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XCOMUFO & Xenocide

Up Against It


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Hi all.

 

Its been atleast thirteen years since i last played Xcom. Came back to light a few weeks ago and got a Dosbox up and running for both xcom one and two.

 

Now to break myself in again wth the game I went for a easy game and all was going well, or should I say too well. Wave after wave of alien lay dead at the feet of my Xcom squad as they marched onwards. Even over powering a medium ship with only lazer rifles and no Ac upgrades . Pity I did not have tazers equipt cause their leader was wide open after the best ship clear I have ever had.

 

So no leader and no Psi labs for me to research. Now I find that all my fights are against Psi Aliens and every fight has half of my squad being locked out due to MC or they panic after the 3rd or 4th MC atk. This is making any landed or even crashed ship recovery heavy with loses and very long drawn out fights.

 

I cannot remember the easiest level ever being this hard after only 6 months of fighting.

 

So should I restart and have those tazers ready for any medium ship, or hope that my next run against a Psi using Alien force lands me a leader so I can counter the Psi threat Iam facing. But fighting a heavy Psi Alien group means I end up having to enage at range and those dammed blast launcher stun grenades just no dropping any of them before a reaction shot form one of my squad dirt naps it.

 

Cheers for your time.

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Well, nothing wrong with restarting. I always find the start of a new game to be the most rewarding. However, you can continue the game if you want. There are ways to combat psi even when you haven't got any means of screening your troops.

 

The key though is to be aggressive. Really aggressive. You have 20 turns before the aliens get a free look at all your units, that's when the massive psi attacks start even if you've been careful enough not to be spotted. Try to take down as many aliens as you can right from the get go, and you may even make them start panicking.

 

Tanks are quite valuable in this instance as they are psi immune. I'd recommend the laser tank. Easiest throw-away tank you have on hand, but packs a massive punch against most enemies and sectopods. If you've got the elerium to waste, I'd support the laser tank with a fusion hovertank. Don't worry about being messy.

 

Your best offense is probably the handheld blaster launchers. Use it to strategically destroy the bridge of the UFO as more often than not their key leading units are stationed there. For sectoid missions, this generally wipes out a good chunk if not all of their psi capabilities. For ethereals, it'll just be their most dangerous psi user.

 

Dropping your weapons after each turn also helps reducing friendly fire when you troops do get MC'd. One shot heavy hitter weapons like the blaster or rocket launcher for your snipers are recommended, as you can pile the rockets on the ground and do a whole arm and aim fire cycle each turn, leaving your weapon empty at the end of the turn. For heavy plasmas, laser rifles, etc, dropping the gun on the ground works best. Try not to carry many grenades as you'll need to drop them too. Stun rods can't be used by the AI, so they're worth hanging onto if you've got any on hand.

 

Got tons of stun bombs for your small launchers? Crack them out. Not only do they not kill your own troops, they are fantastic anti-sectopod weapons on beginner difficulty!

 

If you have a bunch of known psi weaklings that managed to survive previous battles, have them on hand and let them go unarmed. They serve as bait for the psi aliens to waste their TUs on. The problem is verifying whether your other soldiers are susceptible to psi. Distance plays a factor in psi resistance, so have these guys scouting ahead.

 

To beat psi in the long term, if there are any ethereal missions, go for them. Grab the first ethereal you see and do everything in your power to drag it back to the ship and dust off. An ethereal small scout is a godsend, but you probably won't see to many of them or get them down safely.

 

- NKF

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Hey NKF

 

Ethereals were on my last Terror mission. Tried different tic tacs to stun one. From the charge of the WTF brigade to killing any within range of my squad and having a tank scout out another leader further away and use the launcher to try and stun him. But he just ate the bombs one after the other =p and managed to lock out anyone who tried to sneak up on him.

 

Finished the Terror mission but alas any Ethereals got killed. Tried a few medium ships which had touched down. Same old story Tank gets watsed due to crap reaction fire and or squad got Mc or paniced then slain. Blaster launchers not dropped for research so that puppy not in my set <_< .

 

Had a small Ethereal scout ship but the trusty plasma cannons chewed up the ship along with 90% of its crew. The remaining few managed to sneak up on my squad and got killed through some quick reaction fire.

 

 

Pity its been a fun few nights playing this gem of a game again. Just do not remember the beginner level being such a git LOL.

 

Cheers for the tips again NFK will give it another go on this save tonight if all else fails back to the drawing board LOL

 

Cheers.

Edited by pixiking
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I had same trouble and was desperate getting an ethereal from a ship due to no reload during battle game on superhuman.

I was about to give up and just slaughter them all(because i was not shooting at evey ethereal)when a stun bomb stunned a leader. A LEADER!!! I am 1 step closer to Cydonia and i got psi! Yayayayayyayayayayayay

 

Why are you taking HEVI plasmas on that mission? Looks like you didn`t read NKF`s posts or apply any tips...

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Hey Nonam.

 

Heavy Plasams were equipt prior to me posting and locked into that game save atm. So if I try and redo the mission I only have HP for weapons and 1 small launcher. So I take a big rep hit and drop the Terror mission which was full of leaders(at least six of them) then the next ship I run into is a medium farm ship with Sectoids. Goes well till squad gets to the ship then the leader starts Psi atks and the squad tends to fall apart after three to four turns.

 

Would of been better if I had remembered to take stun rods on one mission against a medium craft very early in the game :S. So by the time I ran into the Psi Aliens I would have a squad that could handle them better. Have the worst luck with stun bombs atm, aliens manage to shrug them off alot.

 

Going to give it another shot on my save tonight. And try and grab a Ethereal seeing its start me right in the middle of about five of them.

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  • 2 months later...
Good luck. Tell us, how it went. I had not the PSI lab too, and looks like I should press hard to get one. You say leader? Any leader? :)
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Sectoid Leader, Sectoid Commander or an Ethereal of any rank.

 

A Sectoid supply ship is a good place to look for a Sectoid leader, and you've got a pretty good idea where one might be. If you can rush the second floor and fire up at the ceiling with stun bombs under the bridge, you'll knock out their leader and their psi capabilities.

 

Easier said than done though! :D

 

- NKF

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If you get lucky and get a Sectoid Terror mission, there's a leader there as well. Of course, you'll have to deal with Cyberdiscs, but this type of mission will usually be more prevalent in the beginning than trying to find a Supply Ship. ;)

 

- Zombie

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  • 1 month later...
The stun rods may work for Sectoid supply ships as well, on Beginner at least. Between 8 stun rods and a single small launcher I managed to haul in that whole crew of one, with only one casualty (dropped unconscious after getting shot in the face and kinda forgot she wasn't dead... whoops).
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Hi guys, grats on the Ethereal. I'd like to recommend another strategy I've used with great success in superhuman mode for dealing with psionics, for your next game.

 

This is ideal for sectoid medium and supply ships (the kind with only 1-2 leaders and no commanders). It's possible to deal with terror sites in this way, but they're still hellish until you have troops screened who can safely carry heavy weapons. I had a particular savegame where I had an ongoing feud with sectoids whose supply ships I had been using to screen my troops this way. Before getting psi I sent these pre-screened troops into their BASE and took it out.

 

So here it is, step by step. Try it, you won't be disappointed.

 

1. Research ALL armors. To Hades with everything else until you have Flying Suits. All troops are expendable, within reason, until you get enough Flying Suits. You'll need Alloys, Power Source, Navigation, and Elerium to get there anyway, which puts you pretty close to UFO Construction.

 

2. Always keep a rocket tank on board until you get hovertanks. Rocket tanks clear terrain and are immune to Psi. Rocket tanks can also kill Cyberdisks. Laser tanks are a nice alternative, but this assumes you went STRAIGHT TO FLYING SUITS (See above).

 

3. Use standard rifles, grenades, and auto-cannons when tackling medium to large Sectoid UFOs. Auto-Cannons will kill everything except terror units, and Flying Armored troops are IMMUNE to AC-HE and AC-I (which is also a handy form of illumination). Even a lowly pistol can one-shot a sectoid, and even personal armor makes a normal pistol (and ALL fire) more survivable. If you so much as use a laser pistol with this strategy, you better also have medi-kits, because the LP can cause wounds to the rear of a Flying Suit. Even when you get laser/plasma/blasters, STICK WITH STANDARD WEAPONS WHEN FIGHTING SECTOIDS. At least, Medium and larger ships. Don't tackle Battleships until you have Psi. Avoid base invasions. Use caution with terror sites; consider dusting off if it looks bad (tank destroyed plus a few dead, and Cyberdiscs plus Psi running around, for example).

 

4. If you've kept the above principles in your playbook, you should be ready to take on a Sectoid Supply Ship for "specimen recovery" (or Medium ship, even easier but careful you don't kill the leader because he will come out of the front door like all the rest). If you know of a Sectoid Base, let it be so that you can interdict its supply shipments.

 

5. Make sure you have a few stun rods. Put them in people's off-hands so they will be dropped after panics. Alternatively keep them in backpacks, but remember panicked soldiers have no TUs to access their inventory. Use your normal tactics for clearing about the ship. As the Psi attacks come, some of your troops will freak out and shoot each other for NO DAMAGE since Flying Suits are immune to Pistols, Rifles, and Auto-Cannons! Stun rods might be dropped. Form a new squad out of the ones who didn't get mindblasted.

 

6. The troops who don't get Psi attacked will be able to make it into the ship. Make sure they take stun rods. As they get close to the Sectoid Leader, he may start Psi attacking them. This allows the ones who were controlled before to run close to the side of the ship where the alien will start controlling them again. Keep the Psi-weaklings close to the ship (or the Psi alien) at all times! Psi is based on distance, so even the strongest minds can fail if they are the only ones near the alien.

 

7. Have everyone who made it to the top floor of the ship remove their guns, so they are only holding stun rods. If this is a Medium Ship, you may need rods out before you even enter the ship because the leader could be right inside. The idea is you don't want to get a reaction shot and kill the specimen. Having your troops hide around corners helps some, but sometimes the alien won't come out to meet them.

 

8. You'll probably have to take a casualty or three getting to the alien, which means losing some of the ones who resisted his attacks in the beginning. This is unfortunate, but sadly almost none of your troops will matter at all until they've been screened one way or another. Also, Flying Suits and Medi-Kits can prevent some casualties.

 

9. Repeat this on Supply Ships until you've identified some Psi-weaklings and Psi-commandos. Sectoid bases are ideal to leave on the map so the Supply Ships can be used as screening grounds. If you haven't captured a leader yet (he keeps getting killed) you'll at least figure out who keeps getting mind-screwed and who doesn't ever get attacked. Give them distinguishing names. Do NOT fire the Psi-weaklings!! Always keep a couple around. They are there to soak up Psi attacks, and with standard weapons and Flying Suits, they still pose a threat to aliens but not to your forces. When the Psi aliens have been neutralized, they can regain their senses and mop up.

 

10. You can give laser, plasma, etc. ONLY to people who NEVER get mind-controlled. These are the real killers, capable of taking out terror units. These plus a rocket tank plus a few confirmed Psi-weaklings can clear a sectoid base.

 

If you're up against Ethereals, your best bet is leaving them alone (make heck for them in the skies) until you have enough troops screened. You might be able to take a medium or large scout like this, but I don't think I've tried it. I do know, however, that AC-HE is sufficient to kill ethereals, so a squad of 14 with AC-HE might handle a Scout class craft.

Edited by Warface
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  • 3 months later...
Hi guys, grats on the Ethereal. I'd like to recommend another strategy I've used with great success in superhuman mode for dealing with psionics, for your next game.

 

This is ideal for sectoid medium and supply ships (the kind with only 1-2 leaders and no commanders). It's possible to deal with terror sites in this way, but they're still hellish until you have troops screened who can safely carry heavy weapons. I had a particular savegame where I had an ongoing feud with sectoids whose supply ships I had been using to screen my troops this way. Before getting psi I sent these pre-screened troops into their BASE and took it out.

 

So here it is, step by step. Try it, you won't be disappointed.

 

1. Research ALL armors. To Hades with everything else until you have Flying Suits. All troops are expendable, within reason, until you get enough Flying Suits. You'll need Alloys, Power Source, Navigation, and Elerium to get there anyway, which puts you pretty close to UFO Construction.

 

2. Always keep a rocket tank on board until you get hovertanks. Rocket tanks clear terrain and are immune to Psi. Rocket tanks can also kill Cyberdisks. Laser tanks are a nice alternative, but this assumes you went STRAIGHT TO FLYING SUITS (See above).

 

3. Use standard rifles, grenades, and auto-cannons when tackling medium to large Sectoid UFOs. Auto-Cannons will kill everything except terror units, and Flying Armored troops are IMMUNE to AC-HE and AC-I (which is also a handy form of illumination). Even a lowly pistol can one-shot a sectoid, and even personal armor makes a normal pistol (and ALL fire) more survivable. If you so much as use a laser pistol with this strategy, you better also have medi-kits, because the LP can cause wounds to the rear of a Flying Suit. Even when you get laser/plasma/blasters, STICK WITH STANDARD WEAPONS WHEN FIGHTING SECTOIDS. At least, Medium and larger ships. Don't tackle Battleships until you have Psi. Avoid base invasions. Use caution with terror sites; consider dusting off if it looks bad (tank destroyed plus a few dead, and Cyberdiscs plus Psi running around, for example).

 

4. If you've kept the above principles in your playbook, you should be ready to take on a Sectoid Supply Ship for "specimen recovery" (or Medium ship, even easier but careful you don't kill the leader because he will come out of the front door like all the rest). If you know of a Sectoid Base, let it be so that you can interdict its supply shipments.

 

5. Make sure you have a few stun rods. Put them in people's off-hands so they will be dropped after panics. Alternatively keep them in backpacks, but remember panicked soldiers have no TUs to access their inventory. Use your normal tactics for clearing about the ship. As the Psi attacks come, some of your troops will freak out and shoot each other for NO DAMAGE since Flying Suits are immune to Pistols, Rifles, and Auto-Cannons! Stun rods might be dropped. Form a new squad out of the ones who didn't get mindblasted.

 

6. The troops who don't get Psi attacked will be able to make it into the ship. Make sure they take stun rods. As they get close to the Sectoid Leader, he may start Psi attacking them. This allows the ones who were controlled before to run close to the side of the ship where the alien will start controlling them again. Keep the Psi-weaklings close to the ship (or the Psi alien) at all times! Psi is based on distance, so even the strongest minds can fail if they are the only ones near the alien.

 

7. Have everyone who made it to the top floor of the ship remove their guns, so they are only holding stun rods. If this is a Medium Ship, you may need rods out before you even enter the ship because the leader could be right inside. The idea is you don't want to get a reaction shot and kill the specimen. Having your troops hide around corners helps some, but sometimes the alien won't come out to meet them.

 

8. You'll probably have to take a casualty or three getting to the alien, which means losing some of the ones who resisted his attacks in the beginning. This is unfortunate, but sadly almost none of your troops will matter at all until they've been screened one way or another. Also, Flying Suits and Medi-Kits can prevent some casualties.

 

9. Repeat this on Supply Ships until you've identified some Psi-weaklings and Psi-commandos. Sectoid bases are ideal to leave on the map so the Supply Ships can be used as screening grounds. If you haven't captured a leader yet (he keeps getting killed) you'll at least figure out who keeps getting mind-screwed and who doesn't ever get attacked. Give them distinguishing names. Do NOT fire the Psi-weaklings!! Always keep a couple around. They are there to soak up Psi attacks, and with standard weapons and Flying Suits, they still pose a threat to aliens but not to your forces. When the Psi aliens have been neutralized, they can regain their senses and mop up.

 

10. You can give laser, plasma, etc. ONLY to people who NEVER get mind-controlled. These are the real killers, capable of taking out terror units. These plus a rocket tank plus a few confirmed Psi-weaklings can clear a sectoid base.

 

If you're up against Ethereals, your best bet is leaving them alone (make heck for them in the skies) until you have enough troops screened. You might be able to take a medium or large scout like this, but I don't think I've tried it. I do know, however, that AC-HE is sufficient to kill ethereals, so a squad of 14 with AC-HE might handle a Scout class craft.

 

 

Hi Warface.

 

I do certain things on your list and then I do others differently LOL. I had to drop Xcom due to my better half needed some TLC after a operation so this is the first time back in a while. I tend to grab laser rifles asap, just love having no ammo issues(handy with the hanus aiming of my troops atm). I make sure theres a few with stun rods, just incase like last night I get lucky and have a large Sectiod ship land some where and manage to bag the leader. This time the cost was one trooper so it was a very good exchange. I always have a rocket tank with the troops, it just provides a nice amount of damage and a handy scout in the very ealry stages of the game.

 

Nice list of hints bud and yes I aviod Etherals until I have a squad of PSI shock troops ready for battle.

Edited by pixiking
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