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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973807 times)

BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8295 on: September 13, 2014, 07:04:41 pm »

I just won the game.

*sheds a single tear*

Now do it again, with only ballistic weapons! :P
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8296 on: September 13, 2014, 10:29:52 pm »

Oh spirits. I just remembered something. In Long War, the Gauss sniper rifle? Sure it's less damaging than the best, and not very accurate, but you know what it does? It gives your snipers the HEAT rounds perk. o.o*
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8297 on: September 13, 2014, 11:13:16 pm »

I just won the game.

*sheds a single tear*

Now do it again, with only ballistic weapons! :P

I did something like that way back in EU.  Well, kinda... What I did was I couldn't increase my satellite capacity, so I had to rush the game in like 4 months.  For most of the game I had nothing but ballistic, but later I had lasers.

The short answer is:  You can do it if you go very quickly through the strategic game, but the last mission is incredibly hard if you don't have plasma/ghost or a really good setup, simply because of the last two fights and how you're almost required to end the final fight in one turn.  I gave up on the last mission after beating the whole game like that on C/I.  This is on EU mind you, so shorter and easier than LW or EW.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8298 on: September 13, 2014, 11:31:08 pm »

Hmm...

I think you could beat that final mission with 5 snipers with double tap and squadsight. You don't need to kill everything in that room to win, just the big Ethereal and he stands on that elevated platform.

Basically just inch everyone forward until you know everyone is in range and nuke him down. With any luck, the guy would die. He has 25hp and the basic sniper does between 3 - 5 damage. As long as most of the shots go through his shield thing, he will die.

Since you can repeat that mission infinitely even on ironman, you can just keep trying again and again even if you fail.

It would also die to 5 rockets. Rockets can't be reflected by that shield too and you don't need a max level soldier for that.

Or a combination of both.

I'm more surprised you managed to get through the two Sectopods. But I guess since this was before EW, they were significantly weaker back then.

----

I normally abandon the game after I reach the final mission. It's so boring anyway.

Fikes

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8299 on: September 14, 2014, 12:31:56 am »

I finally managed to beat the site recon on long war last night. First off I brought every Infantry I had, which turned out to be 4 of them. The last two spots were engineering and sniper, neither of which were great picks really.

This time I managed to only get one group of Chryssalids at a time. I ran the engineer off ahead to agro the pods and then ran him back to a line of waiting infantry who put them down.

I was also extra extra careful with ammo, making sure all the infantry reloaded as their second action, going Fire, fire, fire reload, instead of Fire, fire, fire fire, reload.

Once we tripped the beacon everyone ran like hell to extraction.

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8300 on: September 14, 2014, 01:02:32 pm »

Managed to get through that hellacious terror mission. 9 Chrysalids and 15 zombies. No wounded or casualties, but lost 12 of 18 civilians. United States is in the red on panic now.

And in one day, I have to extract a covert operative from an EXALT base. FML.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8301 on: September 14, 2014, 02:23:08 pm »

Well fuck me.

Got a terror mission on the Newfoundland map. Here's what I'm currently engaged with, all simultaneously triggered: 4x Chryssies, 1x zombie, 1x Sectoid Commander, 1x Mechtoid, 2x Muton, 1x Cyberdisc, 4x Drone.


I haven't taken any actions yet, because I have no idea how to proceed in a way that won't end with a squad wipe. About all I can figure is clearing the Chryssies with a rocket and fire from my farthest-back troops combined with everyone else running the hell away and setting up for a reaction-fire trap. Whiiiich won't be enough if more than one thing comes into vision on the same turn.
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Fikes

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8303 on: September 16, 2014, 02:37:45 am »

I lost everyone on an abduction mission. It wasn't too bad really. Most of them were sub par and all of North America is already in a pure panic. I spawned within sight of floaters so I pulled back to get a little cover. Ended my turn and Seekers walked into me. I should have known it was hopeless but I tried to fight it out only to wipe.

Now I am missing an auto laser and a laser rifle. Do you lose weapons when you do a complete wipe on long war?
« Last Edit: September 16, 2014, 02:42:15 am by Fikes »
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8304 on: September 16, 2014, 04:04:03 pm »

I believe that one of the settings makes you lose weapons left on the battlefield if you are wiped/retreat, yes. Don't recall the specifics of it.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8305 on: September 16, 2014, 08:30:02 pm »

There's a Second Wave setting for long war where retreats always lose items from dead soldiers, but I think complete wipes would make sense for you to lose all your stuff.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8306 on: September 16, 2014, 09:07:45 pm »

Well this morning I was playing Long War for the second time.  It has been going much better then my previous play through, with only three deaths and I have twenty five soldiers who are at least specialist, and a good few who are LCPRLs or higher.  I accidentally left Progeny and Slingshot on, and I got the first Slingshot mission.  Most of my people are wounded, a result of the first Progeny mission, and my second and third SHIVs are both two days from completion.  So I am forces to send my two best infantry, along with several fatigued soldiers.  What happens not even ten minutes on the geoscape after I send them on their merry way in the skyranger halfway across the world? "Reports from around the world report..."
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8307 on: September 16, 2014, 11:32:12 pm »

Okay, so that terror mission? I managed to beat it with only a single injury (fucking Cyberdisc, that's one of my officers in medbay for a month). Granted, two thirds of the civvies died, but oh well. Six hours later, random low-grade abduction, only a Mechtoid + supporting sectoids/drones, a Berserker, and 6 Mutons, easy rookie fodder. Literally the instant I start passing time again after that mission, though, another terror mission. Less than seven hours after the last one. On another terrible, shitty map. I love you too, Long War. ^-^
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8308 on: September 17, 2014, 07:34:09 am »

What is a good number of soldiers to have for Long War?  I still haven't had a chance to do that terror mission, or finish the Slingshot mission, but I'm thinking that twenty two isn't goign to cut it. 
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8309 on: September 17, 2014, 10:07:29 am »

All the soldiers. No, really. You can get away with 30ish for the first month or two, but after that 60 is going to pretty much be your minimum. You also need the right sort of soldiers; having a bunch of snipers, medics, or engineers is pretty useless, since you're basically never going to bring more than one on a mission. You want a whole shitload of infantry, a good number of scouts and assaults, and at least 5 each of rocketeers, medics, snipers, and gunners.

Don't be afraid to fire useless chumps to free up space, either; that's what I did with all the scouts I had that didn't have holo-targeting.
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