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On December 03 2013 07:37 Gorsameth wrote:Show nested quote +On December 03 2013 06:57 sacrilegious wrote: Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different. C'mon, because he still haven't figured them out, don't break the magic ;p.
How i beat them : + Show Spoiler +Agression assaults with mimetic. Get close. Very close. Double tap sniper uses crit shot. Assaults reveal with insane crit chance thanks to the drones with aggression, shotgun, scope and stealth. Depending on how i feel about it, close combat quarter and then rapid fire, or just run and gun for the +50% crit damage and rapid fire it,I always have atleast on crit oriented assault, normally my first one (bring'em down with reaper rounds is just that good). Normally this will end with the sectopod dead or almost dead.
Since i mentioned reaper rounds in the spoiler i will speak about them a bit because most people tend to overlook them when they see the range penalty.
Range penalty only means that weapons with range penalties (shotgun from long distances, and snipers from short distances) will get the penalty. Normally you won't shoot a shotgun ever from further 10 tiles anyways, and squad sight snipers will be normally really far anyways. And the other weapons, well, there is no penalty for them, this includes pistols aswell, but i will get into this later.
Earlier in the game, they will allow your assaults with aggression to have a much easier time to get crits (100% against one enemy). Since i start from asia, so my tech path is weapon fragments - > Advanced weaponry (don't remember the name exactly, the one that allows you to build foundry), i can get a decent number of soldiers, and get tactical riggin, scope and pistols I upgrades fairly fast. So every single one of my soldiers can benefit from reaper rounds.
This will make assaults just 100% killers even against thinman and floaters, which is very important on I/I. Don't get scope for assaults tho, i prefer to stay with grenades until vests for them. A bit later on, when you get close&personal, and rapid fire it is just pure ownage with them, allowing you to just sow through chryssalids and zombies alike, not to speak of how good is to be able to kill 2 thinmen on one turn (portent, this is for you ). Bring'em on will make your assault even dangerous with the pistol. It is just hilarious when you double crit 5 damage shots with the pistols from rapid fire, so your assault is not only dangerous in close quarters, but also when flanking on long range thanks to his overtuned critshot pistol. Hell, with the shotgun they can even kill 2 muttons per turn. Critassaults always have the best kill count for me, except maybe for the first few missions where the heavy really shines.
Snipers take a lot of advantadge out of it, but only after tactical riggin because you are better off with more aim until you just have the another spot in your inventory. Since your squad sight sniper doesn't really need vest, he rarely gets a chance to use a medikit, reaper round is a no brainer for them, even if the only shots that will benefit from this are headshots. This is because when you use headshots, instead of having a 65% crit chance with upgraded scope, you will have a 85%, making most headshots to be a crit. And sniper rifle crits means one alien less. Even against muttons they are pretty good, but it also means you will one shot thinmen, floaters and even chryssalids.
The other classes, the support doesn't really benefit from it, you are better with scope + medikit anyways, because aim > crit chance. But the LMG with scope + reaper rounds will put him on 30% to crit. On I/I, i prefer to have the chance to crit, or have very good chances at critting when flanking, than just more health. Rookies are fine with reaper rounds + scopes tho, but certainly i prefer the vest + scope on them.
Hope some of you try it out, because they are really useful early game, and people underestimate them so much.
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On December 03 2013 07:37 Gorsameth wrote:Show nested quote +On December 03 2013 06:57 sacrilegious wrote: Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different. ... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back...
Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss)
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On November 28 2013 05:39 Dranak wrote:Show nested quote +On November 28 2013 04:15 turdburgler wrote: the AI gains bonuses to its aim on higher difficulties, so yes, the AI cheats. No, that's not cheating. I'm curious, exactly what are you looking for in a higher difficulty if not more and tougher enemies?
i want the power of the enemies to be equal across difficulties, the number/AI should be the only thing that changes.
the way you play on normal is half cover is always good enough, aliens lack enough hp/damage to threaten you so trading hits is acceptable and you can expect a full group of colonels by the mid point of the game.
on impossible you sometimes need to sacrifice people for the greater good, the aliens are a threat if you ever move out of heavy cover (and even then its risky) and you end up overwatch crawling the entire game.
its a fundamentally different game not just a more challenging one, the flow and play is completely different.
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On December 03 2013 09:30 sacrilegious wrote:Show nested quote +On December 03 2013 07:37 Gorsameth wrote:On December 03 2013 06:57 sacrilegious wrote: Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different. ... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back... Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss) Guess that was why I used 2 MEC's and had one of every skill for my first EW playthrough (which was a Ironman Classic) As for your 2nd point. Mimic skin. It solves almost all your sight problems by allowing aggressive scouting even on high difficulties.
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On December 03 2013 09:41 Gorsameth wrote:Show nested quote +On December 03 2013 09:30 sacrilegious wrote:On December 03 2013 07:37 Gorsameth wrote:On December 03 2013 06:57 sacrilegious wrote: Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different. ... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back... Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss) Guess that was why I used 2 MEC's and had one of every skill for my first EW playthrough (which was a Ironman Classic) As for your 2nd point. Mimic skin. It solves almost all your sight problems by allowing aggressive scouting even on high difficulties. I stuck to one MEC and devoted more of my meld and resources to gene mods. Yes I did use mimetic skin on my main assault and support, but I am pretty certain the times I cloaked and hunkered down so I wouldn't overwatch attack I still got detected by the sectopod and they essentially used their AOE to blow my full cover to effectively make my guy decloak (I may have to verify this one more time)
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On December 03 2013 09:38 turdburgler wrote:Show nested quote +On November 28 2013 05:39 Dranak wrote:On November 28 2013 04:15 turdburgler wrote: the AI gains bonuses to its aim on higher difficulties, so yes, the AI cheats. No, that's not cheating. I'm curious, exactly what are you looking for in a higher difficulty if not more and tougher enemies? i want the power of the enemies to be equal across difficulties, the number/AI should be the only thing that changes. the way you play on normal is half cover is always good enough, aliens lack enough hp/damage to threaten you so trading hits is acceptable and you can expect a full group of colonels by the mid point of the game. on impossible you sometimes need to sacrifice people for the greater good, the aliens are a threat if you ever move out of heavy cover (and even then its risky) and you end up overwatch crawling the entire game. its a fundamentally different game not just a more challenging one, the flow and play is completely different. check when the game cheat
http://www.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)
When The Game Cheats...
It's been reported that on difficulties below Classic, invisible adjustments may be placed on aim when you're low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don't show up on the shot info screen and aren't factored into the chance to hit the game shows you. All of the below only apply if you have four soldiers or less in play: Easy & Normal modes Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit. Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss. Easy mode only Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, and is capped at 30%. Your aim is increased by four minus the amount of soldiers you have, times 15%. Hence having one soldier in play grants him a +45% aim bonus. Alien aim is reduced by four minus the amount of soldiers you have, times 25%. Hence having one soldier in play grants him a +75% defence. Normal mode only Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, but otherwise has no cap. If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - unless they would reach 100% or more, in which case they are unaffected and should always hit.p Do you understand now why is silly when you say the AI cheats ?
And yes, it is more challenging. And no, on impossible you don't overwatch crawl the entire game. "Playing different strats" when you are just facerolling is not better. You are just too used to play on a difficulty with a safeguard activated so you can't lose, which is fine, but you have zero perspective on how impossible works. Specially when you say "not more challenging". What the hell does challenging mean this days ?
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I/I started on South America. Rushed tech and alien base (downed it by the end of second month). It has been my easiest run thus far. I need to try a gene mod run on SA too :p,
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Ok so I tried to not lose a country in impossible with EW (managed), but what a first month... Day 4, first abduction mission Day 6, first council mission (you must evac a general who is in some kind of pit and you have thin men spawn on the return trip, as soon as you touch him you spawn 2 groups on the high ground on the other side ><) 2 more missions with thin men enabled as I met them first (I suppose) First thing in the next month, Portent, which I'm doing right now, managed to secure the guy and I'm on the return trip, but all my soldiers have their basic equipment and I have only one sergeant, it's so hot :o
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Actually, you are lucky if it was a cash council mission, to be able to get the sats up, it helps ;p
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On December 22 2013 04:52 Godwrath wrote: Actually, you are lucky if it was a cash council mission, to be able to get the sats up, it helps ;p That's true, actually it's the first time I had money left after the workshop, 4 satellites and satellite uplink =) And I had 24 sectoid corpses after 2 missions :D Also, my base had all the left and 2 to the right already excavated (first time I see this I think, 5 excavated lots) but only a single place to build a thermo generator >< Really a very unique playthrough.
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Germany25641 Posts
Help me XCOM thread, you are my only hope!
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Fast satellites are still needed I feel for quick cash and to stop you losing countries. Used Melt for quick MEC trooper since they are very good at tanking early and bring good damage. Then get lasers.
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Its trial and error. Know the maps, know the spawns and pray for RNGesuz when taking shots. Its not that important whether you build 4 sats in the first month or only 1. You gotta have 5 by the end of the second month though or you will be in trouble.
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MEC with flamethrower is big help early on, so you may want to get one fast. Basically to prepare for first terror mission you either need that or rushed laser weapons, which come at the expense of satellite development. You need to see what fits you better, and if you are ok with losing some countries. After some practice you will be able to come up with best opening, that deals with all your problems.
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Germany25641 Posts
Usually I develop scopes and the 2 armor thingie because I thought those were good fast upgrades. Should I instead just rush for a super fast mec?
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They did make the early game a lot harder. Research times are increased by 30 or 40 percent on Classic, and the Portent mission is brutal until you memorize the spawns. It also takes a lot more XP for your guys to rank up, so you spend more time with less powerful troops and gear.
I find Heavies to be very important in the early game. Rockets are great for killing early enemies. MECs are also good, although I prefer power fists for the mobility to flamers. Satellite rush is still viable, but it's sort of become the greedy CC first play that sets you up for trouble with the alien's early game. I've been finding myself taking scientists on the first abduction, then going for a MEC into lasers (and dropping the OCS/Foundry when I can squeeze them in).
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Germany25641 Posts
I didn't even know they made the early game harder, it felt like it, but I thought I was just being crazy or super bad^^
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On February 12 2014 22:38 KadaverBB wrote: Usually I develop scopes and the 2 armor thingie because I thought those were good fast upgrades. Should I instead just rush for a super fast mec? Assuming you get enough Melt to make MEC trooper yes try and get one with a flamer before the first terror mission. After that lasers because you need to deal enough damage to not need 2/3 soldiers to kill a single alien. On higher difficulty your basic weapons just don't deal enough damage to deal with thin men.
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The research times wasn't only on impossible ? Fairly sure that they are the same on classic.
It's pretty straightforward on classic, as far i remember (only had played like 2 times on it until i got bored), you only lose one country on month 1, so you only need 1 sat. Getting more sats up depends on your general strat and your ability to make the missions. Think it the same way than starcraft 2, sats are greedy openings where you are hoping to get away with it thanks to your tactical skills/knowledge. For anyone who has problems doing the missions, i would recommend a more safe opening, getting early MEC and armory upgrades (and the lasers on month 2 on classic), and you can do this easier starting on Asia. Tactical rigs is actually quite good. Yeah by this i mean going for fast upgrades for your squad, increasing size and getting gear, instead of forcing yourself into the sats too hard.
First month is actually easier on the expansion, but on impossible next months are harder because of the research penalties and equipment cost.
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