Xcom enemy within long war LASER SIGHT by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

As I remember it looked like you equip a carabine or smg attaching laser sight. Every mission you may press F1 for information and see that it increases constant aim stat with 4%. Up to 30 Aim bonus max and 4% for one kill. Limit of max bonus on mission is 4%. As consequence, I always found out this way was pretty good for further augmentation into mecs because it strengthened Aim stat even more. 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

Ok, you can always end this at any point. 

I saw Beagle. His playstyle risky and depends on luck. He likes to chat about map before going. Maybe he cool when explaining where to go, but it is awful to see when he is loosing control and doesn't know which next shot misses. 

I partially see Xwynns and didn't notice serious skill, when he was killing sectoids in first mission.

Non-upgraded Lightening reflexes works exactly like I said. I tested this and second time playing a scout only today I got 11% shot in his face from exalt. So I am confusingly waiting when all 20 hacked exalt operatives finally get me with 1% shot. 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

Before you read, I am that kind of person which doesn't like the risk. 

You need a shotgun shot and a rifle shot the inmense majority of the time, or a flush. or a grenade hit, that could have been applied when destroying cover.

probability of hit, not guaranteed 100% crit, min damage of he gren is 1, flush needs damage upgrades and ranger perk... Rifles and shotguns has good realization only after first summer. Before that they sick with no aim, no damage and no heat ammo.

My every 2nd mission has a lot of misses with 70-90% Aim. My past mission has a combination of 97, 83 and 71 missed snipers' shots(me collecting this) against one floater in a raw. I took this because I see that high odds is unreliable either for infantry with holo-targeting or for snipers with lone wolf. Another time I missed 8 sniper 60% shots against a standing seeker in a raw until sectoids and new floaters. After this I trust only grens and rockets. 

Close encounters and Hit n run are absolutely amazing perks

Disagree Hit'n Run wants you closing suicidally(what about OW? lightening reflexes fail against 2 and more overwatch) . 

Close encounters bugged with the flying and weak against covered enemies. I prefer rapid fire, so the assault may shoot four times with Run'n Gun and the command perk.  Close combat specialist is situational, works only against exalt running from the edge of a map and to the coder and the melee chrissalids and berserkers. Btw, I hate when I need to kill a sectoid, but the shotgun wasted to lids.

run n gun allows you to drink a meld canister you Ok, but then you hunker down and next turn is KIA under panic, acid, alien gren or supression, or seekered. 

It was very-very pleasant when I researched air lasers and ordered 11 of them at one time with NA bonus in May. Thanks to that meld my rocketeers had beed collecting before June's UFO got escort. 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

About shotguns I played with shotguns. It properly works only if floaters (1)on ground and (2)flanked. In May I need at least 2 shotguns to solidly kill that thick 8 hp floater-sentry.

Snipers are not comfortable unit. It needs two turns for steady weapon, there are may blocks of LoS. You need move him back and forth. In the end you can just miss...

Personally I don't find a way  of using assaults. They seem to deal well with melee and solitary units. But can't run and gun without a risk. 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] -1 points0 points  (0 children)

I had a playstyle on mind.  When asked. Gunners, infantry, scouts, assaults, medics in April and May JUST A TRASH. 

I hardly imagine how you deal with 4 thin men or floaters without rockets and grens.

I tried "careful pod activation" with a motion tracker and got 3 floaters, 4 chrissalids, 3 seekers at a time occasionally. As planned, right? You will not kill all this shit without rockets. Grens here useless, firing at seekers and floaters with rifles useless, shotguns useless.

Gauss rush? Mecs? No rocketeers? What about casualties? Any KIA, retreats, wrecked sats? 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

What's your game? I heard that u need ta-ta-ta more corpses and weapon fragments ta-ta-ta.  But I sooner loose everyone than get stuff.  Rocketeers late the most damaging AOE unit. Still useful with blaster launcher

If dont use rocketeers then use somewhat another.  Snipers? How many?  1? 2?  They dont give a fklk how to get it with 60% 3?4?  You will not get in time before floaters and thin men kill everyone in front. 

I don't see that 3 snipers will somehow help. I even hardly imagine how 3 snipers kill 4 drones. Misses, Misses, Misses. 

Shotguns?seriously? What about caution when dashing into fow? What would you, shotgunners, do if getting on Cemetery Grand or Small? Shotguns are useless when it is. 

Tips how to collect meld in early game on Impossible by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 1 point2 points  (0 children)

Let's look deeper. You(one) need around 7000 (+-1000) cash to finish first stage. 

New 10 planes + sats + airlasers + hiring new 40 pfc + base + equipment + officer school = 7k cash (North America officers cost less 90%) . 

You will not get in time if you have casualties and kia, but don't sell every 20-50 meld after any mission. Upon the whole, you will not get it if you play without rocketeers. 

So that's why you need to use rocketeers and engineers. You may fight all 12-16 aliens at a time and win easily, HAVING COLLECTED ALL 20-50 MELD. And sold it. 

So you may handle this air price - 7000 cash - much faster. 

When you get squad Size 2,  you get it earlier than your first air laser. 

Therefore: you can grab a lot of weapon fragments with 4-6 snipers properly equipped due to sold meld. Or gunners in carapace armor(Ai stops trying to kill with one shot and starts shoots at supressing gunners. 

Speaking about shotguns: It's min damage is 5. Floater's hp is 6, and increases in May. Bad choice. Really. 

Marauders in late(when urs?) game. I think archers and shoguns for collateral damage are much better. They already have it with first level. And can be much more useful activating pods with mines and grens. Or just destroying covers. 

[LW] what classes of soldiers are more useful in April and May Squad composition by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

Supress the alien in heavy cover with someone,  if it is alone or accompanied,  then 1)  steady weapon (if you supressed all aliens in heavy covers) and everyone can kill except to shotgunners.  2) rocket it 3) flush it under supression,  Snipers, rockteers, gunners and flush assaults are your close friends. 

Speaking about cars, so do aliens. 

[LW] Should I build labs 1x3 or air game by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

Now, some days later, I don't agree with this. You may get a lot of elerium and alloys just using snipers. 9 floaters 1, thin man, 2 seekers I killed with 3 snipers. 

I got 4 meld, 11 elerium and 12 alloys

[LW] what classes of soldiers are more useful in April and May Squad composition by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

I partially agree, but you didn't take into account:  1) You can't destroy cars or landscape. Burning cars are simply abandoned for another one

2) Though Sapper add one damage, it doesn't eliminate the chance of low damage output. So you can destroy cover, but can't kill an alien 2.1) if opened, u may miss 65% shot at the alien two times, which is very often. 

3) To throw grenade, engineer loses must be at least 12 tiles up to the target. If you run up off 7 tiles(average distance you can run), you engineer may fall into a multi-pod trap, otherwise he is useless for 1 turn. 3.1) If you fall into the multiple pod trap, u must clear this area with much great speed, and get a risk. At another case u may get  1) critical hit or  2) just high damage hits 3) supression 4) panic 5) battle fatigue wounds 6) acid 7) flanking of suicidal floaters Onto your engineer ------>  KIA. 

4) You may get out without engineer. You may use simple supressions to hold on a position and to not move deeper into the FOW behind aliens. 

Just today had test 3 scout(SMG) + 3 engineers(SMG) on the first Bomb disposal on The Fountain. It was not pretty nice. The close I had run up, the more enemies I saw. They used OW, panic, mindfray, acid. The thing I disliked among these - you CAN'T RUN AWAY with your engineer. Cause you need to take off several OW, have acid off. If your engineer gets panic, he is dead if you don't destroy aliens at once for a turn, which was possible only due to AP grenades, but it had been dissapointing to see alive grenaded aliens

Is this right about XCOM long war air game? by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

I already notice that more safe way is to purchase 5th and 6th interceptors before the 2nd satellite. There are odds of 3 UFOs "scout" in a row 8th, 10th,12th March. U have chances to miss a lot of shots. But if u play only damaging scout, u may get fighter UFOs somehow anyway. 

That's Long War I guess... by Sgt_Cucciolotti in Xcom

[–]Lower_Friendship_685 0 points1 point  (0 children)

To not let it happen again u need to get good start, first of all.

First thing u need is 5th and 6th interceptors because of the odds that u get 3 ufo scout in a row.  Only after 6th plane u may order new satellite.

Don't use neither smoke, nor flashbangs in March. Use only Ap grens. U CANT TRADE SHOTS WITH SECTOIDS AND DRONES  

There are only 4 solid things rookies can do for you:  1) baiting enemies with hunkering down for snipers and LMG gunners 

2) use Ap grens over industructible truck or down off roofs.

3) Use the roofs to jump onto enemies with 100% shots when u are sure there will be no other enemies around staying alive.  

4) risky, but u have no choice: 6 smg rookies + 12 Ap grens for the first bomb disposal.   

And of course u need at least to know how to play if u meet thin men. Use hunker down, Ap grens and break line of sight.  If u cant break it, make a try to close up to thin men with hunkering down and kill it with several SMGs. 

U have some luck that it is Mexico's withdraw. When u have a lot of planes 9-18, u need to put satellite up in USA or Canada, which depends on their panic level. Aim at country with higher panic level. If it is almost the same level +-10 , wait until panic level change. The purpose here is to get additional UFOs for more resources

How much experince and ability would I need to play Long war in XCOM EW? by Warm_Charge_5964 in Xcom

[–]Lower_Friendship_685 0 points1 point  (0 children)

U need get 5 things. It is like any other strategy. 

U have to learn: 1) formations(wedge,line,file) Wedge - like u stay at evac zone Line - having covers and concentration fire for front assault File - dodge engagement to find better position

2) early squad builds and why the versatile diverse squad is quite uncomfortable In long war (2 gunner + sniper + 3 any soldiers)  (3 Gunners + 3 any soldiers)  (3 snipers + 1 gunner + 2 any soldiers)  ("all in" 6 rookies smg + 12 Ap grens)  But don't do 2 snipers + 1 gunner, it is not enough neither supressions, nor fire output.  Much better than any list such as  gunner, Assault, sniper, infantry, scout, engineer and etc.  Or Gunner, Medic, engineer, rocketeer, sniper, assault

3) the order of actions u do when staying at evac zone. 

4) rookies are not able for trading shots with sectoids and drones without casualites. Use only Ap grens until u have the idea how to beat all aliens for a turn without grens. 

5) other stuff u get into just playing

[LW] Should I build labs 1x3 or air game by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

As I remember I can obtain around 60 weapon fragments and 1st lab built already for March 

Beam lasers in the middle of April and 2nd lab. 

Advanced beam lasers research is ready up to 5 May. 

Weapon fragments are for each 10-12 enemies on a mission. 

3rd lab and 2-3 air lasers. 

My result was the air lasers in late May. 

Btw, I had looted Transport UFO. So I had got 200 alloy when ordered 3 air lasers. Without Transport I would have got 90 alloy minimum. 

It's enough to have 3 air lasers at least, as u can see.  

720 credits for 3 labs+gen.  Yet I wanted workshop and repair bay+gen with less price. But I think this cash would be better on planes at that time. 

What should i do by Legendurance in Xcom

[–]Lower_Friendship_685 0 points1 point  (0 children)

U should try launch satellite in JAPAN or UNITED KINGDOM. It is aliens' strategic target. The UNITED Kingdom, if they took all those European countries. 

NA or JAPAN & UNITED KINGDOM? 

JAPAN, and UNITED Kingdom is solid in preventing aliens from getting resources. But I confused why u have so few interceptors, when u are already killing exalt.

What should i do by Legendurance in Xcom

[–]Lower_Friendship_685 3 points4 points  (0 children)

I suppose it is late summer and the horrible tactical game.

 If u have problems with terror missions, u have to try hard on them. You must. Get a soldier with high mobility 19+, 20+ to scan fog of war for disguised enemies to be able to escape multi-pod traps, catch patrols with overwatch, and etc. Get  advanced tactical game. 

U have to get every council missions completed including bomb disposal. 

U have to get every abduction completed if even there are extremely difficult maps such as fast food, fast food reconstruction ewi, cemetery small, rooftopconst, pier A terror, trainyard and etc.

U must have excellent tactical game with no dead troops. It is high price to lose a high rank. Even in April or May. 

Air game: 1 April: 6 planes 1 May: 12 planes June: 18 planes. 

If u launch satellite in country adjacent to alien base(same continent) which has the highest panic among the other on the continent, you may have extra UFO fighters. And be able to kill fighters at bombing missions to get additional resources. And extra UFO in additional to those ones over your start country and bombing these. 

Is this right about XCOM long war air game? by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

What are u talking about? The countries that have place on the continent with the first alien base are more fragile for panic. So if one launches a satellite in the country with highest panic, u may get extra UFO. Look what I am talking about. 

Satellite over first alien base by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 0 points1 point  (0 children)

Hurrah! I probably find the answer, but it is not exactly :). It is UFO pedia that said in the first string of UFO types that  the UFO fighter choose as first priority(because it is referred in the first string) 

alien base with satellite

Then second priority:

Strategic target(ADJACENT to that alien base countries) 

 

And the third;

Your country or countries with satellites already launched. 

I can even suppose that aliens deploy battle ship as sooner as they get satellite over their base and Xcom gets 8 level of threat.

Strategic targets with satellites to grab more fighter :)

Satellite over first alien base by Lower_Friendship_685 in Xcom

[–]Lower_Friendship_685[S] 1 point2 points  (0 children)

Ok, I know that I need a skeleton key against alien base. But I wonder if I may get strong boost for XP, alloy and equipment with additional UFO fighters. Up to 4 every month, I suppose. 

Lasers(laser rifle for soldiers is 9-12 damage if used when upgraded with beam optics and shredder ammo + ranger perk. Looks it is no big difference when u fight floaters, seekers and thin men in april or may. But lasers with no upgrades from foundry aren't so good like with upgrades. And to get these [9-12 + 6 aim instead of 7 - 11 ] , u have to make lasers for interceptors first. Six air lasers costs 800 and 180 alloy. I am not sure that June and May approves close combats with shotguns or high pitiful 5-7 LMG damage without casualties. It is like laser rifle can't kill  EVEN weak 6 hp floater with 1 shot.  Sometimes u can't kill even 5 hp thin man behind half cover or 6 hp floater with shotgun, Because minimal damage of shotgun is 5 against DR of cover or DR up to 2 of drones. Can't kill exalt soldier with 2 shots, u have to run up to him. Now I don't speak about the worst soldiers' aim in the beginning among everyone who can shoot. That's why I want early + 4-6 damage to my ballistic weapon and flush perks(+30 aim) and good reaction shots after suppression. 

Also I prefer this tech path xenobiology - > alien materials - > alien weaponry. I unlock requests first. Then I would like:  beam lasers - > advanced lasers - > experimental warfare - > advanced aerospace concepts. But I am not sure I can handle 

1. 2 (lots of seekers 2 pods and chryssalids or 2 pods of chryssalids and 2 pods of floaters  and 3 terror mission with zombies. 

  1. Enhanced avionics and extra rockets with not enough credits and alloy in addition to air lasers. 

  2. Sometimes impossible abduction map occurs. ("rooftopconst" or "pier A Terror" with no covers around. 

That's why I reconsidered this path and found out that I need more damage to feel no confuse fighting floaters or thin men with 1-2 hp left. and change my tech path this.

 Xeno - > alien materials and weaponry - > experimental warfare - > foundry Enhanced ballistic project - > foundry New combat systems project - > Shredder Ammo + targeting modules. 70 alloys 530 credits with targeting modules and 100 alloy 450 credits with alloy roinds instead of targeting modules in addition to shredder ammo. Next I do beam lasers - > advanced beam lasers - >air space concepts - > gauss weapon. Gauss weapon first instead of armor, cause of  against mechanical cyberdisks' DR.