Im a huge huge huge fan of the original games of x-com
ive been itching to try this but what ive heard i see that the game is hugely bugged atm
is it worth holding out till it gets patched or should i wait for the sequel?
"Provides extraordinary protection, and confers immunity to fire and poison."
I say get it now.
---------- Post added 2012-10-16 at 04:16 PM ----------
anyway look forward to playing this
With this perk you can start molding your crew to your liking. You can hire for example, 4 rookies. Once they arrive, you go to the soldier list and see what class they are, if you get say 4 Heavies and 1 Assault, you can dismiss the extra Heavies and keep 1 Heavy and 1 Assualt. Then hire 4 more Soldiers and repeat the process until you get the class you need.
Granted it's a constant gamble, but this way you don't have to bring a rookie into a battle only to hold his hand and feed him kills that could have been achieved far easier by a few snipers or assault troops.
Mmmm, love me some assault squadies. By far the best squadie there is. Run and Gun as soon as he is recruited is amazing. Hook him up with an alloy cannon or plasma rifle/titan armor/plasma pistol/chitlin plating or nano-fiber vest or scope.
wow, writing that last line there reminds me why i love this game, so many choices!!!
Speaking of choices, Here is a question for the pro's. Which do you like on your sniper better? Snap Shot or Squad Sight? having them both on the same early tier is such a hard decision. Squad Site is awesome, sometimes my sniper doesn't leave his LZ and can take out 5-6 aliens while my assault and supports act as spotters and suppressors. On the other hand, having snap shot has been really helpful getting my sniper in a good position without having to Over Watch with a damn pistol (even if Plasma hits for 3-5 i'd rather have a Head Shot ready with a Plasma Sniper Rifle and get a crit for 25.) Sacrificing Aim or Mobility...Grrr...Once you get later in the game where you have 105 + 10 aim, the snap shot aim reduction isn't really that bad. And the Mobility decrease is becoming a little more hindering.
Hm. I think Africa is OP as a bonus. I started my 4th game last night w/ the base located in Africa. Blew through the early missions. By month 3 I had tons of cash- enough to build a workshop and a satellites to cover NA. By about 6 months I had satellites over every nation except UK [lost them]. Now I have thousands of credits and fast tracked most upgrades.
Africa money bonus is incredible. That satellite coverage.
There are a couple reasons squad sight is important. If your sniper is out of range of their fire your sniper need not necessarily have to be in cover. In fact you look for higher elevation to get better shots rather than good cover. Once you have the flight suit your sniper becomes death incarnate. Without squad sight you cannot do this and your sniper becomes a less mobile unit which is often in the back relugated to overwatch cover fire.
So in the end, he might need to be assisted via synergy, but he definitely is way more mobile. It helps spend less turns having to sit and wait for your snipers to catch up on long distance missions.
---------- Post added 2012-10-16 at 06:15 PM ----------
Also to add, one of my favorite team setups so far has been
Squad Sight Sniper w/Archangel Suit/Scope
Snap Shot Sniper w/Archangel Suit/Scope
2x Assault w/Alloy Cannons/Titan Suit/Chitlin Plating
1 Assault w/Plasma Rifle/Titan Suit/Scope
1 Support Full Medic w/Titan Suit/Plasma Rifle/Medkit/Scope or Combat Stims
The reason for the 3rd Assault with a scope is because of his mobility, range, aim and damage. I find him to be more effective than using a Heavy in his place. Heavy's have horrible Aim, low damage and poor movement. Granted they have tons of HP's and Rockets. But i'm not a fan of losing resources when blowing up important things.
---------- Post added 2012-10-16 at 06:23 PM ----------
I retract my statement about Combat Stims. I thought they increased Aim as well. it does not.
Tried the squad sight and snap shot abilities. Honestly, I like the snap shot a bit more. Fits my general playstyle. Usually only have 1 sniper in a mission and he doesn't "fall behind" much.
Typically run: 2 assault, 1 heavy, 2 support and 1 sniper or shiv.
Yeah, snap shot vs squadsight is still a question of preference. Personally I prefer securing the high ground and having a stationary sniper covering the lasses, but I could certainly see myself going for snap shot instead and having my sniper taking a position closer to the front. Both are equally viable.
When I was using my snap shot sniper I often felt how I would rather just have another assault-rifle with run and gun and flush or even a heavy for some suppression fire.
On a side note I noticed a lot of people don't user grenades. Does no one use them to destroy destructible cover and expose aliens for a kill shot? I know people say grenades destroy equipment but that's only early on. Later on one of the best uses is destroying cover or destroying stuff that is blocking line of sight.
I am merely curious since I see people equipping everything BUT grenades.
Last edited by Revik; 2012-10-17 at 05:11 PM.
I normally run with 3 Assualt, 2 Snipers and 1 Support. i have 2 Assault with Alloy Cannons for up close devastation, and 1 with a plasma rifle and a scope for mid-range control. He can flush from a greater distance than the other 2 assault troops. So if he moves in a can flush an enemy to a better position to be flanked, then i'll move in my other 2 assault troops to flank or have my snipers take them out. I generally use the assault with the plasma as crowd control.
I'm really just not a fan of Heavies. then again i haven't used one in quite a long time and didn't get them passed Sergent. I may revisit the class and see how they end up at full rank. I didn't mind suppression fire, it did add nice defense and holo targeting is awesome. Most the time though i rather have my support and plasma assault clean up the mid ground and have my snipers and alloy assault take the front and back lines. Hasn't failed me yet.
I use grenades & rockets on my heavy soldiers for exactly that purpose; to destroy cover. Or simply to punch a hole through an area. My playstyle is aggressive- I constantly press the enemy in most cases.
Esp. use grenades/rockets when there are some entrenched Muton Elites at a downed UFO or in the big bases.
I just wish they'd fix all the actual game-breaking bugs, instead of focusing on the minor ones that don't really cause much damage. I REALLY want to get an Impossible Ironman Mode game going, but every time I've tried, something happens and I can't continue. ><
---------- Post added 2012-10-17 at 12:32 PM ----------
X-COM EDITING. Hopefully you can access the thread lol.
As far as editing goes, I've actually made Heavies useful to me. Their attacks now do splash damage by 2 squares around the main target (it's a freaking minigun for all intents and purposes, it sprays bullets. Why not?) and I gave them a slightly higher chance to hit at range. Drove me crazy how often they'd miss, even at Colonel. I also upped the damage a bit on rockets. Late-game, rockets are just freaking useless against enemies, I feel it completely pointless to just use rockets for clearing cover. Especially since you can only use it once (or twice if talented). I've done HEAPS of other things too, those are just a few examples.
i really like that splash damage edit. that should have been implemented in the game pre-edit. As you said, it's a freakin minigun! It would be far more acceptable if there was splash damage. As it stands, Heavy soldiers feel sort of worthless. Support, though having lower hp's, can move farther, suppress, and throw grenades. All the while having better aim.
I found supports pretty useless and almost never used them till I got one with psionic abilities.
I mostly went with 2 snipers, 3 assaults and a (semi expendable) heavy which I used for scouting. If he found something, I had my 2 double tap snipers take out the biggest targets or melees and then cleared the smaller ones up with assaults - gun and run in their face and then used the double shot ability to take them down. That group could take out 6-7 big enemies in one turn without leaving much to chance except maybe the tanks.
Remember remember the fifth of November
Gunpowder, treason and plot.
I see no reason why gunpowder, treason
Should ever be forgot...