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dazedroyalty Wrote:Does anyone know the factors the game uses to determine when the more challenging aliens show up? I ask because I've never figured that out. In some of my games they show up so early that I'm going crazy trying to kill them with terrible weapons. In others, I'm bored waiting for them to show up.

It is an interesting question. My experience has been the same as dazedroyalty's -- sometimes you have Snakemen and even Ethereals hitting you in late February, and other games it just seems like an endless parade of Sectoids and Floaters.

Our game is now well into April with not a single Snakeman seen. Power Suits are being built, we have heavy plasmas and a lot of other stuff researched and in use. Seems...odd.

What should we research after the Small Launcher and Stun Bombs? We can research the Flying Suit if we want to. Or start work on craft construction techs. Base defenses? Lots of options available.
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dazedroyalty Wrote:Does anyone know the factors the game uses to determine when the more challenging aliens show up? I ask because I've never figured that out. In some of my games they show up so early that I'm going crazy trying to kill them with terrible weapons. In others, I'm bored waiting for them to show up.

I've never seen anything definitive but I think people previously linked it partly to research progress.

From our game, I seem to be the (unlucky?) one who stumbles over new aliens so far. Someone else can have mutons please, especially in jungles
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Have we already got the new craft research done? If not, I think we should be headed that way.
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In a solo game I'm playing, I had totally exahused all research, built two Avengers, everyone was in power suits, etc. and still no Ethereals!
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haphazard1 Wrote:It is an interesting question. My experience has been the same as dazedroyalty's -- sometimes you have Snakemen and even Ethereals hitting you in late February, and other games it just seems like an endless parade of Sectoids and Floaters.

Our game is now well into April with not a single Snakeman seen. Power Suits are being built, we have heavy plasmas and a lot of other stuff researched and in use. Seems...odd.

What should we research after the Small Launcher and Stun Bombs? We can research the Flying Suit if we want to. Or start work on craft construction techs. Base defenses? Lots of options available.

I'd suggest Flying Suit, UFO Construction (if we've already got UFO Navigation done) -> Firestorm. It takes ages to build them anyway. Interrupt this is we manage to recover blast bombs & launcher. Then onto Alien Origins, Floater Leader etc
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I think it is linked to alien bases/secret pacts.
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Time for another installment of "Who Are These Aliens Anyway" with background about more of our enemies. See this post for the previous installment.

Already encountered (although only once so far) are:

Cyberdisks (minor type, serve Sectoids)

These terror units appear along with their Sectoid masters during terror missions (where we recently encounted them for the first time), base assaults, base defense, and with battleship and terror ship missions. The Cyberdisk is a large (4 tile) flat disk of alien machinery which moves by alien anti-grav technology.

Cyberdisks can be fearsome opponents as they are armored (taking 20% less damage from armor-piercing weapons and 40% less damage from HE), fast moving, fly, and mount a powerful plasma beam weapon that can kill even a heavily armored solider with one shot. As if that wasn't bad enough, Cyberdisks have an automatic self-destruct which causes a massive explosion stronger than an alien grenade and covering a significant area. Any XCOM soldier who turns a corner or goes through a door and finds themselves facing a Cyberdisk at close range will be extraordinarily lucky to escape with no worse than serious wounds.

The Cyberdisk self-destruct can be used against the aliens, however, as the hovering disks often accompany their masters closely. I once killed a Cyberdisk from a distance with a heavy plasma, and the self-destruct killed two other Cyberdisks; they then self-destructed and wiped out four Sectoids I had not even seen. Seven at one blow! lol While that kind of chain reaction is rare, it is not uncommon to catch a Sectoid or two a little too close to their terror weapons.

XCOM hovertanks (which we have not yet researched/built) are largely inspired by the Cyberdisk.

Not yet encountered in game but very likely to show up at any time are:

Snakemen (major type)

The third major alien type threatening the Earth is the Snakeman. Reptilian and scaly, the Snakeman looks like an abbreviated torso and head on top of a sinuous, muscular body which serves as the "foot" supporting and propelling the creature. The extremely tough hide is golden brown.

Snakemen are tougher opponents in combat than Sectoids or Floaters, being harder to kill and also more skilled with weapons (both firing and throwing). They are quite resistant to fire (30% less damage than normal). Their biggest weakness is lack of speed: their slithering motion does not cover ground very rapidly.

Snakemen do not possess Psi powers.

Chryssalids (minor type, serve Snakemen)

The Snakemen's servants are in most people's minds far more terrifying than their masters. Some consider them the most terrifying of all the aliens threatening Earth...even more so than the Psi users. yikes

Chryssalids are bipedal, insect-like creatures with a shiny blue-ish exoskeleton and huge claws. (Unlike most terror units, Chryssalids occupy only 1 tile.)

Chryssalids have tremendous speed, and are capable of running from beyond visual range (20 tiles) to attack with their claws in a single turn. The Chryssalid's claw melee attack can do a lot of damage, but unless attacking a tank does not really matter. The true danger of the Chryssalid is that any living human it attacks -- even if it misses and does no damage! -- is injected with an egg and becomes a zombie. (See below) Armor does not prevent this, and at the beginning of the next round the victim is transformed. And when the zombie is killed, a new Chryssalid hatches from the remains! yikes

It is possible for a Chryssalid to zombify multiple humans in a turn. So if even a single Chryssalid gets in amongst your soldiers, especially early when they are grouped in and around the Skyranger...entire teams can be wiped out almost before you can realize what is happening.

The best defense against Chryssalids is to stay out of their reach. Soldiers in Flying Suits can rise off the ground and the Chryssalid can do nothing but shriek angrily. But be careful to stay in open air -- if a flying soldier is next to a window or staircase Chryssalids can still reach them and even a Flying Suit is no protection from being turned into a zombie.

Note that Snakeman/Chryssalid terror missions can be especially terrifying, as the Chryssalids can zombify all those wandering citizens XCOM is supposed to be saving. yikes The points penalties are large, but some recommend shooting any citizen you see during such a terror mission.

Zombies (minor type, created by Chryssalids)

Zombies are the shambling, dissolving remains of a human injected with an egg by a Chryssalid. Poor bastards.

Zombies generally only have a melee attack (sometimes one can spawn with the weapons of the original human host, but they will only use them for reaction shots), but are capable of delivering quite a blow...if they can get close enough. These are slow zombies, fortunately.

The critical danger of a zombie is that it is also a new Chryssalid in waiting, ready to pop out and attack as soon as the zombie is struck down. This can be a real problem if the zombie is killed by reaction fire, as the new Chryssalid can move and attack in the same alien phase.

If possible, zombies should only be killed when multiple soldiers are present to combine firepower on the new Chryssalid and immediately kill it as well. If not enough soldiers or TUs are available for the task, running away until support can arrive may be the best option.

More alien types will be discussed later, once they show up in game.
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antisocialmunky Wrote:I think it is linked to alien bases/secret pacts.

You mean leaving bases unassaulted triggers new enemies or do you mean that defeating bases triggers new aliens?
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Ug the Barbarian Wrote:I'd suggest Flying Suit, UFO Construction (if we've already got UFO Navigation done) -> Firestorm. It takes ages to build them anyway. Interrupt this is we manage to recover blast bombs & launcher. Then onto Alien Origins, Floater Leader etc

I suggest getting the Firestorm so we have a fast interceptor if we need it, and the Plasma Hovertank (think it's on the same tech as Lightning.)

Alien origins/floater leader aren't really a priority, we don't need to go down that research path until endgame.
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dazedroyalty Wrote:You mean leaving bases unassaulted triggers new enemies or do you mean that defeating bases triggers new aliens?

I don't know. It might actually be secret pacts. If you shoot down a lot of small scouts, that can cancel the battleship that lands to do the secret pact mission.
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"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
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