I find XCOM really difficult

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kburns10

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simmeh said:
You have a certain degree of control over the pace of XCOM, despite appearances. The game tries to trick you by labelling certain research or engineeering projects as 'PRIORITY', but you don't have to research those as soon as they become available - in fact, it's probably suicide if you do. If something else important is available (Laser/Plasma weapons, Carapace/Titan Armor, Firestorm, etc.) you should definitely focus on researching and implementing those before moving on with the 'priority' projects.
This is what's getting me right now! Having only played the demo of this game and never the original, I'm still learning all the ends and outs of the game. I really enjoy it despite not being too kind to newcomers. I'll try ignoring the "priority" stuff and see if I get further.
 

Jopoho

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juyunseen said:
Just out of curiosity, since this is a thread full of Xcom players, is this game in any way similar to Fire Emblem but with guns and aliens? I've only seen a little gameplay of the original, and none of the new one. Just wondering if I could get a comparison.

From the snippets I've heard, it puts me in mind of Fire Emblem and Advanced Wars, but more robust. Is this accurate or am I not seeing it correctly?



Sorry to the OP for posting this unrelated to the OT, but I didn't want to make a new thread just to ask this question.
There are certainly some similarities, but guns do really change up how the battles go. The global strategy part mixes things up as well. Still, I used Fire Emblem as the basis for my strategy early on, and it served me well enough.
 

juyunseen

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Jopoho said:
juyunseen said:
Just out of curiosity, since this is a thread full of Xcom players, is this game in any way similar to Fire Emblem but with guns and aliens? I've only seen a little gameplay of the original, and none of the new one. Just wondering if I could get a comparison.

From the snippets I've heard, it puts me in mind of Fire Emblem and Advanced Wars, but more robust. Is this accurate or am I not seeing it correctly?



Sorry to the OP for posting this unrelated to the OT, but I didn't want to make a new thread just to ask this question.
There are certainly some similarities, but guns do really change up how the battles go. The global strategy part mixes things up as well. Still, I used Fire Emblem as the basis for my strategy early on, and it served me well enough.
Oh right. I forgot that it was a Global thing isn't it?
Still, if it's similar to Fire Emblem then I might consider it; the fact that I suck at Fire Emblem notwithstanding.
 

chimeracreator

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Ultratwinkie said:
Do you have lasers?

You need to keep up with the alien threat in terms of firepower or risk being outgunned even more than you usually do.

Lasers take down chrysallids easier. Much easier than the original where they were walking tanks.
Chryssalids are pretty wimpy in my book. While they do move quickly, they cannot double move and attack. So as long as you don't find them at the end of your turn, in which case sorry. Also remember to switch to pistols if you only need to deal 1 damage as it helps save ammo. Also to give your assault soldiers with shotgun weapons plasma pistols to provide them with a solid ranged weapon.
 

Bostur

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Thats some high quality advice from Guppy.

I got a few comments myself as a supplement.

BloatedGuppy said:
4. For early mission rewards take Engineers. On the rare occasion you can take cash, but not soldiers, and certainly not scientists. The only time you should deviate from this is if you absolutely have to do a mission in a particular location due to panic.
One thing worth keeping in mind before embarking on a mission, is that you can safely exit the mission screen and come back if you need to check up on something or build some instant gear. I like to take a look at the situation room before embarking on an abduction mission. As long as you don't advance time with the scan button, the mission will still be there when you return to mission control.
You can do the same on the loadout screen. If you find that you are short on gear while equipping your soldiers, you can exit the screen build the gear and come back. The game will even save the changes you made to the loadout.

12. Power supply. Build as necessary. You'll usually need a couple + a thermo or two, or an elerium generator. If you have steam handy, try to group your power supplies around it.
I generally find that the benefit of the advanced power generators is too small to warrant the large initial investment. They do save some expenses in digging and access lifts, so late game they have some use but early on go for the cheapest ones and link them if possible.

It's possible to tweak some effeciency out of the base building by planning in advance and making sure the power is there when you need it. If I have some spare cash at the end of the month I usually use it to dig or make a power generator so I can get started on necessary structures as soon as the cash is available.

16. Make good use of the grey market. Don't hoard anything save for weapon fragments, alloys, and elerium. Early on you don't need those power sources and flight computers, so sell them. Anything broken, sell. Keep 4-6 corpses on hand for research, and then sell (not Chrysalid corpses). The early cash boost is extremely helpful.
I like to hoard a few floater corpses myself. The dodge consumable for interceptors is excellent when using inferior interceptors against a better opponent. You only need to keep one or two dodge consumables in storage for emergencies. Make more as you spend them.

Most other corpses can be sold after the initial research.

You don't need a whole lot of power sources and flight computers, but you do need some and supply can be low. I don't sell them unless I know for certain that I have more than I need.


1. Rule of thumb #1. Be very, very careful with dashing. I won't say never dash, because sometimes dashing is appropriate. Most properly, don't dash like an idiot. Don't dash into "fog of war". Don't dash ahead with the last guy on your turn. If you CAN move slowly from solid cover to solid cover without dashing, that's what you should be doing. No one ever died from moving too slowly and carefully.
When cover is sparse and I need to dash, I like to use bounding overwatch. Some soldiers will dash to the next cover, others will stay back for overwatching. But don't put them on overwatch until the end of the turn in case the dashers spot something.
Dashing can also be handy for triggering overwatch since you get a defensive bonus when dashing.
Guppy is right though, making one move should be the standard procedure. Only use dashing with caution.


3. Rule of thumb #3. Half cover is no cover at all. Full cover is a 40% accuracy reduction. If an alien has an 85% chance to hit you, he now has a 45% chance to hit you. Half cover is 20% reduction. That alien now has a 65% chance to hit you. Are you comfortable with that? Neither am I.
When forced to use low cover, supplement with smoke. Smoke basically turns low cover into high cover. Then proceed to find better cover next turn.

9. Overwatch, on everyone but opportunist snipers, is horribly inaccurate. It has its uses, but do not over-rely on it. You're better off taking high % shots on your turn than waiting to take low % shots on theirs. That all overwatching soldiers will fire at the same target if it enters all of their LOS first is another reason to avoid this.
This is one of the few points where I slightly disagree with Guppy. Overwatch does incur a penalty to accuracy, but overwatch fire almost always trigger on enemies out of cover. In practice overwatch fire is more accurate than firing at enemies in full cover. And the same as firing at enemies in soft cover. In addition overwatch can force enemies to stay in cover as a sort of suppression, or force them to sprint when they move. The AI does pay attention to what you do. You probably wont hit a sprinting enemy with overwatch, but the enemy wont fire at you either.
Overwatch is great for locking down the centre when trying to flank, or to delay the enemy if you need a turn to get ready.
There are some cases where overwatch is a very bad idea. When facing enemies with AE attacks like grenades from mutons and cyberdisks or poison from thin men. Those enemies love it when you dig in behind cover using overwatch or suppression. In those cases well timed aggression is the best approach.

14. Support. A good recon alternative to Assault, especially if it's early game and you're being cautious. Sprinter makes your Support the most mobile unit on the field, so they can cover a lot of ground easily, and retreat just as easily if they don't like what they see. ALWAYS take Field Medic and Savior with your Support. If you use them for recon, they should have high will. You shouldn't need more than one support once you have a sergeant or higher.
Support may seem weak when looking at their skill tree, but I love them. They are basically the Jack of all trades that becomes good because squad size is so limited. The extra move makes them able to reach a hot spot quickly, or get to cover that others can't reach. Extra medkits is a life saver, and smoke is great as a get-out-of-jail-free card. When getting laser or plasma tech, they even have weapons that kill stuff.
 

BloatedGuppy

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Bostur said:
I generally find that the benefit of the advanced power generators is too small to warrant the large initial investment. They do save some expenses in digging and access lifts, so late game they have some use but early on go for the cheapest ones and link them if possible.
On a cost per power basis, they're a fair improvement over the normal ones. You won't even have access to them until you're on the 2nd tier of your base though, so it's not like you're going to blow your satellite money on an expensive Elerium generator to give you power you don't need. Realistically I think you can get by with 3 normals + one Thermo or one Elerium. Any more than that is likely overkill, unless you've been spamming workshops for some reason.

Bostur said:
It's possible to tweak some effeciency out of the base building by planning in advance and making sure the power is there when you need it.
Yeah I never really covered base building efficiency. I like to have 4 linked uplinks on the left side, along with either power or supplemental stuff like Alien Containment or OTS, depending on where my steam is. Right side is for workshops and other sundry items.

Bostur said:
I like to hoard a few floater corpses myself. The dodge consumable for interceptors is excellent when using inferior interceptors against a better opponent. You only need to keep one or two dodge consumables in storage for emergencies. Make more as you spend them.

You don't need a whole lot of power sources and flight computers, but you do need some and supply can be low. I don't sell them unless I know for certain that I have more than I need.
There's a fixed amount of corpses you need for specific research, but I couldn't remember them offhand. I believe it's 4-6 Thin Men corpses for medpacks, and I know floaters are used for advanced flight.

For flight computers you're absolutely correct, you eventually need some for Firestorms, but in the early days when you're struggling to choose between a satellite and a squad size upgrade and you're digging in the couch for quarters, you sell those motherfuckers as fast as you get them and never look back. Realistically, for plot purposes you only NEED one Firestorm.

I hate the one shot consumables, but I know some people swear by them.

Bostur said:
When forced to use low cover, supplement with smoke. Smoke basically turns low cover into high cover. Then proceed to find better cover next turn.
Indeed. I like to think of it as "low cover = this guy is exposed, he needs smoke!" and "no cover = I've made a terrible mistake, that guy is dead".

Bostur said:
This is one of the few points where I slightly disagree with Guppy. Overwatch does incur a penalty to accuracy, but overwatch fire almost always trigger on enemies out of cover. In practice overwatch fire is more accurate than firing at enemies in full cover. And the same as firing at enemies in soft cover. In addition overwatch can force enemies to stay in cover as a sort of suppression, or force them to sprint when they move. The AI does pay attention to what you do. You probably wont hit a sprinting enemy with overwatch, but the enemy wont fire at you either.
I should clarify here...I overwatch constantly. I mean, if your turn is over, what else are you going to do, really? Of course you overwatch. What I read about though, is people setting up "overwatch traps". Like this one guy talked about a time he set up an overwatch trap for an Outsider, and it ran out, everyone missed, and it gibbed his Assault. I don't like that kind of passive game play, and I think it leads you down an ugly road, especially on Classic, where it falls into the "don't get suckered into trading low % shots" rule. Taking active shots, making use of suppression and run and gun flanking...this is always preferable to me than blowing a turn on overwatch. Overwatch is sort of the "I have nothing else to do here" solution. Whenever I've lost a guy, it was almost always because either A) I recklessly charged ahead to make a critical kill, activating new enemies in the process, or B) I sat around like a toadstool overwatching and got flanked or missed when my shot came.

Opportunist snipers, of course, have excellent accuracy in overwatch, and using two snipers on overwatch and one flushing unit is extremely effective for breaking monster closets.

Bostur said:
Support may seem weak when looking at their skill tree, but I love them. They are basically the Jack of all trades that becomes good because squad size is so limited. The extra move makes them able to reach a hot spot quickly, or get to cover that others can't reach. Extra medkits is a life saver, and smoke is great as a get-out-of-jail-free card. When getting laser or plasma tech, they even have weapons that kill stuff.
I love them too, but even with Plasmas they have piss poor offensive potential. I like an aggressive up-tempo approach to combat. If you kill all the aliens, there are no aliens left to make you flip out at the random number generator. By the time your support is carrying a Plasma rifle, you could have a Colonel assault packing an alloy cannon critting for 20 damage on a flank, or a Squad Sight Sniper with In The Zone killing 5 aliens on a single turn, or a Heavy with a blaster launcher and area suppression. Support is vital, but they're punchless.

I do like them a lot on long missions like Battleships or the Alien Base though, just because you almost always end up taking some unavoidable incidental damage on those.
 

Bostur

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BloatedGuppy said:
I should clarify here...I overwatch constantly. I mean, if your turn is over, what else are you going to do, really? Of course you overwatch. What I read about though, is people setting up "overwatch traps". Like this one guy talked about a time he set up an overwatch trap for an Outsider, and it ran out, everyone missed, and it gibbed his Assault. I don't like that kind of passive game play, and I think it leads you down an ugly road, especially on Classic, where it falls into the "don't get suckered into trading low % shots" rule. Taking active shots, making use of suppression and run and gun flanking...this is always preferable to me than blowing a turn on overwatch. Overwatch is sort of the "I have nothing else to do here" solution. Whenever I've lost a guy, it was almost always because either A) I recklessly charged ahead to make a critical kill, activating new enemies in the process, or B) I sat around like a toadstool overwatching and got flanked or missed when my shot came.

Opportunist snipers, of course, have excellent accuracy in overwatch, and using two snipers on overwatch and one flushing unit is extremely effective for breaking monster closets.
I should probably clarify as well, but I think we were talking about the same situation. There are times when it matters to make a deliberate choice between taking a poor shot or using overwatch. In some of those cases overwatch makes sense. If it's a 1v1 situation in cover with more soldiers ready to fire next turn, the overwatch is often the better choice. If the alien moves you get a free shot out of cover. If the alien fires he gets one more attack than you, but with a low hit chance. If he sprints you get one more attack with a low hit chance. But in every case you win some time for the the rest of the squad to get in position.
If you fired the shot, the alien would have had an opportunity to withdraw or get in a better position. It's basically another way to apply a supression effect.

You will often see the AI use the same tactic. If you surprise a single sectoid he will often overwatch behind cover to wait for his pals to help him.

The example you mention sounds like bad luck more than poor tactics. There's no point in blowing turns with overwatch if everyone is in the best position possible, but sometimes waiting moves can be beneficial to gain an advantage next turn. But it's important to try to judge which side gets the biggest advantage of the delay.

But a lot of this is situational and personal style matters as well. A squad that is very mobile with several assaults should be more offensive. A slow squad with several heavies should play more defensively and cautious.
 

DustyDrB

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Jan 19, 2010
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I say focus on armor first for your troops. Keeping men alive is invaluable. "The best defense is a good offense" doesn't really apply, because you will occasionally run into shit luck in XCOM. Good armor lets you survive such situations.

Secondly: Two snipers. You can do three if you want, though I have the most success with two. Organize your push forward around your snipers' locations. If they aren't in a position to cover you, just stay put. Overwatch, reload, hunker down. Do whatever, but just have your snipers ready before anyone else. It will make your missions last longer due to the slow pace, but you will run into fewer surprises that you can't handle. And this is especially true if you supplement this approach with Battle Scanners. Positioning is everything, and your snipers are the ones you should structure that positioning around.

Third: Have a tank. A guy who can run in the doorway and survive most anything. My main shotgunner has been with me almost from the beginning like this. He's equipped with Titan Armor and Chitin plating, is immune to critical hits, and has Lighting Reflexes (makes the first enemy reaction shot miss). If I'm not feeling good about a door and can't open it from cover (I still have no clue why you can open some doors but not others from cover), I send him in. He also has the Run and Gun skill, so I make it so he can find cover and maybe even take out one enemy when he enters. I also will always have every other squad member Overwatching when I do this (except the Heavy. She has that defensive Psionic ability, so I'll use that instead. She misses 99% of reaction shots anyway)

Some questions:
-Does anyone else feel that Plasma Rifles are just not worth taking? The accuracy falloff seems as bad as the Alloy Cannon, but the latter does more damage and crits more often.

-Seriously, why can I open some doors and not others from cover?

-Is there any way to capture/turn a Sectopod? I was keeping an Arc Thrower on my Ghost Armor soldier. One time I stood cloaked right next to a low-health Sectopod, but neither the Droid Hack nor the regular Arc Stun were available to use.
 

Bostur

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DustyDrB said:
-Seriously, why can I open some doors and not others from cover?
The only doors I've experienced that I couldn't open when standing one square to the side were doors in the last mission. All others open fine, but sometimes my stupid soldiers prefer to jump through the window. ;-)

Maybe the map is showing the wrong level? One some maps the game switches levels eratically, some of the big UFOs is especially prone to this.

To open a door I select the soldier next to the door, and left-click the floor tile next to him. You need to have the right soldier selected, but you don't need to have any moves left.
 

BloatedGuppy

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DustyDrB said:
-Does anyone else feel that Plasma Rifles are just not worth taking? The accuracy falloff seems as bad as the Alloy Cannon, but the latter does more damage and crits more often.
No. Plasma Rifles are significantly better/more accurate at range than Alloy Cannons. The only time you want to use a Shotgun is if you're going for a full on offensive flanker with your Assault. If I've gone more defensive/recon with mine, I usually give them a rifle so they can hit the broad side of a barn.

Alloy Cannons with all the offensive traits in the Assault tree are fun though.

DustyDrB said:
-Seriously, why can I open some doors and not others from cover?
Because XCOM is a treasure trove of bugs and interface screwiness.

DustyDrB said:
-Is there any way to capture/turn a Sectopod? I was keeping an Arc Thrower on my Ghost Armor soldier. One time I stood cloaked right next to a low-health Sectopod, but neither the Droid Hack nor the regular Arc Stun were available to use.
Hahahahaha. No. Nor Chrysalids.

Forcing you to reduce/stun a Sectopod would've been unusually cruel.