.
 

TTG

Member
Yes, it hurt them with the new council missions and the covert ops/Exalt stuff. Although, I might give the council missions a pass because a chunk of that were the DLC packs that I didn't purchase. The standards are somewhat lowered for that sort of stuff, right?

The Exalt related missions were more underwhelming. The idea is to play defensively once the 2 areas are secured, but all that means is putting everyone on over watch. Not to mention, we all already know how to do that! we've all escorted enough VIPs in our time. Actually, that is still the more interesting proposition because you effectively have to move camp every couple of turns or so. There's more opportunity there for Exalt to act as a legitimate third party in the alien war. What if they showed up at crashed UFO locations to steal those resources? What if they tried to intercept your fighter jets and the Skyranger with their own aircraft? What if countries were vulnerable to Exalt influence, not in terms of inciting panic, but on the strategic level. Having to fight for their support with grey market-esque deals or whatever. Could have been interesting.
 

Uriah

Member
Oh god I lied. If I weren't a dirty save scummer I probably would have lost 3 soldiers on that exalt mission.
 
My experience with Enemy Within has been that now, more than ever, I wish I could select Difficulty individually for the Strategic and Tactical layers. I really like having Impossible challenge for actual missions, but the Strategic layer becomes enormously unfun and extremely formulaic since the only way to do it becomes optimal panic-mitigation build paths and very specific timings for things like the Base Assault.

Having more Second Wave options with associated challenge adjustment helps a bit, but really what I want from this game (and have probably always wanted, come to think of it) is just to play on Impossible Tactical and Normal Strategic.
 

Sothpaw

Member
My experience with Enemy Within has been that now, more than ever, I wish I could select Difficulty individually for the Strategic and Tactical layers. I really like having Impossible challenge for actual missions, but the Strategic layer becomes enormously unfun and extremely formulaic since the only way to do it becomes optimal panic-mitigation build paths and very specific timings for things like the Base Assault.

Having more Second Wave options with associated challenge adjustment helps a bit, but really what I want from this game (and have probably always wanted, come to think of it) is just to play on Impossible Tactical and Normal Strategic.

That's the thing that has prevented me from playing the game to this point. I was always worried that I had to follow a certain tech path or I would be doomed.
 

The Stig

Banned
i would play classic and impossible all the time if it werent for the fact the base building and planning have to be exactly done right. and you have t be lucky with your steam vent locations
 
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