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  • Oh my yes, 6 is much easier than 4; however, by the time you're likely able to have 6, the enemies you're facing are often... problematic.
    "My nation is the world, and my religion is to do good." --Thomas Paine
    "The subject of onanism is inexhaustable." --Sigmund Freud

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    • Originally posted by Guynemer View Post
      Once I finally get off the ground, I usually roll with just one heavy, and either two snipers (see below) or two support (so many medpacks--great for the critically wounded and the poisoned) to go with the two assault (one or both of whom carry arc throwers to take the alien weaponry). Granted, this was on my "normal" playthrough, I may find a different strategy is required for "classic". I can easily imagine two heavies, both with suppession and holo-targeting being a boon on Classic.

      The thing that really got me rolling, when I think about it, is capturing all the alien weaponry and researching the plasma weapons. Both so my squad had the firepower, but also because France (I think) requested a few plasma rifles (I think) and paid over $1,100 for it.

      After that, I had no concerns about money at all.
      Once you get 2 heavies leveled up, give one shredder rocket, just because you will encounter enemies that just laugh at your puny damage.
      "I hope I get to punch you in the face one day" - MRT144, Imran Siddiqui
      'I'm fairly certain that a ban on me punching you in the face is not a "right" worth respecting." - loinburger

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      • Is it better to give people all of one side or the other of the levelling options, rather than mix+match? I only have gone as far as sergeant, but at least for assault and support it seems like some of each is better for an individual - but if I'm going to have multiples, maybe each with a straight line is better?
        <Reverend> IRC is just multiplayer notepad.
        I like your SNOOPY POSTER! - While you Wait quote.

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        • For support, I leveled one all the way down the left and one all the way down the right and it worked great. The suppressive fire, smoke grenades, and extra item slot for the support (used for grenades) obviated the need for another heavy. Meanwhile the other support had all the lifesaving upgrades.

          For my assaults, I leveled one to be optimized for shooting with rifles, and the other for shotguns. I had one leveled down one side and the other leveled down the other side like before, except they both got close combat specialist since the extra damage on crit hit isn't nearly as useful as another reaction shot, especially one so easily abused against berserkers.

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          • Originally posted by MRT144 View Post
            Once you get 2 heavies leveled up, give one shredder rocket, just because you will encounter enemies that just laugh at your puny damage.
            I never needed shredder rocket. I used my sniper to deal the damage on those. It's a really, really hard choice between that and suppression, but in the end having both suppression and danger zone can be ridiculously awesome. AoE debuffs. I would just go for HEAT ammo as that should provide the necessary anti-armor capability. I was dumb and got rapid reaction instead. Don't do that. Rapid reaction sucks. The heavy has terrible accuracy so you're not likely to get the extra reaction shot.

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            • Originally posted by regexcellent View Post
              I think the optimal squad is 1 sniper 1 heavy 2 support 2 assault with assault and sipport levelled on opposite lines. Having lots of medkits is good but having medkits and smoke grenades is better. Smoke grenades are crucial to preventing men from being wounded and keeping them in the fight batlle after battle.
              My ideal squad is

              1 Sniper
              Squad Sight, Damn Good Ground, Battle Scanner, Opportunist, Low Profile, In the Zone
              2 Heavies
              A. Holo Targeting, Suppression, HEAT Ammo, Danger Zone, Will to Survive, Mayhem
              B. Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone, Will to Survive, Rockateer
              2 Support
              A. Sprinter, Field Medic, Revive, Combat Drugs, Deep Pockets, Savior
              B. Covering Fire, Smoke and Mirrors, Rilfe Supression, Dense Smoke, Deep Pockets, Sentinel
              1 Assault
              Tactical Defense, Lightning Reflexes, Rapid Fire, Close Combat Specialist, Extra Conditioning, Resilience

              I would also have a 2nd Sniper to rotate in with Gunslinger, Disabling Shot, Opportunist, Low profile, and Double Tap for capturing enemies.
              "I hope I get to punch you in the face one day" - MRT144, Imran Siddiqui
              'I'm fairly certain that a ban on me punching you in the face is not a "right" worth respecting." - loinburger

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              • Originally posted by regexcellent View Post
                I never needed shredder rocket. I used my sniper to deal the damage on those. It's a really, really hard choice between that and suppression, but in the end having both suppression and danger zone can be ridiculously awesome. AoE debuffs. I would just go for HEAT ammo as that should provide the necessary anti-armor capability. I was dumb and got rapid reaction instead. Don't do that. Rapid reaction sucks. The heavy has terrible accuracy so you're not likely to get the extra reaction shot.
                The added benefit of a rocket is that it blows up things obstructing your LOS at point in the game where you're likely not using frag grenades any longer.

                I honestly prefer 2 heavies with HEAT ammo though because cyberdisks are *****es.
                "I hope I get to punch you in the face one day" - MRT144, Imran Siddiqui
                'I'm fairly certain that a ban on me punching you in the face is not a "right" worth respecting." - loinburger

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                • In the zone is far superior to double tap.

                  I don't see the point of having two heavies. Your second support can provide the necessary suppressive fire and ordnance (through having two grenades). Having two assaults on the other hand allows for a lot of flexibility. In particular, having a shotgun-armed assault with Rapid Fire and Close and Personal allows you to run right up next to really dangerous enemies and take them down right away. I can pretty reliably take out a Sectopod by running an assault up to it and shooting it twice, then finishing it with my sniper. Because of In the Zone, the sniper can also grab both drones in one turn.

                  I don't find cyberdisks too bad. If you have a good sniper they go down pretty easily if you concentrate your fire.

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                  • Double tap is incredibly awesome with two good snipers.

                    Have you actually restarted on Classic Ironman yet btw, or are you still basing your game experience on making an uber squad on ****** mode?

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                    • Originally posted by regexcellent View Post
                      In the zone is far superior to double tap.

                      I don't see the point of having two heavies. Your second support can provide the necessary suppressive fire and ordnance (through having two grenades). Having two assaults on the other hand allows for a lot of flexibility. In particular, having a shotgun-armed assault with Rapid Fire and Close and Personal allows you to run right up next to really dangerous enemies and take them down right away. I can pretty reliably take out a Sectopod by running an assault up to it and shooting it twice, then finishing it with my sniper. Because of In the Zone, the sniper can also grab both drones in one turn.

                      I don't find cyberdisks too bad. If you have a good sniper they go down pretty easily if you concentrate your fire.
                      Are you on classic?
                      "I hope I get to punch you in the face one day" - MRT144, Imran Siddiqui
                      'I'm fairly certain that a ban on me punching you in the face is not a "right" worth respecting." - loinburger

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                      • Yes.

                        The key to cyberdisks is killing them in one turn. When they're flying they're not in cover. That's when you attack.

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                        • Originally posted by regexcellent View Post
                          Yes.

                          The key to cyberdisks is killing them in one turn. When they're flying they're not in cover. That's when you attack.
                          Well yeah, but 2 heavies with HEAT and scopes can more easily deal that damage.
                          "I hope I get to punch you in the face one day" - MRT144, Imran Siddiqui
                          'I'm fairly certain that a ban on me punching you in the face is not a "right" worth respecting." - loinburger

                          Comment


                          • Originally posted by kentonio View Post
                            Double tap is incredibly awesome with two good snipers.

                            Have you actually restarted on Classic Ironman yet btw, or are you still basing your game experience on making an uber squad on ****** mode?
                            I'm currently running two games. One on classic, which is doing okay (though I'm not on Ironman), and another also on classic but was started on easy where I just screw around.

                            Actually I'm playing the ubersquad game on Impossible mostly now because classic got too easy.

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                            • Originally posted by MRT144 View Post
                              Well yeah, but 2 heavies with HEAT and scopes can more easily deal that damage.
                              I think having the second heavy is too much of an opportunity cost given the strength of having assaults as a buffer between your damage-dealers and certain fast-moving enemies.

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                              • Checked the steam achievement stats---0% of players have beaten the game on impossible difficulty. I guess that's why they call it impossible!

                                .8% have beaten it on classic. **** this is a hard game.
                                If there is no sound in space, how come you can hear the lasers?
                                ){ :|:& };:

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