Jump to content
XCOMUFO & Xenocide

Aaaahhhhhhhhh!


Trevelyan

Recommended Posts

man am i confused... I DLed this game from a friend, and i am LOST!!!! i thought that i would be able to pick it up (considering my previous Xcom expirience, but man!!!! i got the whole concept, but i cant make any strats to work at all, i dont know what is good, and why i cant research stuff, and why my dudes always run outta ammo so fast, dispite my aimed shot only approach... do aliens take a million shots? so do my guys, but that is stupid!!! what happened to one shot take downs from UFO defence? now i stand toe to toe with an alien and blast away on auto shot for a few turns before one of us finally die from something... :uzzi: :alientalk:

 

NOT TO MENTION REAL TIME MODE!!! :cussing: OMG it was horrible, i put it into SLOW speed, and my guys died in 3 seconds :alienlol: when entering a building, WTF is fast mode? lightning speed?

 

i read all the Ufopedia stuff in game, but i still dont know crap, i guess i have to play a ton more to get it, but untill i do, any tips would be greatly apprciated.

Link to comment
Share on other sites

Dear Trevelyan!

 

Calm down, you are not alone here... :rolleyes:

 

Here a few tips that hopefully will help you. O:)

 

Have you bought armor for all your men? Megapol armor is better than Marsec armor. If you need the ability to fly, just buy the torso (breast) armor from Marsec, all other piecec (legs, arms, helmet) from Megapol.

 

At gamestart, when you use armor, the aliens won't kill you even after many hits, you should use 6 men, 1 or 2 autocannons, 1 plasma rifle rest laser rifles, because at gamestart ammo is an issue... So you have to conserve clips. ;)

 

Keep your men together to get full firepower, try to confront the aliens one after another and don't let them go around you to attack you from 2 sides at the same time.

 

Always take 2 grenades and 2 stun grenades per men, diablo's flammable grenades also are NICE! :) Those ugly worms HATE fire, so be kind and give em FIRE. :uzzi:

 

To research stuff, you should build physics labs and bio labs and recruit scientists, all alien equipment you find can be researched. To get those items back to your base, you HAVE TO USE A CARGO CONTAINER in your ships!

 

Another tip: You have to shoot down EVERY type of alien UFO to research it, and you have to capture EVERY type of alien ALIVE :bash: to research them, to get biological warfare and toxi guns with C ammonition. This is the best weapon in the game (ok I LOVE the Auto Cannon with flammable clips :wub: )

 

Apocalypse is FAR better than the normal XCom game, and I play it in realtime because it is far more realistic in my view and you can pause at any time to give your men new commands.

 

Hope that this helped you, please ask if you have problems.

 

We have to kill those little aliens together. :alienoooh: :devilsmile:

Link to comment
Share on other sites

Here's my advice:

Keep an eye on your scientists, either every day or every week (check in the game to see for yourself) new guys become available to recruit. Anyone greater than 90 is good. All of my labs have 992-995 research capacity (1000 is perfect).

 

Make sure your squad always has at least 2-3 androids in it (they are immune to psi-attacks, which is only important at larger ships). Don't bother stunning anything early in the game, wait until you have some of the more advanced technology; by that point you will be able to stun them much easier.

 

The laser sniper rifle fires too slow, and the autocannon is too unpredictable; try and use at least one guy in each squad with a machine-gun. Make sure everyone has at least one HE grenade and two stun grenades (you can stun some of the stupider aliens early in the game for research -- stupid means anything that is not a popper) Don't bother stunning until you have bio-transport modules in your craft, else the alien dies before it gets back to your base. Incindiary grenades are too expensive early on, just don't piss Diablo off, they are very helpful weapons later on.

 

LOTS AND LOTS OF HOVERBIKES. They show up around week two, they are very cheap, and they can go really fast with pretty decent weapons. I bought 26 hoverbikes (took like 4 weeks to get that many) and equipped as many as I could with the biggest engine they could handle (I think the turbo engine, comes stock on hovercars) and the best gun they could take (either the render plasma gun or the 2000 laser gun). Send all of them to attack 1 ufo at a time. They do a bee-swarm deal and you might lose 1 at a time.

 

If you want a great score, watch all the UFO's that show up constantly; pause every few seconds and check each UFO, remember what buildings they deposit aliens in. When you kill them all, or they leave, go to the buildings with guys and conduct a search (note: do NOT raid the buildings yet).

 

Disruptor guns can be equipped two per soldier, making them very effective even when devastator guns are available.

 

Sell X-com technology!!! It's worth a lot and the fastest way to get rich.

 

Your initial base should either be a perfect square (all the gray tunnels should make a complete square [although the square base layout that has the hole in the middle is acceptable, the complete square is preferable]) Set up the access tunnel and the hangers to be next to each other, later in the game (about the time you start to get raided) you get advanced defense centers that you can place at the exits from the hangers and the access lift (the only two points that your men don't spawn in during raids, and coincidentally the only two places evil people do spawn at). I've defeated raid attempts with 0 soldiers at a base because they couldn't get through the defense points. The other acceptable base is a complete rectangle.

 

Do not use toxin A or B. B is moderately effective against most aliens, but IMO is just not worth the hassle. It's Toxin C or devastator cannons.

 

And finally, DON'T EVER USE PSIONICS. It's not like the first X-com, psionics don't have the same effectiveness or usefulness. Don't even take the psi-amp thing. destroy the psi-training lab and make it a regular training lab -- then put everyone (except androids, their stats never change) into regular training.

 

If you want a basic "how to start" deal, I can come up with that too. (this isn't a complete list of tips, this is just what I remember from playing it.)

 

Edit: Oh, and play realtime -- you need to get used to it, at the end of the game you get technology that makes realtime the best choice (teleporters so you can pause and teleport to where you are being shot at from)

Link to comment
Share on other sites

@ Maverick!

 

Great tips collection! What did you mean with "just don't piss Diablo off, they are very helpful weapons later on." ???

 

Will Diablo later deliver other weapons than incindiary grenades? I made them an enemy... ;)

 

Thanks, happy alien killing. ;) :uzzi: :alienoooh:

Link to comment
Share on other sites

No, they only provide incindiary grenades, but those are the second most frequently used weapons for me--behind only vortex mines. If they become an enemy they stop selling you stuff (the other companies to keep around are Marsec and Cyberweb...IMO the four most important companies are Marsec, Megapol, Cyberweb, and Diablo (in that order) Marsec for the flying armor, Megapol for the myriad of equipment they provide that is useful at some points in the game, Cyberweb for their small control system (the advanced control system is far better, but it doesn't fit on hoverbikes...and I've already explained their usefulness -- add a control system and they become positively lethal, even later in the game)

 

Final tip: Never run out of fuel. Once you create ships that run on the alien power you never need to refuel. Tell them to take up positions outside of key buildings (or if you are so inclined you can tell them to go to map point at the dimension gates every day) and then when something attacks you don't have to leave the base to respond...your ships are already out. If you use only beam weapons, they never need to reload, and if you use shields properly they recharge themselves. You never have down time that you can't respond to ships. My last game had 24 annihilators patroling the skies of mega primus (there was 1 annihilator at the main base that housed the troops)

 

As a side note: Advanced control systems are one of the most lucrative pieces of x-com technology you can generate. They are cheap to produce, require low man hours, and provide the greatest profit of your technology. Heed my words, you will be rich and powerful....ruler of MegaPrimus.

Link to comment
Share on other sites

Maverick's tips are good, but I disagree on a few points.

 

1) Use Toxin B on alien missions. It shoots through shields, which means you will collect shields on each mission instead of wasting time building them yourselves.

 

2) On building raids and other human missions, go ahead and equip two disruptor cannons per agent (in real-time). You will suffer an accuracy penalty for using 2 2-handed weapons at the same time, but I think the extra range and damage makes up for any penalty.

 

3) Use psionics. I will post a separate message about this. Yes, it won't win the game for you, but it's very helpful in the later missions.

 

4) Don't use incendiary grenades if you can help it. They destroy all that beautiful gear, which you could be selling. (Well, I use them on Cult raids from time to time.) Stun grenades are similar area of effect weapons, but don't wreck the gear.

Link to comment
Share on other sites

The game was designed to have a much more complicated corporate diplomacy element than it actually does.

 

When corporations are at war with each other, they will fire on each other's vehicles whenever they see them. Normally, you don't really need to know about it, so you could uncheck the pause for notice box someplace.

 

Once in a while, a company will launch a few vehicles to attack someone else's base. This will show up as an "illegal raid." Again, it doesn't really matter to you, unless they are attacking one of your bases. (Which is possible). I watch the fight just to see if they knock down a building someplace.

 

The best is when the aliens attack a powerful corp. I saw them attack Marsec once - Marsec launched so many Hawks, Valks, and hoverbikes that I was able to swoop in and finish the aliens off without much trouble.

Link to comment
Share on other sites

Sorry, the Toxin B comment came from my games; I usually have toxin C before shields appear, therefore there is no use for toxin B ever.

 

When I play Apoc my soldiers run around shooting everything they can, i never spend time using psionics. Since only one alien uses psionics they are not much of a threat, humans have better physical stats than hybrids, and androids can make the psi-immune squad for cleanups. We achieve the same result, only with different means.

 

The disruptor gun comment is designed for early in the game right when devastator cannons start showing up. You haven't researched them yet and you can get that little extra power you need by adding the second gun to each soldier while the research goes on.

 

Also, incidiary are most helpful early on against anything with worm in the name. They are just plain fun later on. In one of the alien buildings you can throw one in the middle and watch as the whole building burns down slowly. It just depends on how sadistic you are. ;)

 

And like he said there was supposed to be a whole lot more diplomacy in the game than there is. Just for fun, when I lost marsec I attacked them with two Retaliators....that did not bode well for me. I've never seen that many ships armed to the teeth attack me. When they killed the retaliators, shortly thereafter they attempted to come for my base. Now I wasn't pleased with losing two retaliators -- i wasn't losing a base. I sent like 14 annihilators out there and killed them before they even reached my base. Then to make a point I attacked the map point that their building was on until there was nothing left. What really ticked me off was that the building was rebuilt like two days later.

Link to comment
Share on other sites

  • 1 month later...

consider thieving in Psyke when you are low on money

simply steal the psiclones and sell -4500$$$ each!!!

Link to comment
Share on other sites

  • 2 weeks later...

:blink:

I want to ask some questions too... I'm also a beginner (played xcom 1 and 2) but this one seems more complex and hard than the other 2. Please help and don't laugh:

 

<_<

 

I didn't have ammo problems during the first week and they have replenished the stock at the beginning of the second week. I read many of your piro-incendiary stuff and I must say I didn't use any incendiary ammo so far.... should I? Are there any benefits other than setting anything on fire? hehehe, although that must be fun... I'm gonna try it today... :devillaugh:

 

I can't buy any of the plasma guns yet (I can see them when buying but they have 0 on stock...)

 

I always pay Cult of Sirius bribes when they ask me..... should I stop doing that? And I'm getting low on money... I can only manufacture Bio-module which doesn't sell that good. What should I do? :crying:

 

I don't use hoverbikes.... I sold everything and bought another Valkyrie... now I have 2. They're pretty bad against second week's first wave of UFOs: the 3rd and 4th types I think... when is the Hawk available?

 

Should I use less but stronger air vehicles or more but weaker ones?

 

I have a 7000 laser and a Janitor missile array on each Valkyrie... is this good enough for now?

 

Do scientists/engineers improve their skills with time? Or I just have to sack the bad ones and keep hiring top class ones?

 

How can I distinguish between Humans and Hybrids? (I can see Androids look different, but other than that I'm clueless...)

 

I didn't see any Ufo beam troops into buildins yet (though I didn't specifically look for this), I'm only in my second week.

 

I researched a live alien egg (didn't have a corpse of that, only alive) and then I could research the dead one/autopsy... does that mean you only have to get live aliens, and when they die they let you research the corpses?

That could make the game easier, you'd only have to bring live specimens from battles. But maybe I'm wrong and I did kill one egg on a mission and didn't realise it. The multiworm live alien also has 4 hyperworms inside him and after I researched the live body I got 4 live multiworms in my Alien containment!

 

What should I do about all the organisations? Should I raid them to get equipment?

 

THanks

Link to comment
Share on other sites

Welcome aboard tzutzy! :wave:

 

First: in my opinion you will be surprised how different Apocalypse plays compared to X-COM Enemy Unknown. It's far more fun, complex and strategic! B) In my first game I got bancrupt, set the wrong things on fire :crazy: and had a very hard start, so here are my tips to you. ;)

 

About pyro things: they are A MUST! :crazy: :blink: :crazy: but you have to set the right things on fire. :rolleyes: You mentioned Sirius Cult, they would be a very good target. :uzzi: :crying: Don't pay them even ONE $! Take your soldiers instead and raid them, they are the second enemy after the slimy aliens. They never can be trusted, so burn them and collect all their posessions (put a cargo container into your ships where the soldiers are). :birthday:

 

You can produce bio-modules to place one in each of your manned (soldiers) ship, the others sell as long as you can't produce better things.

 

About selecting the right ships, that's a tough decision. I took at the beginning 1 Valkyrie and 4 Phoenix but it get's expensive when you lose Phoenix all the time. :blink: Maybe try the hoverbikes instead. Later 2 Hawks are a good start. It depends on the difficulty level you play the game, when Marsec will deliver Hawks or Plasma rifles as example. The harder level, that later you get the goodies. :unsure:

 

Laser and Janitor on the Valkyrie are quite ok, I would recommend you to sell the Laser and buy a Rendor or Lineage plasma cannon AND Elerium to fuel the weapon if available.

 

Scientists and stuff stay as dumb as you bought them. They don't increase their brains. :unsure:

 

Himans/Hybrids: Humans are stronger and more effective in combat, Hybrist have Psi-ability which I don't like at all because it's mostly useless in Apocalypse because most aliens have either no head (Spitter) to use Psi onto - or just don't have enough brain to influence with psi. So I strongly recommend, take humans only. Androids don't increase their abilities and are only useless at the start of the game to shield your human soldiers in tough battles. But I never used androids except to raid organisations which messed with me, to make them PAY for what they did to me. :uzzi: :chicken: :crying: :crazy:

 

UFO's place their alien breed into buildings by pumping them into the building through some sort of tube, coming out of the bottom of the UFO. Later in the game they also use something that looks like blue rain (a member told me this is micronoid rain) to place little slimies into MY city. :aliencool: :uzzi: :whatwhat:

Always check the infiltration level in the citiscape on the left side (button next to ufopaedia).

 

You have to get each alien life form 1 time alive to research VERY IMPORTANT WEAPONS - then they get researched (whereby as in every good hospital the patient accidently dies) :crazy: and then your scientists have fun with the autopsy of the remains. ;) When you have researched that alien, don't even think about catching it alive unless you want to take his weapons and stuff. Only a burning alien is a good alien. :crazy:

To take living prisoners, buy at least 4 stun grapplers. Well I use 6 soldiers in a combat section and 4 of them always carry stun grapplers, so you can stun every alien. Stun grapplers can shoot about 4-5 squares - you don't have to tip on the alien's shoulder to stun him. ;) Another way are stun grenades, but with some aliens (you meet them later in the game) they aren't effective. Grapplers work on all aliens!

 

Organisation politics are also often discussed here: I tend to get hostile with criminal syndicates like Diablo, Psyke (they produce the psiklon which is worth over 4000$ when sold!) and Sirius Cult of course. Raid them to the bones and watch their bank balance (click on the organisation icon with right mouse to see that) - you have to bring them to bancruptcy, so they can't afford to raid your bases.

 

By the way, when you buy and build a new base always put some soldiers in it (androids maybe) to protect them, security stations aren't enough! If not, the bases can be raided and then your new base is GONE! (Diablo did this 2 times to me, but they paid and BURNED for it).

 

Hope those tips help a little, there can be no more fun than setting a whole sirius temple on FIRE. :crazy: :alientalk: :blink: :crazy:

 

Good luck!

Link to comment
Share on other sites

:blink: 

I want to ask some questions too... I'm also a beginner (played xcom 1 and 2) but this one seems more complex and hard than the other 2. Please help and don't laugh:

 

<_<

 

I didn't have ammo problems during the first week and they have replenished the stock at the beginning of the second week. I read many of your piro-incendiary stuff and I must say I didn't use any incendiary ammo so far.... should I? Are there any benefits other than setting anything on fire? hehehe, although that must be fun... I'm gonna try it today...  :devillaugh:

 

I can't buy any of the plasma guns yet (I can see them when buying but they have 0 on stock...)

 

I always pay Cult of Sirius bribes when they ask me..... should I stop doing that? And I'm getting low on money... I can only manufacture Bio-module which doesn't sell that good. What should I do?  :crying:

 

I don't use hoverbikes.... I sold everything and bought another Valkyrie... now I have 2. They're pretty bad against second week's first wave of UFOs: the 3rd and 4th types I think... when is the Hawk available?

 

Should I use less but stronger air vehicles or more but weaker ones?

 

I have a 7000 laser and a Janitor missile array on each Valkyrie... is this good enough for now?

 

Do scientists/engineers improve their skills with time? Or I just have to sack the bad ones and keep hiring top class ones?

 

How can I distinguish between Humans and Hybrids? (I can see Androids look different, but other than that I'm clueless...)

 

I didn't see any Ufo beam troops into buildins yet (though I didn't specifically look for this), I'm only in my second week.

 

I researched a live alien egg (didn't have a corpse of that, only alive) and then I could research the dead one/autopsy... does that mean you only have to get live aliens, and when they die they let you research the corpses?

That could make the game easier, you'd only have to bring live specimens from battles. But maybe I'm wrong and I did kill one egg on a mission and didn't realise it. The multiworm live alien also has 4 hyperworms inside him and after I researched the live body I got 4 live multiworms in my Alien containment!

 

What should I do about all the organisations? Should I raid them to get equipment?

 

THanks

ok then

here my advices come...

 

You'll always have ammo problems if you don't use free of ammo weapons

Tip: Research Disruptor Gun ASAP !!!

 

You can steal the plasma guns from the allied organisations. Just go in and stun the ones wielding plasmas and take them when they are unconsious.

incendiary ammo bypasses disruptor shields and they have a carpeting effect, limiting the approach angles of poppers and brainsuckers

 

Never pay cult of sirius

 

You need to tech toxiguns. They are very profitable in the beginning of the game.

You'll need to research brainsuckers, and multi/hyperworms first.

 

i always use hoverbikes. Yes they are not durable, but they are extremely hard to hit, and trust me

even 3 annhilators will run away from a swarm of bikes -especially if you don't want to level the nearby organisation buildings :devillaugh: -

 

You can only handle small ufos by missiles. You'll need some plasmas to take down high armor ufo's

 

Scientist stats don't improve

 

You can understand it from their eyes!!!

 

Yes. Every alien researched is killed. But it doesn't make the game easy, as it is very hard to capture some aliens alive

 

There are several lethal organisations that you must keep neutral/allied

Transtellar

megapol

government

marsec

superdynamics

Mutant alliance

S.E.L.F.

 

You can f**k the other ones asd you like

 

Bye :wave:

Link to comment
Share on other sites

:D Thanks a lot for your replies!

 

I'm in the 3rd week now and got 2 Air Hawks. Each one is equipped with a Lineage plasma cannon (this just came in on Monday - 3rd week), a Light disruptor beam (i found some in smaller ufos type 3 or 4) and a prophet misile launcher. I don't have the large workshop or the large Physics lab to get the medium disruptor beam yet, although I have captured one from a UFO. :blink:

 

This 3rd week I get larger and meaner UFOs, the poor air Hawks just can't keep up. I don't have any shields yet. Money is always a problem. I bought a new base but things are expensive <_<

 

I raided a Cult of Sirius building and I got some equipment. Should I raid it over and over again or just level it down with some tough air-to-ground heavy misiles? :ph34r:

 

I found a research tree somewhere, that'll help me get some money by manufacturing stuff I don't have right now. I'm playing the easiest level (novice?)

 

The battles have become somewhat similar (I'm always playing turn-based). I always shoot the aliens from 1-2 squares away using auto shots. I only seem to waste precious time units when trying to shoot them from far away using aimed shots, so I try to get as close as possible. Even if I could hit an alien a few times from far away, it won't die that easily. So getting close and shooting the bastard with plenty auto shots is the way for me. Please tell me if you have other strategies.

Auto shots are the least expensive of time units and in UFO 3 ammo isn't a problem (clips hold more rounds than TFTD).

Occasionally I throw some grenades.

 

I just hate the Multiworms. I can't kill them (they seem so though and can absorb so many hits), and if I do succeed, the Hyperworms pop out and they are really dangerous. I always stun the multiworm.

I'm always equipping agents with stun grapples, Megapol plasma guns, the newly researched disruptor gun (which kinda sells nice too) and some grenades. This week I also got some power swords but I didn't get a chance to use them yet.

 

Another annoying little creature is the brainsucker... I always forget to make soldiers crawl to avoid being attacked by suckers. :wacko:

 

Managed to set some aliens on fire and they died!! Woohooo!! What exactly should I set on fire in a building? What types of equipment/scenery to really inflict some damage? :wub:

 

THanks again for your posts

Link to comment
Share on other sites

Almost forgot... do I have to keep a copy of each alien in my containment (dead or alive) after I've researched it? I'm running out of containment space....

 

I remember that in TFTD you had to keep deep one corpses to be able to research aqua plastics..

 

Thanks :wave: :uzzi: :alienmad: :huh?: :devilsmile:

Link to comment
Share on other sites

Hi tzutzy! B)

 

About some of your questions...

 

As far as I know you can dump all corpses that you have researched. You can check if you have researched them when you click on the picture of the alien at the alien containment screen.

 

About pyro stuff.. You just asked the RIGHT one about that. :crazy: :blink: :crazy:

Set everything in an enemy biolding on fire where no psiklon or weapons are lying. Start with the carpet, set the tables on fire, burn the furniture and shoot incendiary ammo at all things that MOVE! :crazy: :crying: :crazy: :uzzi: :devillaugh:

 

Some UFOs are to tough to be shot down, sometimes it's better to let them set off the alien bastards and KILL them with your soldiers instead of leveling half the city in a desperate try to shoot one UFO down with the small weapons and ships that we have at the start of the game.

 

Raid Sirius over and over until their bank balance is FAR in "-" then raid again and burn all their buildings but never level the building in the cityscape because that will cost you a lot of money and you could get problems with the government.

 

About battles: I always play real-time because in turn-based mode the worms and brainsuckers are almost unfair and jump on my soldiers and I can do nothing against it. And in real-time burning things is even more FUN. :crazy:

 

Have fun, hope to hear how your game is going on. :) Make them suffer! :bash: :birthday:

Link to comment
Share on other sites

About pyro stuff.. You just asked the RIGHT one about that.  :crazy:  :blink:  :crazy:

Set everything in an enemy biolding on fire where no psiklon or weapons are lying. Start with the carpet, set the tables on fire, burn the furniture and shoot incendiary ammo at all things that MOVE!  :crazy:  :crying:  :crazy:  :uzzi:  :devillaugh:

:spank: :spank: :spank:

remember my warning about incendiary stuff?

:spank: :spank: :spank:

 

Hawks are ONLY useful if you have shields. You can have 8x firepower if you use hoverbikes. Hoverbikes are very hard o hit, don't forget that

 

Do not level any building. Vandalism is not liked at mega-primus. raiding them like heck is enough

 

Use units to sacrifice and units to snipe the multi/hyper worms Human snipers and Android fronters come to mind....

Link to comment
Share on other sites

:huh:

 

I see there are 2 buttons when selecting each vehicle: one for altitude and one for agresiveness. How should I work with those buttons? Do they really make a difference in a battle? :unsure: :o :wave:

Thanks

Link to comment
Share on other sites

About pyro stuff.. You just asked the RIGHT one about that.  :crazy:  :blink:  :crazy:

Set everything in an enemy biolding on fire where no psiklon or weapons are lying. Start with the carpet, set the tables on fire, burn the furniture and shoot incendiary ammo at all things that MOVE!  :crazy:  :crying:  :crazy:  :uzzi:  :devillaugh:

:spank: :spank: :spank:

remember my warning about incendiary stuff?

:spank: :spank: :spank:

@ Brute: hahahaha I remember... :D :huh: :blink: :unsure: :ph34r: :spank: :wacko: :chicken:

 

@ tzutzy: about the 2 buttons, I always use "low altitude" so your ships fire upwards, decreasing the risk of levelling buildings :crazy: and I use "agressive" because then your ships are shooting in a faster frequency. :uzzi: :crying: :alienoooh:

 

Have fun! :)

Link to comment
Share on other sites

consider using defensive mode if you are encountering some heavy combat ships -fast attack ship for ex-

 

and use highest altitude if you are attacking some mega primus buildings.

 

The best technique is to select your combat areas, and keep the vehicles with heavy power as low altitude as possible

Link to comment
Share on other sites

:blink: I raided Psike once and got no Psiklones!! <_<

Isn't it one of life's little pleasures? Like shoemakers that walk bare-footed, cooks that die of hunger, plummers whose pipes are broken and so on..... :D

:unsure: :huh:

Link to comment
Share on other sites

  • 2 weeks later...
:blink: I raided Psike once and got no Psiklones!!  <_<

Isn't it one of life's little pleasures? Like shoemakers that walk bare-footed, cooks that die of hunger, plummers whose pipes are broken and so on.....  :D

:unsure:  :huh:

Maybe they used or sold all already? ;)

Link to comment
Share on other sites

  • 1 year later...

None that I can think of, but ask away and you shall get a torrent of answers from the regulars. I'd suggest starting a new thread. For me, this thread looks a bit broken for some reason.

 

Anyway, ask about any topic you think you're having trouble in. Finances, soldiers, general combat strategy, etc.

 

- NKF

Link to comment
Share on other sites

  • 1 year later...
And finally, DON'T EVER USE PSIONICS. It's not like the first X-com, psionics don't have the same effectiveness or usefulness. Don't even take the psi-amp thing. destroy the psi-training lab and make it a regular training lab -- then put everyone (except androids, their stats never change) into regular training.

 

I just can't agree with this. Late in the game, Psimorphs and micronoids will occasionally succeed and mind-control a human agent with relatively low PSI-defence. Most of the time, the other agents can kill the PSI alien before your mind-controlled agent does much damage. But if your mind-controlled agent is carrying dimension missiles, you've got problems.

 

Granted, hybrid aliens are weak in the early and middle game and, indeed, humans are stronger. But when the aliens start to use psionics regularly, you're doing to want to have had a sizable group of PSI-troopers in training. Start them early; plant them almost like a crop. Late in the game, after they've ramped up their PSI attributes, then ramped up their standard attributes in the training facility, they're ready to go into combat in place of your humans, who are now vulnerable in battle to PSI attacks.

 

Your humans can now focus on raiding other humans in organizations, and doing base defence I've never seen Psimorphs or Micronoids on base assaults. Your PSI-platoon now focuses on the big ships, especially the bombers and the motherships, as well as various investigations as required. Why? Because well-selected PSI hybrids can regularly develop a PSI-defence of 99 or 100. Plus, you CAN use psionics mid-game for really important uses:

 

1) Mind-control an arthropod or skeletoid, and get him to throw his shield to you, so you can research it and make your own. Otherwise, they'll lose their shields when your overcome them.

2) Instantly mind-control an arthropod or sectoid who is about to fire off a dimension missile. Have it drop all its weapons, and then kill it.

3) Take control of an arth or skel who's in good cover, and walk it into the open to be killed (I might add, after making it drop all its good gear).

 

It appears that agents can't do more than triple the psioncs attributes they start off with. As a result, no amount of PSI-training will raise human agents' PSI defence high enough to protect them fully from PSI attack. I've had veteran super-trooper ultra-veteran human agents with bravery of 100 and well over 100 kills get mind-controlled. They can't help it - they just can't raise their PSI defence high enough. But PSI troopers, even if you only use them late in the game for the PSI defence, and once they are really ready for the task, are more than a match for their psionic attackers.

Link to comment
Share on other sites

I agree, psi troopers are very useful. They're just not that useful to begin with, so it' easy to overlook them when you first start the game.

 

If you've never used them before because of your initial experiences with them - then I suggest you invest in a few hybrids, even only one or two. Have them train up in the psi-lab until they have substantial psi skills - if not triple their starting psi stats. Beef them up in the combat gym first if they're too weak, and have them participate in missions. They really come into their own once they're buffed up and have considerable psi stats.

 

You have just got to try and mind control an alien, pause the game and have the alien set all of its boomeroids or vortex mines to blast-on-impact (rightclick) or 0.25 seconds. Drop the grenades, then break psi contact (just select another attack) and let time run again. Instant gratification. Oh, if the alien was carrying a shield, toss it high into the air before breaking psi contact. This could save it - then again, it might not. Just do it so that the alien won't get the benefit of a shield for those .25 seconds before the grenades hit the ground.

 

You do have limited use of psi before you need to recharge, but these brief instances of disruption amongst the tool-using humanoid aliens really adds that little bit more bite to your edge.

 

- NKF

Edited by NKF
Link to comment
Share on other sites

I guess I'm weird, but I cas switch from XC1 to XC3 and vice vesa at will and never have problems...

 

Anyhow, I suggest using hoverbikes with lineages. And hovercars with rockets. I never even touch Hawks, believe it or not. They have too little firepower, not enough survivability, and are SLOW. They get killed by the truckload. Also, mnd control is pretty useful for me. Nothing like seeing a skelly, and hitting him with about 80 points worth of stun damage. Then Toxigunning him. :)

 

I also don't use missiles very often, if at all during tactical. Sure, the explosions are pretty, but A) they damage the surrounding building too much (I hate getting orgs POed at me.) B.) they destroy equipment. I like me my sellables. XD C) theres just never a time when one would be useful :/ Either there are too few enemies to get the full effect, or somesuch. I use BBs liberally in Xcom 1, however.

 

When storming Destroyer UFOs, I like to take a couple of devastators. The little hill to the left of the doors can be tunneled through to great effect :) Usually takes about 6 toxigun equipped soldiers toobliterate anything that comes down, and the terrain provides good cover. That's my rule of thumb with UFO attacks. Use the terrain to your advantage. If that means camping, tunneling, or taking some dimensions to blow a hole into the bottom of a UFO I've been tunneling under.

 

As for raids, I just raid the Cult. On an unrelated, hacker note, I use the Overkill editor to change the values of the laser sniper. Drastically improved firepower, lowered RoF for balance... a true sniper's dream. One aimed shot, one kill against anything not-megaspawn or psimorph that's unsheilded. XD Theses are my tactics, as unorthodox as they may be. Hope they may help. I wouldn't suggest modding anything except the sniper, however. I just do it to make it useful. Honestly, who uses that thing? It's like the Heavy laser...

Edited by Steelion
Link to comment
Share on other sites

I use the heavy laser...

 

In X3 i get rid of the laser sniper as soon as possible, its completely outclassed by the disrupter (i think its more accurate too), so i only have the laser sniper at most for a week

Link to comment
Share on other sites

I guess I'm weird, but I cas switch from XC1 to XC3 and vice vesa at will and never have problems...

 

Anyhow, I suggest using hoverbikes with lineages. And hovercars with rockets. I never even touch Hawks, believe it or not. They have too little firepower, not enough survivability, and are SLOW. They get killed by the truckload. Also, mnd control is pretty useful for me. Nothing like seeing a skelly, and hitting him with about 80 points worth of stun damage. Then Toxigunning him. :)

 

I also don't use missiles very often, if at all during tactical. Sure, the explosions are pretty, but A) they damage the surrounding building too much (I hate getting orgs POed at me.) B.) they destroy equipment. I like me my sellables. XD C) theres just never a time when one would be useful :/ Either there are too few enemies to get the full effect, or somesuch. I use BBs liberally in Xcom 1, however.

 

When storming Destroyer UFOs, I like to take a couple of devastators. The little hill to the left of the doors can be tunneled through to great effect :) Usually takes about 6 toxigun equipped soldiers toobliterate anything that comes down, and the terrain provides good cover. That's my rule of thumb with UFO attacks. Use the terrain to your advantage. If that means camping, tunneling, or taking some dimensions to blow a hole into the bottom of a UFO I've been tunneling under.

 

As for raids, I just raid the Cult. On an unrelated, hacker note, I use the Overkill editor to change the values of the laser sniper. Drastically improved firepower, lowered RoF for balance... a true sniper's dream. One aimed shot, one kill against anything not-megaspawn or psimorph that's unsheilded. XD Theses are my tactics, as unorthodox as they may be. Hope they may help. I wouldn't suggest modding anything except the sniper, however. I just do it to make it useful. Honestly, who uses that thing? It's like the Heavy laser...

 

I admit - I have used Overkill to mod the laser sniper rifle to a largely one-shot-one-kill weapon, as any sniper weapon should be. I have also experimented with modding the rate of fire of the armor-piercing autocanon ammo so that it acts more like a mini-gun would. I actually think this is a good idea, so that the weapons can create true "classes" of soldiers;

 

standard infantry rifleman: Marsec submachine gun - light, high rate of fire, but lower power (~M16)

sniper: Megapol sniper rifle - extremely accurate, low rate of fire, one-shot-one-kill

machine gunner: a cumbersome weapon (heavy), very high rate of fire (~M249 SAW or GE minigun)

 

Until we get toxin, I'm very much a fan of using a modern-infantry model for equipping troops. For one thing, it lends a serious realism to your tactics that allow you to fight your battles more like a real military unit and less like a comic-book-heroes battle. For another, it forces you to consider the particular strengths of each agent, particularly strength, accuracy, and reactions. It also helps you to balance out the use of each ammo, so you're not consuming too much of one type and then running out.

 

Here are my soldier classes. I put their class codes beside their name so I can group them in the squad-creation screen, without having to remember what they're best at. Eg: John Smith RF

 

RF (Rifleman): general battle engagement. For weaker soldiers who have yet to gain much strength or stamina. This is the rookie's class. Standard abilities, Marsec submachine gun, grenades HE and stun.

 

ST (stormtrooper): for storming hiding enemies, leading counterattacks. High stamina, good strength, fast reactions, Marsec submachine gun, grenades, powersword (for close encounters). This is a particularly tough guy who can storm the enemy. Stormtroopers also make the best stun-grapple troops.

 

HW (heavy weapons): machine gunner who pays down the heavy fire support in set-piece battles. Megapol autocannon, lots of AP & HW ammo, sidearm (lawpistol or plasma pistol as available). High strength.

 

SN (sniper): the classic sniper. Perhaps fewer health points or strength, but high accuracy and reactions is possible. Laser sniper rifle, one HE grenade. I find my women agents always wind up being the best at this.

 

RT (rocket trooper): Heavy fire support in large battles and building destruction/fire lighting in cult/gang raids as necessary. High strength is a must. The rocket trooper isn't generally allowed to fire unless the situation requires it, like a whole group of bad guys rushing us, or building destruction. Therefore, an RT is not always present on certain missions. Marsec heavy launcher with up to 5 extra rockets, usually including an incendiary or two. Also equipped with the best sidearm available, two if strong enough, and enough sidearm ammo to last in an emergency. The RT isn't used for storming unless the situation demands it.

 

PY (pyro trooper): medium fire support, specifically against poppers and cloaked skeletoids. Medium strenth is adequate, but faster reactions are important. Equipped with Marsec mini-launcher and a number of HE and possible some IN ammo. Carries good sidearms and ammo for when the missiles run out. Sometimes, the surest way of stopping that rushing popper is a mini-launcher missile set on auto-fire. The same goes for cloaked aliens - the mini-launcher isn't fazed by the cloak and can fire fast.

 

I don't know what you all think of this; perhaps you find it unnecessary. But I find it indispensable for easy organization of tactical combat. It makes the most of the combined-arms approach to winning battles, and makes sure you're most likely to have enough of each type of weapon to exploit the weakness of the different alien classes. But some Overkill work makes the differences more pronounced, so you get the best effect.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...