Is it possible to beat xcom




















Though you might be pressured into spending your hard-earned money on armor or training, thinking your American Made Awesome Guns will do all the killing you need, youre actually sadly mistaken. Prioritize leveling up weapons especially on the harder difficulties. On Impossible, earth weapons cannot consistently take down even the weakest type of alien in one shot so developing your soldiers' weapons is paramount to survivability, McFall explains, rewriting everything we know on alien anatomy and the gun manufacturing industry in a single keystroke.

Now that youve finished preparing your soldiers for war, its time to actually head out into battle. The first rule, though, is to be careful not to let your soldiers die, even if it seems like its for the greater good. The safest soldier is the one that the aliens can't see--break line of sight against the aliens until you have a decisive tactical advantage against the aliens.

If you must leave a soldier in line of sight, use "Hunker Down" to buff your defense--but be aware that this will make your soldier a magnet for alien area of effect attacks such as grenades and poison clouds.

Thinking of heading towards the middle of the level and hiding? Bad call, says McFall. Generally, treat the center of the map as 'no man's land. This rule also applies to mosh pits, where the center is actually the opposite of a no mans land.

No matter how powerful your soldiers are, they still have a chance to miss horribly, throwing all of your well-laid plans to the wind. Know what doesnt miss as much? They are also invaluable on the smaller maps where triggering too many alien pods at once is unavoidable. XCOMs snipers can change the course of a battle, but only if you use them correctly. Get Special Grenades and Ammo. In particular, look for stuff that will help you bust through alien armor.

Armor Piercing ammo and Acid Grenades are great for this. Also, once you do the Faceless autopsy, you can build Mimic Grenades. These can save your ass. Take at least one on every mission. Use Every Class. Resist this urge. Each class, and many of the subclasses, can be tremendously useful, and absolutely necessary in certain situations.

Sharpshooters can tear through multiple weak enemies, while sword-focused Rangers can single-handedly win missions where the aliens deploy Chrysalids. Having, and knowing, all the classes and subclasses can be critical.

Making one of each of the eight subclasses should be enough to do that, but especially…. Use Specialist Medics. Being able to send a drone across the map to heal any unit, four times per mission, will prove essential. Two early enemies, Sectoids and Codexes, will drop Psionic attacks on your troops. This is scary!

Last edited by Ryconn ; 21 Jun, am. Falentir View Profile View Posts. Gavrix View Profile View Posts. Ozymandias View Profile View Posts. Originally posted by ryconn :. Last edited by Marmoset Catgirl ; 21 Jun, am. I on the last level and iron man too, classical My team is pretty weak.

I only got one of my best, some are pretty new. I got right to the end and lost it, I think I can do it for sure. Just can't get hurt at the start at all, save my luck for the leader. It is tough, but I'm sure you can beat it : Iron man mode makes it hard so hard it's a chore to keep playing sometimes.

Originally posted by Ozymandias :. Burbot View Profile View Posts. Ironman doesn't make the game harder. You'll make different choices when you know they can't be undone. It's the only way to play. Don't focus on perfection. Not losing any countries is possible, but not very likely. I accomplished it once on Classic, doubt it will ever happen again for me. Just do the best you can to push the panic to one continent. Starting on a 4 country continent giving you three countries to soak up panic is a popular strategy.

You can't lose your starting bonus. One of Zemalf's soldiers has already taken a hit and is down to 1 HP. And when he moves that soldier forward to deal with a lone sectoid, he accidentally reveals and activates two more watch below now. At this point, the sectoids get to take two shots at his sniper, who is perilously vulnerable in half cover. They miss, granting Zemalf another turn. He misses his first shot. His second, which needs to kill a sectoid, drops it down to 1HP instead.

Then he makes what should be a fatal error: he presses the wrong hotkey, accidentally telling his third soldier—now dangerously exposed—to take a low-percentage shot.

It misses. He stews on it for a minute with only one move left.



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