Is that character a variant? (I just love getting asked that in channel.) - Charis

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XCOM SG Signup and Rule discussion?

Losing a skyranger on superhuman would probably be instant lose.

As for IronMan:
-Take what you get and no intentionally crashing the game to reload.
-I'm not sure but maybe not abuse the infinite reaction training stuff (disarm muton, give everyone pistols, pistols don't penetrate muton armor).

The XCom utility has a new starting base setup that is more rational so we can use that if everyone wants.

Difficulty modifications are over here:
http://ufopaedia.org/index.php?title=Difficulty_Levels

In practice, it just allows aliens to get more ridiculous reaction shots off.

For getting screenshots, I'm not sure. Would be ncie to have a tool with a hotkeyed screenshot command.
In Soviet Russia, Civilization Micros You!

"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."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Quote:addition the USG states the aliens' "remember" the location of X-COM units longer on higher levels.

That is defintitely what I experienced today!

Quote:The XCom utility has a new starting base setup that is more rational so we can use that if everyone wants
.

What's the difference?
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Thanks for the info, dazedroyalty and ASM! I should have realized there would be something at ufopedia -- it is a great resource.

Better accuracy and reaction shots -- ouch! Not like the aliens weren't already lethal enough.... And up to double the standard numbers...ouch again. We are certainly going to need better weapons as quickly as we can get some lasers researched and built.

It sounds like I should definitely try a couple missions on Superhuman to get a feel for the changes in alien behavior. My usual tactics probably need some adjustments.

I saw in the list posted earlier that one of the utility options was a more defensible starting base. Can someone describe the difference? Additional Living Quarters (more scientists and soldiers, and eventually more engineers) and General Stores (for all the loot we should have coming in) are certainly needed ASAP. Large Radar so we can spot UFOs, and Alien Containment so we can benefit from any lucky captures early. When to add an additional Workshop? Very expensive, but with such a long lead time we can't leave it very long.

Keeping the engineers busy building stuff to sell during any period we do not have more urgent tasks for them is certainly key. Medkits are one of the better choices early on.
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1 tank + 10 troopers is generally a solid loadout, tanks can take a decent amount of punishment early. The most important things in combat are to make sure the members of a squad can cover each other, and that whoever has bad aim goes in FRONT
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Ok I'm going to try starting this in the next hour or so.

To cover any of the points missed, I'm using the Xcom Util option for better starting base layout - we'll need it.

Playing on Superhuman seems to mean you get more Base Assaults - I've had three in the first 4 months when I played recently. You really don't want that when they use blast bombs etc.

Loosing a Skyranger won't necessarily lose the game - if we try and keep $1m or so float after first month. But it does hurt.

Medikits are ok for making money - there's an old faq somewhere I'll try and dig out with all the values in a nice table.

Secret on tactical combat is slow and steady - keep men back to use as snipers and scout with tank / expendables. Tanks will die more easily to blast weapons(e.g grendades) as they seem to do damage to every square of your size. Night missions are hard on Superhuman due to sight range - always make sure we take flares on missions (1 per soldier is good) - most will be retrieved after the mission even if used (but not if destroyed).
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Sounds good, Ug. Good luck with the opening mission! thumbsup
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Ug the Barbarian Wrote:Ok I'm going to try starting this in the next hour or so.

Can't wait to see the report! Just don't name the weakest soldier after me!
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haphazard1 Wrote:Thanks for the info, dazedroyalty and ASM! I should have realized there would be something at ufopedia -- it is a great resource.

Better accuracy and reaction shots -- ouch! Not like the aliens weren't already lethal enough.... And up to double the standard numbers...ouch again. We are certainly going to need better weapons as quickly as we can get some lasers researched and built.

It sounds like I should definitely try a couple missions on Superhuman to get a feel for the changes in alien behavior. My usual tactics probably need some adjustments.

I saw in the list posted earlier that one of the utility options was a more defensible starting base. Can someone describe the difference? Additional Living Quarters (more scientists and soldiers, and eventually more engineers) and General Stores (for all the loot we should have coming in) are certainly needed ASAP. Large Radar so we can spot UFOs, and Alien Containment so we can benefit from any lucky captures early. When to add an additional Workshop? Very expensive, but with such a long lead time we can't leave it very long.

Keeping the engineers busy building stuff to sell during any period we do not have more urgent tasks for them is certainly key. Medkits are one of the better choices early on.

The base is just arranged more standard with the hangers kept away from the general quarters.

I've never actually had problems with money. My engies usually just stay idle when I don't really care. I suppose you can manufacture tons of stuff especially after you get your infinite ammo lazers though.

I usually put 10 flares/10 smoke grenades. First rule of X-Com: ALWAYS toss a smoke grenade out the sky ranger to cover yourselves.
In Soviet Russia, Civilization Micros You!

"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."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

Ug the Barbarian Wrote:Medikits are ok for making money - there's an old faq somewhere I'll try and dig out with all the values in a nice table.

I found the strategy guide and I mis-remembered. It's actually Motion scanners that make the most money early. Later on it's Fusion balls.

Here's the Guide.
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Took a look at the ufopedia, and it agrees on Motion Detectors, although Medkits are not bad either. Later in the game it recommends Laser Cannon.

Fusion Balls? Hmmm, I don't think I would want to build for sale anything that requires 4 Elerium per unit. Not unless the captured Elerium is spilling out of my general stores into the hallways, anyway. lol
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