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XCOM: Enemy Unknown aka the one where Haphazard dies repeatedly

I think the best alien base strategy is to unlock it as soon as we can (without neglecting important techs) but then save the actual mission until we have sufficient weapon and armor technology AND there are numerous nations reaching critical panic levels. Because there is no penalty for waiting on it, it's nice to make the most of the -2 panic worldwide!
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(November 4th, 2012, 22:03)dazedroyalty Wrote: I think the best alien base strategy is to unlock it as soon as we can (without neglecting important techs) but then save the actual mission until we have sufficient weapon and armor technology AND there are numerous nations reaching critical panic levels. Because there is no penalty for waiting on it, it's nice to make the most of the -2 panic worldwide!

Ah I see. I got nearly mauled there since I showed up still with only terrestial tech + alien grenades...
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(November 4th, 2012, 21:14)Sareln Wrote: What's the benefit of a fast alien base raid?

I played my campaign on normal and so skipped all the laser-tech and went straight to plasma, so I don't think I have a good idea about the difficulties facing us in classic it seems.

For starting location, I won from NA. SA seems a silly place to start, and I'd be cool with anywhere but SA or NA.

I wouldn't suggest trying to skip lasers on Classic - you'll be facing really difficult battles for terrestrial weapons before they come in. Its possible but on Ironman you don't get second chances
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(November 4th, 2012, 21:14)Sareln Wrote: What's the benefit of a fast alien base raid?

Psionics, loot, and speed run

Also the base defenders get upgraded as time progresses, so if you move fast you fight weak aliens

Panic isn't something to be worried about on classic, unless you fail too many missions. You can lose a few countries and continental bonuses, it looks bad on the globe but doesn't really matter. if you're building a lot of satellites it's almost impossible to lose due to panic as the main factor anyway.
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(November 5th, 2012, 04:47)uberfish Wrote: Also the base defenders get upgraded as time progresses, so if you move fast you fight weak aliens

Early base run means that your troops are weaker as well, so I am not sure how big a benefit this really is.

Early psionics is probably the biggest benefit. It seems like the bigger UFOs start appearing after the base mission as well, which means tougher missions but better loot.
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Early Psi is nice but it also means you'll start facing Sectoid Commanders who can mind control you back. Not too big of a deal since they are located in predictable locations, but it is something to note.

I haven't done a speed run yes but it seems like that with a focused speed run you could make it to the final mission without having time to even encounter all the aliens or research all the techs. Has anyone got experience with a speed run? I'm super curious how quickly it could be done? Researching Psi Armor is the biggest slow down, I'm guessing. But if you get lucky with alien captures for research credit, I am guessing you could do it pretty fast.
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(November 5th, 2012, 11:43)dazedroyalty Wrote: Early Psi is nice but it also means you'll start facing Sectoid Commanders who can mind control you back. Not too big of a deal since they are located in predictable locations, but it is something to note.

I haven't done a speed run yes but it seems like that with a focused speed run you could make it to the final mission without having time to even encounter all the aliens or research all the techs. Has anyone got experience with a speed run? I'm super curious how quickly it could be done? Researching Psi Armor is the biggest slow down, I'm guessing. But if you get lucky with alien captures for research credit, I am guessing you could do it pretty fast.

My normal run-through was done before the battleship showed up. Because of how the final mission is structured though, shouldn't you always encounter every alien at least once? smile
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I think the Overseer and Temple Ship do have fixed alien crews so you will be fighting Sectopods/Ethereals with Laser level tech on a speedrun on those missions, yes. Overseer probably being the hardest part of the entire run. It's doable within 5 months... I would expect 4 months is possible with some optimization and luck.

Anyway I assume we are just sticking to more or less standard conservative play for our SG. So let's get it on the road. I have absolutely no preference where we start, and my vote would be to aim for 5 satellites but no more by the end of month 2.
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Someone else want to start this off ? It looks like I'm first on the turn order from earlier posts but only got back from work about 10pm and will be tomorrow evening before I could even think about it. Should be Ok Weds onwards though.
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(November 5th, 2012, 18:31)Ug the Barbarian Wrote: Someone else want to start this off ? It looks like I'm first on the turn order from earlier posts but only got back from work about 10pm and will be tomorrow evening before I could even think about it. Should be Ok Weds onwards though.

Have we discussed whether we want to play through the tutorial? Obviously we've all seen it before, but skipping it makes the first few missions significantly harder. I'm easy either way.
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