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I'm currently playing impossible iron man (still in trial and error phase), and I have planned my squad as follows:
3 Snipers. Squad sight, Double Tap. Damage dealers. The other classes are basically support. 1 Support. Sprinter, Field Medic, Rifle supression, Dense Smoke. The "puller" (the one that typically moves first). 1 Heavy. Bullet Swarm, HEAT, Danger zone, Rocketeer. Used for clearing terrain and helping with sectopods/cyberdiscs. 1 Assault. Lightning Reflexes, Rapid fire, Close Combat Specialist, Killer Instinct. Shotgun type weapon. Usually the last one to move unless enemies are on overwatch. Used mop up remaining enemies that the snipers couldn't hit.
Archangel armor for the snipers and ghost armor for the rest. Med-kit for support and scopes for everybody else. Maybe chitin plating for assault.
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Hey, so finished the game on classic, gonna start classic ironman soon. Didnt even know there was a blaster launcher, how can you research that? I never got that option and was wondering how the fuck to take out sectopods efficiently... In the end I was running a squad with 1 support, 1 assault, 1 sniper and 3 heavies... 2 grenades and 3 rocket shots are just insanely good, and heavy plasma rules...
I found this to be very effective after my 2 high level snipers got killed... once you have in the zone and snapshot on your snipers they are insanely good
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On October 26 2012 00:39 Ideas wrote:
or maybe firaxis already tried it that way and it wasn't as fun (after all, they did spend 4 years developing the game). Imo, in their quest to make it both a PC and a console game, they succeeded in making a turn-based game relatively fun on consoles but failed in making this the best PC game of the year. As people noted, there are a couple of things that make this game a lot less enjoyable that it could have been: aliens need to be activated to fight, splitting your troops is dumb, repetitive maps, there is no difference between day and night combat, super-snipers that literally can end a game without the ai knowing they were there thanks to ghost armor scouts and squad sight, close-combat is unless you are 100% sure there are no packs of aliens youll activate with your latest move, in-base stuff is mostly useless once you've got enough cash in the early game to get your satellite and so forth,
Ideally I'd like to see larger squads fighting more aliens and for running battles to occur more often. Ditto with flanking, if you are fighting one pack at a time the aliens might try to flank you but because you are essentially facing each other off in a direct line, by pulling one guy to go somewhere else they just crippled themselves.
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On October 26 2012 08:56 VoirDire wrote: I'm currently playing impossible iron man (still in trial and error phase), and I have planned my squad as follows:
3 Snipers. Squad sight, Double Tap. Damage dealers. The other classes are basically support. 1 Support. Sprinter, Field Medic, Rifle supression, Dense Smoke. The "puller" (the one that typically moves first). 1 Heavy. Bullet Swarm, HEAT, Danger zone, Rocketeer. Used for clearing terrain and helping with sectopods/cyberdiscs. 1 Assault. Lightning Reflexes, Rapid fire, Close Combat Specialist, Killer Instinct. Shotgun type weapon. Usually the last one to move unless enemies are on overwatch. Used mop up remaining enemies that the snipers couldn't hit.
Archangel armor for the snipers and ghost armor for the rest. Med-kit for support and scopes for everybody else. Maybe chitin plating for assault.
While that all sounds fine and danty you initial plan should be to just survive the first month.
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On October 26 2012 09:20 DaCruise wrote:Show nested quote +On October 26 2012 08:56 VoirDire wrote: I'm currently playing impossible iron man (still in trial and error phase), and I have planned my squad as follows:
3 Snipers. Squad sight, Double Tap. Damage dealers. The other classes are basically support. 1 Support. Sprinter, Field Medic, Rifle supression, Dense Smoke. The "puller" (the one that typically moves first). 1 Heavy. Bullet Swarm, HEAT, Danger zone, Rocketeer. Used for clearing terrain and helping with sectopods/cyberdiscs. 1 Assault. Lightning Reflexes, Rapid fire, Close Combat Specialist, Killer Instinct. Shotgun type weapon. Usually the last one to move unless enemies are on overwatch. Used mop up remaining enemies that the snipers couldn't hit.
Archangel armor for the snipers and ghost armor for the rest. Med-kit for support and scopes for everybody else. Maybe chitin plating for assault. While that all sounds fine and danty you initial plan should be to just survive the first month.
And the second, and the third while doing abductions getting one map where you can get instawarped in your face.
And later one that happens mostly on supply UFOs.
Anyways my first I/I playthrough was 2 assaults 2 snipers 2 support. Heavies are overrated outside early game imho.
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On October 26 2012 09:20 DaCruise wrote:Show nested quote +On October 26 2012 08:56 VoirDire wrote: I'm currently playing impossible iron man (still in trial and error phase), and I have planned my squad as follows:
3 Snipers. Squad sight, Double Tap. Damage dealers. The other classes are basically support. 1 Support. Sprinter, Field Medic, Rifle supression, Dense Smoke. The "puller" (the one that typically moves first). 1 Heavy. Bullet Swarm, HEAT, Danger zone, Rocketeer. Used for clearing terrain and helping with sectopods/cyberdiscs. 1 Assault. Lightning Reflexes, Rapid fire, Close Combat Specialist, Killer Instinct. Shotgun type weapon. Usually the last one to move unless enemies are on overwatch. Used mop up remaining enemies that the snipers couldn't hit.
Archangel armor for the snipers and ghost armor for the rest. Med-kit for support and scopes for everybody else. Maybe chitin plating for assault. While that all sounds fine and danty you initial plan should be to just survive the first month. Yea, that's more of an end-game squad. I like to use heavies to get by the first missions and later phase them out when you get laser weapons. I'm still just planning my first two month in terms of economy and research.
Anyone else playing iron man impossible? What's your tactics, start-up build, squad setup etc?
I've found the best strategy to be to move forward very slowly and methodically along the edge of the map to only aggro one mob at a time. And after each fight regroup to heal, reload, wait for cool downs and reposition your snipers. When one group is "pulled" it needs to either be killed on sight or pull back away from their line of sight and let them come to you. To stay in cover and have a shoot-out isn't viable on impossible difficulty.
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On October 26 2012 09:55 VoirDire wrote:Show nested quote +On October 26 2012 09:20 DaCruise wrote:On October 26 2012 08:56 VoirDire wrote: I'm currently playing impossible iron man (still in trial and error phase), and I have planned my squad as follows:
3 Snipers. Squad sight, Double Tap. Damage dealers. The other classes are basically support. 1 Support. Sprinter, Field Medic, Rifle supression, Dense Smoke. The "puller" (the one that typically moves first). 1 Heavy. Bullet Swarm, HEAT, Danger zone, Rocketeer. Used for clearing terrain and helping with sectopods/cyberdiscs. 1 Assault. Lightning Reflexes, Rapid fire, Close Combat Specialist, Killer Instinct. Shotgun type weapon. Usually the last one to move unless enemies are on overwatch. Used mop up remaining enemies that the snipers couldn't hit.
Archangel armor for the snipers and ghost armor for the rest. Med-kit for support and scopes for everybody else. Maybe chitin plating for assault. While that all sounds fine and danty you initial plan should be to just survive the first month. Yea, that's more of an end-game squad. I like to use heavies to get by the first missions and later phase them out when you get laser weapons. I'm still just planning my first two month in terms of economy and research. Anyone else playing iron man impossible? What's your tactics, start-up build, squad setup etc? I've found the best strategy to be to move forward very slowly and methodically along the edge of the map to only aggro one mob at a time. And after each fight regroup to heal, reload, wait for cool downs and reposition your snipers. When one group is "pulled" it needs to either be killed on sight or pull back away from their line of sight and let them come to you. To stay in cover and have a shoot-out isn't viable on impossible difficulty.
It depends. The most important thing for me on abduction missions on early game is to get to good spots where you can "know" where the roaming patrols are. If you can get to higher roofs, even better, but also going to places where you can hide your soldiers out of LOS are really good. The most important thing on impossible is knowing when you can take the odds and when you can't. Hunker down, grenades and get out of LOS are the only reliable tools to be able to win after you spotted alien packs. That, and game sense to know from where they would move, etc... you can get many flankshots all the sudden that way.
For example : http://en.twitch.tv/godwrath/c/1712924
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Canada8025 Posts
On October 26 2012 09:03 OlDan wrote:Hey, so finished the game on classic, gonna start classic ironman soon. Didnt even know there was a blaster launcher, how can you research that? I never got that option and was wondering how the fuck to take out sectopods efficiently... In the end I was running a squad with 1 support, 1 assault, 1 sniper and 3 heavies... 2 grenades and 3 rocket shots are just insanely good, and heavy plasma rules... I found this to be very effective after my 2 high level snipers got killed... once you have in the zone and snapshot on your snipers they are insanely good The blaster launcher becomes available after you down and clear a battleship class ufo. In the battleship, you'll discover a fusion reactor which will trigger the new research item.
You also get the fusion lance research from the battleship, but there's really no point to getting it, considering that your ship weapons are already powerful enough as is.
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On October 26 2012 09:03 OlDan wrote:I found this to be very effective after my 2 high level snipers got killed... once you have in the zone and snapshot on your snipers they are insanely good
If you haven't played with Squad-Sight, you're doing yourself a disservice. Snap-shot is cool to move up into range and shoot, but with Squad sight, you don't have to move - you're (almost) always in range.
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I finished the game at ironman classic and ironman impossible. Pretty much the game is really hard at the beginning, but once your guys have high hit points and you have 2 squad sight snipers, the game becomes a bit easier even on impossible.
my team was: 2 squad sight snipers with double tap + battle scanner 2 Heavy with bullet swarm tu protect snipers pretty much with 3 rockets (1 shredder rocket and 2 normal rockets) + Heat ammo. 1 support with field medic and 1 assault.
the snipers do everything they are just plain overpower imo so you need to make good decision out of the game and also level up ur soldiers early on.
You can probably see my playthru on my twitch archive. GL
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Congrats Slush, thanks for sharing.
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Sick.
I do have one thing to say about snap shot / in the zone combo. When blue to a new position and kill a bunch of stuff with it, it's hilarious.
This just popped up: http://www.teamliquid.net/forum/viewmessage.php?topic_id=378216
Is THIS game worth playing multi player? Maybe with a ban or limit on certain skills or items?
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Try it out, maybe you will like it (about MP).
The problem with in the zone is it's almost useless vs double tap on endgame on impossible, since you can't one-shot on a reliable basis stuff like double tap + archangel snipers.
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On October 26 2012 10:34 eluv wrote:Show nested quote +On October 26 2012 09:03 OlDan wrote:I found this to be very effective after my 2 high level snipers got killed... once you have in the zone and snapshot on your snipers they are insanely good If you haven't played with Squad-Sight, you're doing yourself a disservice. Snap-shot is cool to move up into range and shoot, but with Squad sight, you don't have to move - you're (almost) always in range.
I played with squad sight, but because of bugs or something it just never worked for me, even with LOS to the sniper very far away (so no buildings blocking, etc.)
Anyway, I enjoyed the game, played the originals too, it's not perfect but fun for a while
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On October 26 2012 20:38 Godwrath wrote: Try it out, maybe you will like it (about MP).
The problem with in the zone is it's almost useless vs double tap on endgame on impossible, since you can't one-shot on a reliable basis stuff like double tap + archangel snipers.
You're not thinking hard enough - all you have to do with In the Zone is to land the kill. Incidentally, you have 4-5 other people that can help soften targets. Then, your In the Zone sniper fires off a chain of 95% to hit shots. Easy to pull off and quite overpowered. Double Tap is only superior vs large targets like cyberdiscs, berserkers, sectopods and ethereals; which is why I like to give my Double Tap sniper ghost armor so she can get into position.
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On October 26 2012 21:28 OlDan wrote:Show nested quote +On October 26 2012 10:34 eluv wrote:On October 26 2012 09:03 OlDan wrote:I found this to be very effective after my 2 high level snipers got killed... once you have in the zone and snapshot on your snipers they are insanely good If you haven't played with Squad-Sight, you're doing yourself a disservice. Snap-shot is cool to move up into range and shoot, but with Squad sight, you don't have to move - you're (almost) always in range. I played with squad sight, but because of bugs or something it just never worked for me, even with LOS to the sniper very far away (so no buildings blocking, etc.) Anyway, I enjoyed the game, played the originals too, it's not perfect but fun for a while Squad sight has a max-range of about 4 times the usual line of sight. The snipers can't be too far off.
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Finally have a good impossible ironman game going and things look great after the first month:
You may notice that I play with the second wave mod enabled. Options that I´ve selected are the random fundings for nations and random soldier stats. What is especially good about the first month is that I was able to launch 4 satellites.
The first abduction mission in the second month didnt end that well.
First terror mission. No laser weapons and no carapace armor.
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Why didn't you have laser weapons at least by then?
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On October 27 2012 04:15 Maxyim wrote: Why didn't you have laser weapons at least by then?
Why do you think??
I spend my money on other stuff such as officer upgrades and more satellites. I cant afford everything.
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On October 27 2012 04:31 DaCruise wrote:Show nested quote +On October 27 2012 04:15 Maxyim wrote: Why didn't you have laser weapons at least by then? Why do you think?? I spend my money on other stuff such as officer upgrades and more satellites. I cant afford everything.
Calm down, I am not talking trash, just trying to figure out exactly what happened. Sounds like you did a very greedy strategy by going for both officer upgrades and sats; perhaps a better approach would be sats + laser / carapace, and then use the next round of income for officer upgrades.
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