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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 972133 times)

PanH

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7350 on: January 27, 2014, 11:22:30 am »

If you're curious, it's not actually possible to wait out all the Chrysalids before activating the airstrike. They come infinitely.

Can be useful, if you want tonnes of free exp.
But Chrysalids can not spawn for a few turns. I've had 3 turns during which none spawned (I had the time to go activate and get out of the boat).
I wonder how quickly can one complete that mission. A Hover SHIV likely can't activate the panel, so the fastest way is probably a fast MEC Trooper with jump boots, after Improved Servomotors research, flanked with SHIVs for support. Or perhaps a regular trooper with Sprinter and the leg musculature genemod. Preferably an Assault, so Run&Gun can be used.
Well, medic have a skill that allows +3 movement (which can be huge in dashing), so it's better than an assault (but it can't shoot after dashing).
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7351 on: January 27, 2014, 11:32:03 am »

If you're curious, it's not actually possible to wait out all the Chrysalids before activating the airstrike. They come infinitely.

Can be useful, if you want tonnes of free exp.
But Chrysalids can not spawn for a few turns. I've had 3 turns during which none spawned (I had the time to go activate and get out of the boat).
I wonder how quickly can one complete that mission. A Hover SHIV likely can't activate the panel, so the fastest way is probably a fast MEC Trooper with jump boots, after Improved Servomotors research, flanked with SHIVs for support. Or perhaps a regular trooper with Sprinter and the leg musculature genemod. Preferably an Assault, so Run&Gun can be used.
Well, medic have a skill that allows +3 movement (which can be huge in dashing), so it's better than an assault (but it can't shoot after dashing).
Yes, that's Sprinter. And Assaults can have it with Training Roulette. ^_^
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7352 on: January 27, 2014, 11:39:50 am »

How I did the fishing village mission was I had my heavy, assault and sniper held back at the front of the ship while my support made a mad dash to the console. When the button was pressed the three at the back started running back to the ship while the chryssalids chased them and ignored my support who had mimetic skin. I had the team stop two turns away from the skyranger to kill the pursuing chryssalids then everyone continued running for the skyranger.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7353 on: January 27, 2014, 12:13:28 pm »

If you're curious, it's not actually possible to wait out all the Chrysalids before activating the airstrike. They come infinitely.

Can be useful, if you want tonnes of free exp.
But Chrysalids can not spawn for a few turns. I've had 3 turns during which none spawned (I had the time to go activate and get out of the boat).
I wonder how quickly can one complete that mission. A Hover SHIV likely can't activate the panel, so the fastest way is probably a fast MEC Trooper with jump boots, after Improved Servomotors research, flanked with SHIVs for support. Or perhaps a regular trooper with Sprinter and the leg musculature genemod. Preferably an Assault, so Run&Gun can be used.
Hover SHIVs are capable of activating the panel, all SHIVs are. SHIVs function just like a soldier, so there's nothing key to a mission they can't do.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7354 on: January 27, 2014, 01:20:40 pm »

If you're going on foot, CCS is a must. But if you've got hover shivs, stay off the ground and laugh at the chrysalids.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7355 on: January 27, 2014, 01:24:39 pm »

I can't help but wonder. Barring flying enemies, is there anything a relatively cheap squad of 6 rocket-punching MECs can't handle? I mean, even a Sectopod is going to fold in three hits, with the improved punch especially, so a team of six can kill two Sectopods in one turn.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7356 on: January 27, 2014, 01:52:12 pm »

The main problem with an all punch squad probably wouldn't be taking on any one thing, but activating the entire level cause' you're bull rushing every mob you see. If you made prudent use of long range abilities this wouldn't be as much of a problem (and with free cover destruction from collateral damage you could take things out pretty quickly) but sooner or later you're gunna activate multiple squads, possibly out of punch charge reach, and it could go downhill from there really quick.

If you have level two mechs and now got crazy heals and AOE, no, there probably isn't much that can beat you, but a full squad of level two mechs is pretty damn expensive.
« Last Edit: January 27, 2014, 01:53:54 pm by Sindain »
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7357 on: January 27, 2014, 01:54:17 pm »

I don't see anyway a MEC squad could fail regardless of their outfit. My single MEC can face down Thin Mints and Mutons by itself.
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GreatWyrmGold

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7358 on: January 27, 2014, 01:54:25 pm »

I still don't understand why you'd want to play on normal. It'd be too easy.
You're making me feel bad.

What I don't understand is why aren't floaters as terrifying? They have the same gun (And aim bonus.), I think the same natural aim, can fly, and always have half cover in the air. Aside from suicidal leaps, why aren't they as scary?
They don't come in as huge of swarms. The only escort mission I failed was due to zillions of the bastards airdropping into some sciency facility.

If you're curious, it's not actually possible to wait out all the Chrysalids before activating the airstrike. They come infinitely.

Can be useful, if you want tonnes of free exp.
But Chrysalids can not spawn for a few turns. I've had 3 turns during which none spawned (I had the time to go activate and get out of the boat).
I wonder how quickly can one complete that mission. A Hover SHIV likely can't activate the panel, so the fastest way is probably a fast MEC Trooper with jump boots, after Improved Servomotors research, flanked with SHIVs for support. Or perhaps a regular trooper with Sprinter and the leg musculature genemod. Preferably an Assault, so Run&Gun can be used.
Hover SHIVs are capable of activating the panel, all SHIVs are. SHIVs function just like a soldier, so there's nothing key to a mission they can't do.
And that is weird.

I can't help but wonder. Barring flying enemies, is there anything a relatively cheap squad of 6 rocket-punching MECs can't handle? I mean, even a Sectopod is going to fold in three hits, with the improved punch especially, so a team of six can kill two Sectopods in one turn.
Enemies who don't stand still long enough?
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7359 on: January 27, 2014, 01:58:49 pm »

And that is weird.
When Shen said he made the SHIVs to replace normal soldiers, he meant it.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7360 on: January 27, 2014, 04:18:19 pm »

I still don't understand why you'd want to play on normal. It'd be too easy.
You're making me feel bad.
Don't feel bad, you just haven't been educated in the art of the Beagle.

Sure, it's EU (Though haven't you said you only have EU?), the only thing that doesn't really work in EW is the conga-line, since aliens can overwatch upon discovery opposed to doing nothing.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7361 on: January 27, 2014, 06:15:17 pm »

I still don't understand why you'd want to play on normal. It'd be too easy.
You're making me feel bad.
Don't feel bad, you just haven't been educated in the art of the Beagle.

Sure, it's EU (Though haven't you said you only have EU?), the only thing that doesn't really work in EW is the conga-line, since aliens can overwatch upon discovery opposed to doing nothing.
Just wanted to say: Thank you for linking that! I hadn't seen it before, and wow... this guy manages to be humourous, informative, and effective. And all that while playing Ironman Impossible.  :o

Pity he hasn't done an Enemy Within run yet!
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Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7362 on: January 27, 2014, 06:29:30 pm »

And that is weird.
When Shen said he made the SHIVs to replace normal soldiers, he meant it.
I'll write a fanfic where the SHIVS and Bolos eventual team up and kick the Dalek's shit in.
Or if I don't it should be done.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7363 on: January 27, 2014, 07:09:25 pm »

I still don't understand why you'd want to play on normal. It'd be too easy.
You're making me feel bad.
Don't feel bad, you just haven't been educated in the art of the Beagle.

Sure, it's EU (Though haven't you said you only have EU?), the only thing that doesn't really work in EW is the conga-line, since aliens can overwatch upon discovery opposed to doing nothing.
Just wanted to say: Thank you for linking that! I hadn't seen it before, and wow... this guy manages to be humourous, informative, and effective. And all that while playing Ironman Impossible.  :o

Pity he hasn't done an Enemy Within run yet!

Beaglerush does do live streams every Thursday night of XCOM:Enemy Within. Should be a video on his channel mentioning it. Also I could just link you straight to the Twitch account he uses for streaming. Like this. Don't remember what time he starts streams though.
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crazysheep

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7364 on: January 27, 2014, 10:06:01 pm »

And that is weird.
When Shen said he made the SHIVs to replace normal soldiers, he meant it.
Maybe it's an EW feature, but I've noticed that on bomb disposal missions, SHIVs don't seem to be able to deactivate power nodes, unless I'm doing it wrong :S
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