X-Com Frustration

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Paragon Fury

The Loud Shadow
Jan 23, 2009
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So I finally got X-Com: Enemy Unknown as an early birthday present (mine is on Dec. 26) and have been trying to play it for the last few days.

I'm no stranger to strategy games. I've bent many an RTS and TBS to my will. Civilization except on the hardest difficulty (where the computer is allowed to cheat) poses no challenge to me.

And though I didn't get to play the original X-Com, this new one shouldn't pose too much of a problem, right? Apply real-life squad tactics, use my head, take it slow, exploit LoS, everything will be fine. A few people may die, but hey, that is what happens in desperate battles, right?

Except I can't bend the rules of bullshit to my will. The things that happen are the most aggravating things...and always against my favor.

Even uninjured SGTs. panic if a fly farts nearby them (though ironically, they seem to have better aim when panic'd than normally). Even with good LoS, height advantage and flanking, my soldiers couldn't hit the broad side of a barn if they were inside it. They die if the aliens use harsh language.

Meanwhile the aliens pull off impossible shots (I've seen an alien on Overwatch hit a Dashing' soldier through a wall, a tree and a car window before), are unshakable and can take a good deal of damage.

I feel like I'm losing not because of bad tactics....but because a RNG is saying "F#$%@ you. I don't like you." I know its supposed to be a hard game.......but it feels like its hard not because of tactics, planning and strategy but because of random chance and BS.
 

veloper

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Jan 20, 2009
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Someone posted a decent set of tactics and strategies on this forum earlies and there's a couple good threads on the subject. Maybe you can still search for them.

Anyway, don't let the RNG rule you. Always try to be ready for shots to miss. Rely on actions that succeed 100% of the time, as a backup. Grenades, rockets, shotguns at close range. These always do damage (except on sectopods).
Snipers once they have squad sight can help out almost anywhere and be accurate in the 90% range too. Bring 2.

Most important of all proceed slowly. Sometimes fall back even, just to avoid getting multiple encounters at the same time.
 

Ryanrulez5

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Nov 24, 2010
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I copied these tips from that form I believe I hope it helps but remember X-com is a really hard game .
STRATEGIC
1. If you are struggling, I recommend you engage the tutorial. It will help you plot out your base and make sensible early decisions. Most critically, you will receive a bonus satellite in the first month, which is a significant boost.
2. The tutorial will lock you into NA or Europe. You will choose NA. NA is the overall "best" choice of start in the game due to the extra starting cash you get (and the savings via interceptors, although that tends to pay off later). A strong player can make good starts in Asia, Africa and SA as well, depending on their personal strategies, but Europe is all around terrible.
3. PRIORITIZE SATELLITE COVERAGE. More Satellite uplinks is your #1 priority for months 1-3. It does not mean it is your only priority, but you are aiming for as much satellite coverage as possible, to boost income and keep panic under control. You should be getting out at least one new uplink +3 satellites per month (and you should, of course, be building those uplinks beside one another for the bonus). Start building your satellites as soon as you are able, it doesn't matter if you have no uplink capacity yet. They take 20 days.
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.
5. Remember with abduction missions you get a reduction in the country you do the mission in, and an increase on the CONTINENT for the missions you ignore. Abduction missions will always result in a global panic increase until you can cover enough countries with satellites to cut down on the number of simultaneous missions you receive.
6. When placing satellites, think unlocking continent bonuses first, reducing panic second, unless you *need* to drop a satellite in order to keep a key country from leaving. You already have the US, so Canada and Mexico should be your last priorities. Unlock/give coverage to the following continents in order of priority: South America, Asia, Africa, Europe. SA for the instant interrogations (this will help tremendously, bootstrapping the research you've been neglecting to rush satellites/engineers), Asia for the OTS and Foundry upgrades, Africa for money. Europe's bonus is negligible, so these countries (save for Russia) are safest to abandon to a grisly fate.
7. Xenobiology is your first priority, for the arc thrower. Live captures of Sectoids and Floaters will give you Beam Weapon and Basic Armor research credits respectively, greatly reducing the research time on Lasers and Carapace Armor. Without these credits, you will research one or both AFTER your first terror mission, which can be problematic unless you are very comfortable with the tactical game.
8. OTS Upgrades: Try to get the two squad size improvements and Iron Will as soon as possible. The rest are optional.
9. Foundry Upgrades: Increased Ammo, Improved Medkit, the pistol upgrades, stealth satellites...there's a lot of good stuff here. You can safely ignore anything to do with SHIVs. They're bugged, and even if they're fixed now, they're inferior to soldiers (save in very specific circumstances which we will cover later).
10. Workshops...you will need 2-3. Try to build them together.
11. Labs. You won't need any. If you are building labs, you are making an error.
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.
13. When shooting down UFOs, remember you can retreat with an interceptor and bring in a new one, and the damage on the UFO persists. 2-3 Interceptors with rubbish weapons can down larger UFOs. Not Battleships, you'll need the Firestorm for that.
14. Getting Excellent in all 3 categories on a terror mission gives a global panic reduction. Worth shooting for, but don't get your squad killed chasing civilians around.
15. If you play your cards right and don't run around failing missions, you'll lose at worst 1-2 countries by the time you're ready to head into the alien base. Once the alien base is done (a global panic reduction of 2), that will usually be the end of your panic issues. The tactical game gets some new wrinkles at this point, but the strategic layer goes on auto-pilot.
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.
17. Prioritize the following research as soon as it becomes available. Carapace Armor. Laser Sniper. Titan Armor. Plasma Sniper.
If you're struggling on the strategic layer, it usually comes down to one of two things. Either you're not pushing satellites early enough or often enough, or you're spending your money on the wrong things.
TACTICAL
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.
2. Rule of thumb #2. Don't overwatch spam. Specifically, don't a move a guy into cover and then immediately spam overwatch. Once your turn is done and no aliens have been uncovered, then go around and overwatch everyone. Nothing is worse than having 80% of the team overwatched when a run and gun or smoke grenade could've made a difference. The only exception to this rule is squad sight snipers with opportunist.
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.
4. Rule of thumb #4. Fall back, don't charge forward. If you've engaged enemies and your best options are A) a risky charge forward or B) a careful retreat, choose B 100% of the time. Careful retreats do not uncover the fog of war and trigger 3 new monster closets. Pull enemies BACK into your trap, don't bull rush into theirs.
5. Don't stand around taking low % shots unless there's literally nothing else sensible you can be doing. If aliens are not on overwatch, you can move to a better position. If you're playing on Classic, the alien has a better shot % than you do, and you will eventually lose the war of attrition on those long range battles. Be smarter. Flanking alone gives you huge to hit bonuses, if you can do it intelligently (note...charging into the fog of war or into a no/low cover area just to get a flank is not intelligent).
6. Use grenades and rockets for more than just killing aliens. Blowing out their cover can expose them to fire from the rest of the team. If you don't have a clear shot, sometimes you can turn it into a clear shot. Grenades are also excellent softening tools to get aliens under 3 health for capture without risking a lucky critical on a pistol.
7. Pistols are your friend, especially once upgraded. They don't burn ammo and they're incredibly accurate at short and long range.
8. Open doors, don't boot through them. Opening doors doesn't make noise and expose your position.
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.
10. Monster closeting (enemy reaction/scatter upon discovery) seems annoying, but it's a huge tactical edge for you. The enemy will NEVER attack during a reveal, they will only take cover. This means you always have the ability to alpha strike them BEFORE they can return fire. Take advantage of this. Burn down new aliens as fast as possible. A dead alien does no damage.
11. Snipers. You should always be taking squad sight, and always be taking opportunist. Everything else is optional depending on your preference. A squad sight sniper is your most dangerous weapon and will likely lead your team in kills. Find them a spot with good sight lines, flush enemies with a spotter, and pick them off. Use a scope, and either Skeleton or Archangel armor once available. Snipers are the only class where low will isn't usually a problem.
12. Heavies. I recommend taking Holo-Targeting, HEAT Ammo, Suppression, Mayhem, and Danger Zone. Heavies can take a while to develop, but the above described Heavy makes an excellent team support unit. Suppression cannot miss, and upgraded with Mayhem and HEAT ammo a single burst of suppression will badly damage a Cyberdisk along with killing all its drones. This makes the Heavy extremely effective at shutting down Disks and Sectopods...two of the most dangerous enemies you'll face. The alternative heavy makes use of shredder rocket, grenadier and rockeeter in order to become a breach/cover removal specialist. I do NOT recommend taking bullet swarm or using your heavy as a fire-focused character, as even with a scope equipped their accuracy is poor enough to give you fits.
13. Assault. You can take your Assault one of two ways...either as a high defense scout, or a high offense flanker. I prefer the former, but the latter can work well in lieu of a 2nd sniper if you're struggling with offense. Once they get resilience your Assault is probably the most durable character you have, and with Titan armor and Chrysalid chitin plating you shouldn't be afraid to take some risks with run and gun. Assault should have high will, especially if used as recon. All Assault should take "Lightning Reflexes", as they're the only unit you have that can safely burn an enemy overwatch.
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.
15. Thin Men. These guys are likely to be the biggest stumbling block you face in the game, due to when they appear. Don't bother suppressing them, as they'll just spit on you. The first council mission where it's 100% Thin Men is usually the failure point for many aborted Iron Man games on Classic and above. Squad sight snipers are effective here, and make sure you stay in the heaviest cover possible, as they're extremely accurate.
16. Mutons. Suppression can be risky with Mutons as they are not shy about using grenades.
17. Chrysalids. If you haven't researched Carapace Armor or Lasers by the time these guys show up, they can be a little intimidating, but they're manageable. They're a relatively low HP unit, and they have no ranged attack. Bait them out and gang up on them with snipers and grenades, and you'll be alright. The major issue with Chrysalids is that they make getting Excellent on terror missions near impossible unless you take care of them very early on.
18. Sectoid Commanders/Ethereals. This is where a SHIV can come in handy, as it cannot be mind controlled. It makes a good spotter for your snipers. Alternatively, if you don't want to use a SHIV, you can use a high will soldier as a scout, or a soldier with ghost armor. If you have no LOS for snipers you can MAKE one with a rocket, and if all else fails you can bunch up and blitz the room with everyone at once and try to alpha strike them down. Do be aware that anything <90 will is pretty much an automatic mind control success for the aliens, and even that is dodgy.
19. Sectopods. This is the last real threat you'll face in the game, by this time most everything else will be relatively easy for you. Heavies with HEAT ammo work here, as do Snipers with Plasma weaponry. Sectopods suppress very well, and you can park a unit next to them to kill them with their own AoE. Just keep an eye on them for the red pulsing to end their turn, that means next turn they are going to AoE bombard, which does not require LOS and can do fairly significant damage.
20. Will. I recommend thinking hard about retiring low will soldiers by the time you've passed the Alien Base, if you can stand to lose them from your rotation. This is a good reason to work the occasional rookie/squaddie into the mix when doing missions, to have backups available. Not only is panic a risk, but having your guys endlessly mind controlled is no fun. This is a reason why early acquisition of the Iron Will trait is highly desirable.
21. Remember that elevation counts. You can get some serious accuracy bonuses from elevation, especially snipers with "Damn Good Ground".
22. Reload constantly during lulls/down time. Running into enemies and discovering everyone has 1-2 shots left in the chamber can be disastrous.
23. The frag grenade is the rookie's friend. Use it to get them one easy kill, which gets them their squaddie promotion. You can use it for squaddies as well, as sergeant is really where classes start to open up.
 

daveman247

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Jan 20, 2012
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Theres been a few threads about people having a hard time. I suggest searching some of them :p

Random chance is part of the game, sometimes it can go well. Other times it will just fuck you (including missing a 100% shot XD )


But yeah, theres a good deal of BS in there too, but the plus outways the minus i think.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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I don't know, I find the game pretty fair for the most part so far.

Sure, there are instances where I miss some easy shots, but the game gives you plenty of opportunities to make up for those mistakes.

Really, the only major issues I'm having so far is that Australia is at max panic, I have no spare satellites to calm them down, I want to spend money to buy better armor for my soldiers as I feel like I'm close to the end of the game, but I should probably invest money into building facilities at the fourth floor of the base as I have no more room on the third, and now, one of my soldiers has access to psychic abilities. And I'm wondering whether it will be worth it to have some of my best soldiers tested for that kind of thing, as the process takes ten days for each of them. So they'll be out of action while other stuff is going on.

That is one thing I really like about this game. You have several options, but you need to think carefully about what you choose to do. Buying better armor for my guys now would be good for the short term, but that would mean I won't build more satellite uplinks right away in order to create more satellites to prevent any countries from leaving the council.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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Holy fuck!

Whomever decided an RNG should decide the outcome of your actions is an ass. I think in 10 hours of playing I've only made 1 actual tactical error that lead to a death - the rest has been because a fucking RNG has said "Fuck you!" and squad wiped me.

Like just now on the "Slingshot" mission. Bring 4 veterans and good gear. Move up slowly (not even past the first wall), staying in formation for Turn 1. A thin Man drops in the graveyard and one directly to my back and slightly to the left. Thin Man in graveyard no threat - it has bad LoS, is in bad cover, I have multiple angles on it. Focus on Thin Man behind me.

Target with LMG w/Holo Targeting. 60% to hit - miss, but now is Holo Marked.

Fire nearly point blank with shotgunner - 98% to hit - miss!

Fire at him with Support - 75% chance to hit - MISS!

Fire at him with Sniper - 95% to hit - MISS! Again!

Well, now I have to get Zhan to cover.....except the graveyard Thin Man gets a miraculous reaction shot critical kill. Chan goes down.....and my Support guy freaks, axing my Sniper with a critical hit! Alien turn........one-shots my LMG, causing my Assault to freak and axe my Support.......then second Thin Man poisons my Assault, and Squad wipe on Turn 2 less than an hour into a new campaign.

I made no tactical mistakes. I damn neared followed the book on small unit movement and combat. Had well-trained soldiers, none of whom had been injured before. Brought medkits and frags, gave a SCOPE to the Sniper.

But a RNG decided "No, none of that matters". Doesn't matter that the enemy made shitty tactical decisions - they still won. I don't even want to do the math to figure out the statistical probability of what happened occurring, because I think seeing the number would make me cry.

I'm having a hard time classifying this as a "Strategy" game. It seems more like a "Game of Chance/Gambling" game. If my decisions are all going to be undone by an RNG......why have me make any decisions?
 

Erttheking

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You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
 

Erttheking

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Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.
 

lacktheknack

Je suis joined jewels.
Jan 19, 2009
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Paragon Fury said:
Holy fuck!

Whomever decided an RNG should decide the outcome of your actions is an ass. I think in 10 hours of playing I've only made 1 actual tactical error that lead to a death - the rest has been because a fucking RNG has said "Fuck you!" and squad wiped me.

Like just now on the "Slingshot" mission. Bring 4 veterans and good gear. Move up slowly (not even past the first wall), staying in formation for Turn 1. A thin Man drops in the graveyard and one directly to my back and slightly to the left. Thin Man in graveyard no threat - it has bad LoS, is in bad cover, I have multiple angles on it. Focus on Thin Man behind me.

Target with LMG w/Holo Targeting. 60% to hit - miss, but now is Holo Marked.

Fire nearly point blank with shotgunner - 98% to hit - miss!

Fire at him with Support - 75% chance to hit - MISS!

Fire at him with Sniper - 95% to hit - MISS! Again!

Well, now I have to get Zhan to cover.....except the graveyard Thin Man gets a miraculous reaction shot critical kill. Chan goes down.....and my Support guy freaks, axing my Sniper with a critical hit! Alien turn........one-shots my LMG, causing my Assault to freak and axe my Support.......then second Thin Man poisons my Assault, and Squad wipe on Turn 2 less than an hour into a new campaign.

I made no tactical mistakes. I damn neared followed the book on small unit movement and combat. Had well-trained soldiers, none of whom had been injured before. Brought medkits and frags, gave a SCOPE to the Sniper.

But a RNG decided "No, none of that matters". Doesn't matter that the enemy made shitty tactical decisions - they still won. I don't even want to do the math to figure out the statistical probability of what happened occurring, because I think seeing the number would make me cry.

I'm having a hard time classifying this as a "Strategy" game. It seems more like a "Game of Chance/Gambling" game. If my decisions are all going to be undone by an RNG......why have me make any decisions?
Good God, it's like the original XCOM... I swear that the aliens had a 50% bonus chance to hit and the player had a -75% penalty...

I have no advice for when that happens. It's things like this that make me encourage save-scumming.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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erttheking said:
Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.
Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.
 

Erttheking

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Paragon Fury said:
erttheking said:
Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.
Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.
Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.
 

BarbaricGoose

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erttheking said:
Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.
Who are you to tell him what he should like? He likes XCOM, but he doesn't like being murdered. There is literally nothing objectionable about that. He wants tips to succeed. Give him some, or... don't post?

Anyway, early on, I tend to find snipers to be some of the most useful units. Upgrading their pistol damage when enemies only have a few bars of HP makes them killing machines. Couple that with the skill that makes partial cover = full cover for them, and they can be really strong frontline units. This strategy sorta peters out as enemies get more HP, but early on it works great, I find.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
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erttheking said:
Paragon Fury said:
erttheking said:
Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Yeah well, sometimes the game fucks you. Because sometimes bad things happen when commanding a squad of soldiers against an advanced alien force, even if you're doing the best that you can. Again, no offense, but if you're not ready for that, then this isn't your game.
Bad things happen.....but they shouldn't be happening so frequently that even a good strategy game player has had to restart the game 7 from scratch times with 10 hours of owning it.
Wow, if it's happening that bad then I have a little bit of a hard time believing that the game is just screwing you over. No offense, but you might want to change you strategy.
I'm just saying......its getting to the point where a squad can't even get past the 1 month mark without being completely obliterated by BS.

"Oh, is that your Sgt. Sniper I see up there? Well, I, a mere Thin Man, am going to shoot through 3 walls, a post and another wall and get a critical 9 damage hit for the insta-kill. Haha, now I made your Heavy panic and kill your Support. Now my Sectoid friend is going to flank and one-shot your panicing Heavy! Now your Assault is all alone, with us between him and Extract! Its good thing we have the RNG on our side."

I'm predicting it right now - as soon as Enemy Unknown gets a mod that either gets rid of the RNG or fixes it so that its fair to both sides, it will be the hottest DL'd item on the Workshop/Mod sites.
 

DrunkenMonkey

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Sep 17, 2012
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Yeah, missing a 95-100 percent to hit shot is mindbogglingly frustrating, seven out of freaking 10 times is not fun. Xcom is a hard game make no mistake about that, but sometimes it just fucks you, and this is not the sort of fucking that dark souls gives you where you enjoy it, this is the sort of thing that makes you bleed. (Sorry for the bad metaphor, but xcom is not hard in a fair way)

The only reliable time I have seen vets keep their cool is when they hit colonel rank, every rank before that you have to consider them as rookies if the enemy gets a critical shot.
Additionally sometimes you have to take the initiative, you have to let a squaddie be the scout and the bullet sponge in order to stop the game from cheating in the fog of war via their elaborate tactics. Also heavies are your best friends for life, there AoE makes their shots way more reliable than a snipers, despite the collateral that they cause.
 

infinity_turtles

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Apr 17, 2010
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Yeah, if your luck is that bad... Well, let's just say I have a hard time believing your luck is that bad and you aren't at least making some serious mistakes. Seven restarts in ten hours means you aren't getting past the first few missions most of the time, and those can be cleared using only the grenades on your starting rookies and maybe a rocket from a heavy if need be. And this if you're missing every single shot, which you shouldn't be as it's entirely possible to get a 100% accuracy if you absolutely don't trust the RNG.

Now, if you can get past the 1 month mark... you're playing on Impossible your first time through, aren't you? If not, yeah, you can make it past the first month without firing a shot with less then 100% accuracy. You just have to play very slow and cautious.
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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What difficulty are you playing on? If you're not familiar with XCOM you should probably do a run on normal first.
Remember to do things like use overwatch, flank, and bring a balanced squad.
Class specifics:
Assault: The Assault's offensive tree is shit, go for the defensive one. (The only exception is taking double-shot instead of flush, because (Base Accuracy - 15)x2 is pretty much always better than shooting regular, unless you have 30% or less hit chance. Double damage when you're odds are sky-high of killing someone is better than forcing an enemy out of its current piece of cover, possibly to another piece of cover.
Sniper: Take squad sight, and Gunslinger for the first ranks. Take In The Zone for the final rank.
Support: Take the Medic/Movement bonus tree.
Heavy: Take Suppression, take Heat Ammo, take Mayhem.
Psi soldiers: The defensive tree is kind of shit. Take the offensive one, it has mind control.
 

Doom972

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Dec 25, 2008
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Are you playing on Classic or Impossible difficulty, or playing on Ironman mode? I suck badly at Civilization and most strategy games but got through Normal difficulty (only 3 people died, and I wasn't reloading too much). Now I'm trying Classic Ironman and I have the problems that you describe.

I think that the game's message is "Shit happens. Expect the worst.", which means you should always send soldiers with high will (rookies always have 40 unfortunately) and the best available equipment. It also means that it would be best to make sure you have replacements for whatever you lose.
 

Dark Prophet

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Paragon Fury said:
Holy fuck!

Whomever decided an RNG should decide the outcome of your actions is an ass. I think in 10 hours of playing I've only made 1 actual tactical error that lead to a death - the rest has been because a fucking RNG has said "Fuck you!" and squad wiped me.

Like just now on the "Slingshot" mission. Bring 4 veterans and good gear. Move up slowly (not even past the first wall), staying in formation for Turn 1. A thin Man drops in the graveyard and one directly to my back and slightly to the left. Thin Man in graveyard no threat - it has bad LoS, is in bad cover, I have multiple angles on it. Focus on Thin Man behind me.

Target with LMG w/Holo Targeting. 60% to hit - miss, but now is Holo Marked.

Fire nearly point blank with shotgunner - 98% to hit - miss!

Fire at him with Support - 75% chance to hit - MISS!

Fire at him with Sniper - 95% to hit - MISS! Again!

Well, now I have to get Zhan to cover.....except the graveyard Thin Man gets a miraculous reaction shot critical kill. Chan goes down.....and my Support guy freaks, axing my Sniper with a critical hit! Alien turn........one-shots my LMG, causing my Assault to freak and axe my Support.......then second Thin Man poisons my Assault, and Squad wipe on Turn 2 less than an hour into a new campaign.

I made no tactical mistakes. I damn neared followed the book on small unit movement and combat. Had well-trained soldiers, none of whom had been injured before. Brought medkits and frags, gave a SCOPE to the Sniper.

But a RNG decided "No, none of that matters". Doesn't matter that the enemy made shitty tactical decisions - they still won. I don't even want to do the math to figure out the statistical probability of what happened occurring, because I think seeing the number would make me cry.

I'm having a hard time classifying this as a "Strategy" game. It seems more like a "Game of Chance/Gambling" game. If my decisions are all going to be undone by an RNG......why have me make any decisions?
Turn based strategy has always been plagued by random numbers, so if you are even remotely familiar with those kind of games you should kinda know what to expect. But there is a way to beat the game only that it took me something like 4 failed attempts to do so.
I've had similar miss streaks, I was near the end and had 4 enemies left 1 muton and 3 heavy floaters muton was close to my squad so I thought I'll take it out and try to flank the flotars later I put my soldires to their positions, I had 4 of them at the time 1 heavy 2 assault 1 support their hit % was between 55 and 70 and I used 2 turns and none of them hit the fucking muton. Also the game has a terrible habit spawning aliens behind you or on your side, I think all the aliens should be on the map when you start the mission. That said one of my snipers landed a critical with 2 % hit chanse through a fucking wall and I have cleared a cargo ship with 2 soldires reloading only once. Also low will makes your soldires panic over anything, if they get poisoned, are hit by critical and if someone near to them dies because of critical they are pnicing for sure.
 

deth2munkies

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Jan 28, 2009
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Paragon Fury said:
erttheking said:
You know, if you aren't prepared to have the game kick your ass at one point or another, then no offense, it's not really your game.
There is "every once in a while" and then there is "Your not actually doing anything wrong, the game is just fucking you".
Have you had a group of Mutons + beserker glitch into existence between you and the dropship? Have you had a game where 2 packs of 3 Cryssalids camp a small room on the map and REFUSE to leave even after you've already rescued the remaining civilians? Have you missed 5 reaction shots on a floater that ended up getting a critical hit on your sniper in heavy cover WITH low profile? Had an off target rocket kill 2 of your guys, cause another (Capt.) to panic and take out the Heavy that fired?

I have all of these things. It happens, the fact of the matter is, you have to deal with it. There's always an out, though sometimes it's much more difficult than it should have been. 1 lost (or aborted) mission is not a game ending proposition.

For the record, I have also:

Had a flanking shot from 4 squares away miss one of my soldiers, hit a 12% hit chance 10% crit for critical damage (it was a shotgun at long range), hit 3 <40% shots in 1 turn to survive an encounter, etc. It goes both ways.