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FIRST
NAME
Heavy Joe
LAST
NAME
STATISTI
CS
Kelly
HP 20
Defense
0
Will 100
Aim 100
HP 20
Sniper Ken
Levine
Defense
0
Will 100
Aim 200
HP 100
Assaul
Otto
t
Zander
Defense
0
Will 100
Aim 100
HP 20
Suppo
Sid
rt
Meier
Defense
0
Will 200
Aim 100
While doing the easy/normal playthroughs try to keep one soldier alive and
included in every single mission. The North America playthrough with the tutorial
enabled would be less suited for this achievement. During the tutorial mission,
three of the four soldiers die and the remaining soldier is a Heavy. Obviously a
Heavy is harder to keep alive or healthy than a Sniper who remains in the back of
the field.
enemies are quite different. The game tells us how to utilize our first two
soldiers. Then we get to choose the moves of the two remaining soldiers
ourselves. Exciting isn't it? I chose one soldier to rush inside the building, into the
second room and into cover behind the crates. My last soldier rushed straight
ahead, along the building, and into cover at the crates near the alien device
(drop pod?).
Second turn we get to control our veteran Delgado. He can choose between two
possible targets by pressing the bumpers on our controller. Lets see, one target
has a 52% hit chance and the other one has a 68% hit chance. Tough choice, but
the game helps us by not letting us select the 52% option. Exit one alien. Now
we have three soldiers left to take out one alien. You can toggle between the
soldiers by using the bumper buttons on our controls. Easiest way is to choose
the soldier outside the building. Move, but do not dash, him to the right of the
alien device and make him find cover behind the crates (not the blue material).
Basically this will make him flank the alien and give us a +50% bonus on our
critical taking it up to critical 60%. Exit alien number 2.
For the rest of the mission the game will let us make all decisions. Oh the
responsibility! At this point you might want to make a save and explore the map
and ponder a strategy. Your strategy should involve getting through the mission
while taking as little damage as possible. Another thing to consider is the XP you
get from killing. Basically Im trying to say: try to let every team member make a
killing shot.
Beyond the containers, two Sectoids await. At this point it is tempting, and the
game even mentions it, to use the Rocket Launcher and take out the Sectoids.
However, not using explosives will give you some more recovered materials and
a better distribution of the available XP. Choose wisely or else
Why choose when we can have the best of both worlds. This is why we made a
save earlier.
Just fire the rocket with Delgado. Take out the structure and the aliens with it.
Wow, doing a mission without losing a soldier gives us an achievement.
If youre up for a challenge, then re-load the game and shoot the Sectoids with
your regular soldiers. Doing so will give you some more promotions. (up to three
promotions)
The game explains the Situation Room with the Doom Tracker. Next we return to
Mission Control where the satellite network is introduced. Pressing LT will show
the hologlobe which will show panic levels on Earth. We can use the right analog
stick to scroll across the globe. Personally, I find the display in the Situation
Room to be more informative regarding the panic levels. Another function of
Mission Control is the ability to scan the earth. Basically this is a way to progress
the game after youre done with managing the base.
Go ahead and scan Earth in Mission Control. After 5 days of scanning the
research of Alien Materials or Weapon Materials is completed. Achievement time:
Rather than losing loot over several plays we can simply grind out the
achievement now.
Before launching the mission we can modify all our soldiers to have Frag
Grenades. Follow these steps:
Step 1: At the start of the mission we make a save (SAVE 1).
Step 2: Then we proceed into the mission and use the grenades and the Heavys
Rocket Launcher to kill as many Thin Men as we can. When we run out of
explosive ordinance we make another save (SAVE 2). Next we load up SAVE 1.
Step 3: Repeat Step 2 until the Bada Boom achievement unlocks.
and you will be facing very strong aliens like Chrysallid, Mutons or worse. In
addition the global panic level also begins to become an issue.
I would suggest to start the assault when you have laser weapons equipped
(sooner is better).
Theory...13 (10)
Build a Laboratory.
Unlocked by 23,877 tracked gamers (56% - TA Ratio = 1.33)42,715
Load the save we made just before we built the laboratory. Now we start building
our first workshop. Workshops are very useful, because they add 5 engineers to
our staff. Getting extra engineers lowers building costs and helps us towards the
80 engineers achievement. In addition the workshops provide a 7% refund on
resources when building vehicles, foundry projects and facilities.
less hitpoints remaining. Obviously the advanced Arc-Thrower has a much higher
chance to stun.
No matter how good the Arc-Thrower is there is one main disadvantage. Range
on the Arc-Thrower is very limited. Basically you have to get very close. For
simple enemies, like Sectoids and Thin Man, this isn't a big problem. Just run up
to them and stun them. However for enemies with more than 3 starting hitpoints
some more work is required. You want to hurt them enough to take their hitpoints
below 4 without killing them.
In addition you don't want the aliens to shoot the soldier with the Arc-Thrower as
he approaches them. To help you in this there is several equipment which is
useful:
Smoke grenades: Throw these at the soldier carrying the Arc-Thrower as he
approaches the enemy or when he fails to stun the enemy.
Sniper: Advanced snipers gain the ability "disabling shot". This ability does some
damage (2 HP) to the enemy and it disables the enemy's main weapon. Once the
main weapon is disabled the enemy has to reload and can't shoot for one turn.
Just be careful to not kill the enemy with the damage from the disabling shot.
ARC-THROWER STUN
CHANCE
BASIC
ADVANCED
4HP = 49%
7HP = 49%
3HP = 70%
6HP = 70%
2HP = 80%
5HP = 75%
1HP = 90%
4HP = 80%
3HP = 85%
2HP = 90%
1HP = 95%
For this achievement you can actually use an easy save. Load the save and use
the main menu to switch difficulty.
You can to combine the "valkyrie"-achievement with the "lone wolf"-achievement
if your soldier is a female.
via Satellite uplink and Satellite Nexus. These facilities can be built in the
Engineering Department. Try to build these facilities in a 4x4 area to benefit from
the adjacency bonus. Eventually you will need a total of 16 satellites to cover the
Earth.
Global coverage will give a global panic reduction of 2. In addition the monthly
coucil contribution will increase.
NAME
Small
Small
Scout
Medium
Large
Scout
Medium Overseer
Large
Abductor
Large
Supply
Barge
Very
Large
Battleship
The Overseer ship will keep appearing until you manage to shoot it down.
The Battleship might not show up. However there is a trick to make it spawn.
Simply let one UFO fly around without intercepting it. Then the next UFO will be a
Battleship.
Hunter/Killer36 (15)
In a single game, shoot down one of each alien craft.
Unlocked by 7,464 tracked gamers (17% - TA Ratio = 2.38)42,715
RESEARCH
How to gain scientists:
Missions and Council Request: some missions will award you with scientists.
Launching satellites over Africa, Europe, North America and South America.
Launching satellites over countries is most scientist-awarding but it will take
some time before you have reached these numbers:
+2 scientist/month for 3 satellites over Africa.
+8 scientist/month for 4 satellites over Europe.
+4 scientist/month for 3 satellites over North America.
+2 scientist/month for 2 satellites over South America.
Oppenheimer38 (20)
Staff the Research Labs with 80 scientists.
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Try to stun new aliens as they appear. Once you have captured a live alien you
can interrogate them and subsequently do an autopsy on the resulting corpse.
Don't get this order wrong :-).
For completeness sake I will include the Arc-Thrower table again.
ARC-THROWER STUN
CHANCE
BASIC
ADVANCED
4HP = 49%
7HP = 49%
3HP = 70%
6HP = 70%
2HP = 80%
5HP = 75%
1HP = 90%
4HP = 80%
3HP = 85%
2HP = 90%
1HP = 95%
Edison78 (25)
In a single game, complete every Research Project.
Unlocked by 4,311 tracked gamers (10% - TA Ratio = 3.13)42,715
ENGINEERING
"Drums in the deep" will unlock when the build the bottom part of the access lift.
Every level deeper will cost more to build. This achievement will come naturally
when you're expanding your base.
Alternatively you can make a save and proceed to build the whole access lift
while ignoring everything else. Reload the save once the achievement pops up.
Drone Capture
Ammo Conversation
Advanced Flight
Advanced Construction
Improved Pistol I
Improved Pistol II
Improved Pistol III
S.H.I.V. Suppression
Stealth Satellites
S.C.O.P.E. Upgrade
Skunkworks48 (20)
In a single game, complete every Foundry project.
Unlocked by 7,535 tracked gamers (18% - TA Ratio = 2.37)42,715
BATTLEFIELD ACTIVITIES
The "welcoming committee"- and "pale horse" achievements are counted over
several playthroughs. If you choose to do some grinding it is possible to get all
500 kills in one playthrough.
Operative lost: Soldiers can be wounded but don't let them be killed.
Civilians rescued: Rescue at least 75%. The number of civilians, total, killed and
rescued, is indicated at the top of the screen.
If you have trouble with this achievement, then you should adopt a more
aggressive strategy. Kill the aliens as quick as possible. Any remaining civilians
will be counted as rescued once you kill the last alien.
As A Scalpel40 (25)
Earn the "Excellent" rating in every performance category on a terror mission.
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Once you have recruited enough female soldiers to fully staff your squad the
"valkyrie"-achievement is easy to obtain. It does not matter if any members of
your team die.
Alternatively you could try to combine the "valkyrie"-achievement while going for
the "lone wolf"-achievement.
Basically have a soldier run through a poison cloud with his first move. Cure that
soldier. Have the same soldier run through the same poison cloud with his
second move. Cure the soldier again. This way you get two healings on one
soldier in one turn.
Try to get the "poison control"-achievement during a bomb-disposal- or an
escort-mission. Both of these missions have Thin Man as the main enemies.
AVAILABLE
Xeno-Biology
Alien Containment
Arc Thrower
Arc Thrower
Outsider Shard
Skeleton Key
Hover S.H.I.V.
Firestorm
Hyperwave
Communication
Hyperwave Relay
Ethereal Device
Gollop Chamber
S.C.O.P.E.
Weapon Fragments
S.C.O.P.E. Upgrade
Alien Materials
Nano-fiber Vest
Foundry
Experimental Warfare
Phoenix Cannon
Alien Grenades
Elerium
Psi Armor
Psi Armor
Carapace Armor
Carapace Armor
Alloy S.H.I.V.
Skeleton Suit
Skeleton Suit
Titan Armor
Titan Armor
Ghost Armor
Ghost Armor
Archangel Armor
Archangel Armor
Advanced Flight project
Laser Pistol
Beam Weapons
Laser Rifle
Improved Pistol II
Scatter Laser
Precision Lasers
Laser Sniper Rifle
Heavy Lasers
Heavy Laser
Laser Cannon
Plasma Rifle
Plasma Rifle
Heavy Plasma
Heavy Plasma
S.H.I.V. Plasma project
Plasma Sniper
Plasma Sniper
Alloy Cannon
Alloy Cannon
Plasma Cannon
Plasma Cannon
Fusion Lance
Fusion Lance
Blaster Launcher
Satellite Nexus
Elerium Generator
EMP Cannon
EMP Cannon
S.H.I.V. Repair project
Interrogate Sectoid
Interrogate Floater
Interrogate Muton
Interrogate Sectoid
Commander
Interrogate Berserker
Interrogate Ethereal
Sectoid Autopsy
Sectoid Commander
Autopsy
TOP SECRET
Floater Autopsy
Muton Autopsy
Chryssalid Autopsy
Chitin Plating
Cyberdisc Autopsy
Berserker Autopsy
Combat Stims
Drone Autopsy
Drone capture
Sectopod Autopsy
Ethereal Autopsy
Mind Shield
These Engineering tables show what can be built and what the resource-cost
would be. In addition to the resource-cost there is also a credit-cost. The creditcost is not included in the tables because it varies with the number of available
engineers.
ENGINEERING
BUILD ITEMS
MATERIALS
Nano-fiber Vest
5 engineers
S.C.O.P.E.
5 engineers
Arc Thrower
5 engineers
5 alloys
Chitin Plating
4 chrysallid corpse
15 engineers
18 elerium
6 alloys
Mind Shield
1 ethereal corpse
35 engineers
2 alloys
Combat Stims
1 berserker corpse
15 engineers
Medikit
5 engineers
39 elerium
30 alloys
Blaster Launcher
1 fusion core
2 UFO flight computer
35 engineers
14 elerium
17 alloys
25 engineers
17 elerium
Heavy Plasma
17 alloys
25 elerium
Alloy Cannon
11 elerium
28 alloys
25 engineers
11 elerium
Plasma Rifle
16 alloys
20 engineers
8 elerium
11 alloys
20 engineers
5 elerium
Plasma Pistol
11 alloys
20 engineers
13 alloys
ENGINEERING
BUILD ARMOR
MATERIALS
PSI Armor
23 elerium
11 alloys
30 engineers
31 elerium
Ghost Armor
24 alloys
40 engineers
21 elerium
Archangel Armor
30 alloys
35 engineers
5 elerium
Titan Armor
20 alloys
25 engineers
5 alloys
Skeleton Suit
15 engineers
7 alloys
Carapace Armor
10 engineers
ENGINEERING
BUILD VEHICLES
MATERIALS
5 elerium
11 alloys
Firestorm
Satellite
5 engineers
Hover S.H.I.V.
11` elerium
16 alloys
20 engineers
1 barracks capacity
10 alloys
Alloy S.H.I.V.
10 engineers
1 barracks capacity
5 engineers
S.H.I.V.
1 barracks capacity
6 elerium
Fusion Lance
9 alloys
35 engineers
5 elerium
EMP Cannon
8 alloys
30 engineers
5 elerium
Plasma Cannon
5 alloys
20 engineers
Laser Cannon
6 alloys
10 engineers
Phoenix Cannon
5 engineers
3 floater corpse
ENGINEERING
FACILITIES
MATERIALS
3 power
Laboratory
10 scientists
3 power
Workshop
65 engineers
5 power
Satellite Uplink
80 engineers
Power Generator
8 power
85 engineers
Satellite Nexus
25 alloys
2 UFO Flight Computer
30 elerium
Elerium Generator
40 alloys
2 UFO Power Source
Thermo Generator
ENGINEERING
FOUNDRY
Heavy Weapons Platform
5 engineers
Alien Grenades
1 Alien Grenade
20 engineers
20 Weapon Fragments
10 Elerium
25 Alloy
4 Thin Man corpse
Improved Medikit
15 engineers
20 Weapon Fragments
4 Drone wreck
10 engineers
20 Weapon Fragments
20 Elerium
20 Alloy
4 Heavy Floater corpse
20 engineers
Advanced Repair
10 Elerium
30 Alloy
10 engineers
S.H.I.V. Laser
15 Weapon Fragments
30 Alloy
20 engineers
30 Weapon Fragments
S.H.I.V. Plasma
30 Elerium
45 Alloy
10 engineers
S.H.I.V. Repair
15 Elerium
15 Alloy
Drone Capture
4 Drone wreck
10 engineers
20 Weapon Fragments
6 Muton corpse
15 engineers
Ammo Conversation
20 Weapon Fragments
90 Alloy
2 Heavy Floater corpse
2 Drone wreck
2 Cyberdisc wreck
Advanced Flight
25 engineers
50 Elerium
50 Alloy
2 Sectopod wreck
30 engineers
Advanced Construction
20 Weapon Fragments
30 Elerium
50 Alloy
5 engineers
Improved Pistol I
5 Weapon Fragments
10 engineers
Improved Pistol II
25 Weapon Fragments
20 Alloy
20 engineers
50 Weapon Fragments
10 Elerium
10 Alloy
S.H.I.V. Suppression
15 engineers
3 UFO Flight Computer
20 engineers
Stealth Satellites
20 Elerium
20 Alloy
10 engineers
S.C.O.P.E. Upgrade
15 Weapon Fragments
ABILITIES
Soldiers start with the rookie rank. At some point the rookie will be up for
promotion to squaddie. During this promotion the game will assign a class to the
rookie. The player does not have any say in the class-assignment. To change the
built-up of your squad use new soldiers and level them up from rookie to
squaddie. Repeat this until you have the classes you want. When you run out of
soldiers then you can hire new ones from the "Barracks"-menu. Don't overdo this
in the early game because the game difficulty keeps ramping up and disregards
your progress.
Every soldier will get training in class-specific abilities with every additional
promotion. With some promotions only one ability becomes available. With most
promotions there is a choice between two abilities. Below the tables I will give
some advice on which choice is preferred. However keep an open mind regarding
the abilities. While the recommendations given are suitable for easy, normal and
classic difficluty. For the impossible difficulty you might seriously reconsider the
choices you make.
ASSAULT CLASS
RANK
ABILITIES
ROOKIE
no ability
SQUADDIE
CORPORAL
Tactical Sense
Aggression
SERGEANT
Lightning Reflexes
LIEUTENANT
Flush
Rapid Fire
CAPTAIN
MAJOR
Extra Conditioning
COLONEL
Resilience
Bring Them On
Killer Instinct
Run & Gun: Allows firing or Overwatch after Dashing on the turn Run & Gun is
activated. 2 turn cooldown.
The most obvious use of Run & Gun is to run towards enemies and flank them.
Flanking enemies will disable the defense they have from cover. Consequently
your hit chance will go up with 20% - 40% and your crit will also go up.
The other use for Run & Gun is to explore and go into overwatch. Revealing
enemies this way can be useful in combination with snipers, in overwatch, who
have squadsight.
Tactical Sense: Confers +5 Defense per enemy in sight (max 20).
Preferred choice; Tactical Sense is preferred over Agression.
When you use Run & Gun to explore and end up in a group of enemies. At that
point it is nice to have extra defense to make more enemies miss. Nice synergy
between Run & Gun and Tacitical Sense.
Aggression: Confers +10% critical chance per enemy in sight (max +30%).
Unfavored choice; Tactical Sense is preferred over Agression.
Compared to Tactical Sense this is a one-use ability (once per turn).
If you get the full 30% bonus then you're probably in a bad situation where some
more defense would be preferred.
Lightning Reflexes: Forces the first reaction shot against this unit each turn to
miss.
Preferred choice; Lightning Reflexes is preferred over Close and Personal.
When you use Run & Gun to explore and end up in a group of enemies. At that
point it is nice to have at least one enemy miss his shot.
With this ability you can move your soldier even when an enemy is in overwatch.
Needless to say this can be used to gain a tactical advantage with the rest of
your squad.
Close and Personal: Confers +30% critical chance against adjacent targets. The
bonus declines with distance from the target.
Unfavored choice; Lightning Reflexes is preferred over Close and Personal.
If you get the full 30% bonus then have to get real close to your enemies.
Chances are there is more enemies than the one you're gunning for. Having one
of those "extra" enemies miss is nicer than a crit-bonus.
Flush: Fire a shot that causes enemies to run out of cover. The shot is easy to hit
with, but does reduced damage.
Preferred choice; Flush is preferred over Rapid Fire. However your playstyle
should determine your choice.
To get enemies out of cover and let the snipers, with squadsight and overwatch,
shoot them.
Reduced damage is great for shooting high-health enemies. Doing so will prepare
your target for a stunshot with the Arc Thrower.
Rapid Fire: Take two shots against a single target in quick succession. Each shot
carries a -15 penalty to Aim.
Unfavored choice; Flush is preferred over Rapid Fire. However your playstyle
should determine your choice.
In combination with Run & Gun the penalty to aim isn't much of an issue. Taking
two shots with the alloy cannon, or any other shotgun, will cause great grief to
any enemy.
Close Combat Specialist: Confers a reaction shot against any enemy who closes
to within 4 tiles. Does not require Overwatch.
Preferred choice; Close Combat Specialist is preferred over Bring 'Em On.
Bring 'Em On: Adds 1 damage on critical hits for each enemy the squad can see
(up to 5).
Unfavored choice; Close Combat Specialist is preferred over Bring 'Em On.
Extra Conditioning: Confers bonus health based on which type of armor is
equipped. Heavier armor increases the bonus.
Depending on your playstyle choose between Titan Armor or Ghost Armor.
Resilience: Confers immunity to critical hits.
Preferred choice; Resilience is preferred over Killer Instinct.
On higher difficulties the enemies get crit bonuses. Negating those bonuses will
be very helpful.
Killer Instinct: Activating Run & Gun now also grants +50% critical damage for
the rest of the turn.
Unfavored choice; Resilience is preferred over Killer Instinct.
Good synergy with other crit-improving equipment. Shotgun (Alloy Cannon) and
Ghost Armor come to mind and your total crit will approach 200%.
SUPPORT CLASS
RANK
ABILITIES
ROOKIE
no ability
SQUADDIE
Smoke Grenade
CORPORAL
Sprinter
Covering Fire
SERGEANT
Field Medic
LIEUTENANT
Revive
Rifle Suppression
CAPTAIN
Dense Smoke
Combat Drugs
MAJOR
Deep Pockets
COLONEL
Savior
Sentinel
Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers
+20 defense to all units, not just allies, and lasts during the enemy turn.
Works on allies and aliens. Best used after your squad has done all their
shooting-actions.
Late game you have to deal with psionics. Psionics is not affected by defense.
Sprinter: Allows the support to move 3 additional tiles.
Preferred choice; Sprinter is preferred over Covering Fire.
The advantages of extra movement are obvious. You can get the medikit that
much faster to your squad-mates.
Covering Fire: Allows reaction shot to trigger on enemy attacks, not just
movement.
Unfavored choice; Sprinter is preferred over Covering Fire.
When enemies shoot at you they generally are in cover. This means your
reaction shots have less chance to hit. Reaction shots which trigger on
movement will have a higher chance to hit the aliens.
Field Medic: Allows medikits to be used 3 times per battle instead of once.
Preferred choice; Field Medic is preferred over Smoke and Mirrors.
Having medikit can be a matter of life and death. Without medikits you will lose
soldiers. Having one soldier who can use a medikit three times is equivalent to
your whole squad carrying medikits.
Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
Unfavored choice; Field Medic is preferred over Smoke and Mirrors.
Having an extra use of a smoke grenade can be useful. However, having three
medikits sounds much more attractive.
Late game you have to deal with psionics. Psionics is not affected by defense.
Revive: Allows Medikits to revive critically wounded Soldiers at 33% of maximum
health instead of just stabilizing them.
Unfavored choice; Rifle Suppression is preferred over Revive. However you might
decide differently depending on your playstyle.
Reviving a soldier means you have more firepower.
Rifle Suppression: Fires a barrage that pins down a target, granting reaction fire
against it and imposing a 30 penalty to aim.
Preferred choice; Rifle Suppression is preferred over Revive. However you might
decide differently depending on your playstyle.
This makes the support soldier more versatile by giving you more options.
Can be useful in assisting a squadmate who is moving in to stun an alien.
-30 to aim. What's not to like. Need I say more.
Dense Smoke: Smoke Grenades have increased area of effect and further
increase units' Defense by 20.
Unfavored choice; Combat Drugs is preferred over Dense Smoke.
Late game you have to deal with psionics. Psionics is not affected by defense.
Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20
Will and +10% critical chance for all units in the cloud.
Preferred choice; Combat Drugs is preferred over Dense Smoke.
Another choice which makes the support soldier more versatile.
Especially the +20 Will can be useful when dealing with psionic aliens.
Deep Pockets: Confers an additional item slot in inventory.
So many useful items to choose from: medkit, chitin plate, arc thrower or a
grenade.
Savior: Medikits restore 4 more health per use.
Preferred choice; Savior is preferred over Sentinel.
If you have improved medkits then you can heal up to 10 health. Very useful if
you consider the amount of damage you can take from late game enemies or
during impossible difficulty.
Sentinel: Allows two reaction shots during Overwatch, instead of only one.
Unfavored choice; Savior is preferred over Sentinel.
Firing two shots during the enemy turn is useful indeed.
HEAVY CLASS
RANK
ABILITIES
ROOKIE
no ability
SQUADDIE
Fire Rocket
CORPORAL
Bullet Swarm
Holo-Targeting
SERGEANT
Shredder Rocket
Suppression
LIEUTENANT
HEAT Ammo
Rapid Reaction
CAPTAIN
Grenadier
Danger Zone
MAJOR
Will to Survive
COLONEL
Rocketeer
Mayhem
Fire Rocket: Fire a rocket using an equipped launcher. This ability can not be used
after moving, nor more than once per mission.
One use per mission.
Requires both action points. You can not move and fire the rocket in the same
turn.
Bullet Swarm: Firing the primary weapon as the first action no longer ends the
turn.
Unfavored choice; Holo-Targeting is preferred over Bullet Swarm.
Adds versatility to the heavy. Firing and reloading or moving is possible in the
same turn.
Holo-Targeting: Shooting at or suppressing enemies also confers a +10 Aim to
any allies' attacks on those enemies.
Preferred choice; Holo-Targeting is preferred over Bullet Swarm.
Suppressing enemies makes them easier to hit. All you have to do is wait for
your next promotion and choose the suppression-ability.
Shredder Rocket: Fire a rocket that causes all enemies hit to take +33% damage
from all sources for the next 4 turns. The rocket's blast is weaker than a standard
rocket's.
Unfavored choice; Suppression is preferred over Shredder Rocket. However your
playstyle should determine your choice.
Useful for the late game enemies which can have close to 20 health.
Suppression: Can fire a special shot that grants reaction fire at a single target.
The target also suffers a -30 Aim penalty.
Preferred choice; Suppression is preferred over Shredder Rocket. However your
playstyle should determine your choice.
Can be useful in assisting a squadmate who is moving in to stun an alien.
-30 to aim. What's not to like. Need I say more.
Uses a lot of ammo. Reloading is a must after using suppression.
HEAT Ammo: +100% to damage against robotic enemies.
Preferred choice; HEAT Ammo is preferred over Rapid Reaction.
Robotic enemies show up after the early game: Floater, Heavy Floater,
Cyberdisc, Drone and Sectopod. Especially Sectopods are tough enemies which
have to be taken down ASAP.
Rapid Reaction: Confers a second reaction shot, if on Overwatch and the first
reaction shot is a hit.
Unfavored choice; HEAT Ammo is preferred over Rapid Reaction.
Heavies usually have low aim. Which means they generally miss the first reaction
shot and the second reaction shot is not fired at all.
Grenadier: Allows to carry 2 grenades in a single inventory slot.
Unfavored choice; Danger Zone is preferred over Grenadier.
Explosives prevent you from maximising your resource-gain during a mission.
Danger Zone: Increases hit area of rockets and suppression by 2 tiles.
Preferred choice; Danger Zone is preferred over Grenadier.
Basically this adds an Area of Effect (AoE) to suppression.
Will to Survive: Reduces all normal damage taken by 2 if in cover and not
flanked.
Always try to be in cover.
Rocketeer: Allows 1 additional standard rocket to be fired per battle.
Preferred choice; Rocketeer is preferred over Mayhem.
Having two rockedts can be useful when facing a Sectopod.
Usually the splash damage is sufficient to kill the drones which are supposed to
heal the Sectopod.
Mayhem: Confers additional damage based on weapon tech level to Suppression
and all area-effect abilities (1 damage per tech level).
Unfavored choice; Rocketeer is preferred over Mayhem.
The damage increase is relatively small.
SNIPER CLASS
RANK
ABILITIES
ROOKIE
no ability
SQUADDIE
Headshot
CORPORAL
Snap Shot
Squadshight
SERGEANT
Gunslinger
LIEUTENANT
Disabling Shot
Battle Scanner
CAPTAIN
Executioner
Opportunist
MAJOR
Low Profile
COLONEL
In The Zone
Double Tap
Headshot: Fire a shot with +30% critical chance and extra damage on critical hits
based on the tech level of the sniper rifle. 2 turn cooldown.
Headshot has a cooldown time which means you have to choose your targets
wisely. High chance to hit and high health targets only.
Snap Shot: Removes the sniper rifle's restriction on firing and Overwatch after
moving. Any shots taken suffer a -20 Aim penalty.
Unfavored choice; Squadsight is preferred over Snap Shot.
If Snap Shot appeals to you then just switch to your pistol. You will do less
damage but suffer no aim penalty.
Squadsight: Allows firing at targets in any ally's sight radius.
Preferred choice; Squadsight is preferred over Snap Shot.
Squadsight really makes the snipers shine. Usable in overwatch and to support
Running & Gunning assault soldiers.
Gunslinger: Confers 2 bonus damage with pistols.
Unfavored choice; Damn Good Ground is preferred over Gunslinger.
Consider this ability if you want to have mobile snipers.
Damn Good Ground: +10 Aim and +10 Defense against enemies at lower
elevation in addition to the usual elevation bonuses.
Preferred choice; Damn Good Ground is preferred over Gunslinger.
Archangel Armor or Skeleton Armor become good equipment choices with this
ability.
Disabling Shot: Allows the Sniper to fire a shot that causes the target's main
weapon to malfunction. The target may use Reload to fix the weapon. The shot
cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty.
Preferred choice; Disabling Shot is preferred over Battle Scanner.
Disabling shot damages the target without a chance of a crit. This can be used to
prepare targets for a stun shot.
Disabling shot can keep enemies from firing on your squad members.
Can be used on mindcontrolled allies to prevent them from firing on your squad
members.
Battle Scanner: Scanning device, when thrown creates a new source of vision for
2 turns. Can only be used 2 times per battle.
Unfavored choice; Disabling Shot is preferred over Battle Scanner.
If you only have one sniper then he can benefit from this device for one turn.
revealed enemies will not scatter.
Executioner: +10 Aim against targets with less than 50% health.
Unfavored choice; Opportunist is preferred over Executioner.
Useful in case the forward troops fail to kill a tough enemy.
Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction
shots to cause critical hits.
Preferred choice; Opportunist is preferred over Executioner.
Combined with squadsight this is very useful for snipers in overwatch.
Low Profile: Makes partial cover count as full.
Only useful if your sniper is near the front line.
In The Zone: Killing a flanked or uncovered target with the sniper rifle does not
cost an action.
Unfavored choice; Double Tap is preferred over In The Zone.
In the Zone has a higher kill potential than Double Tap but takes some planning
to get it to work.
Limited by the number of bullets in the magazine.
Double Tap: Allows both actions to be used for Standard Shot, Headshot, or
Disabling Shot, provided no moves were made. 1 turn cooldown.
Preferred choice; Double Tap is preferred over In The Zone.
Two shots in one turn will take care of most enemies.
PSIONICS
RANK
ABILITIES
PSI ADEPT
Mindfray
PSI SPECIALIST
Psi Inspiration
Psi Panic
PSI OPERATIVE
Telekinetic Field
Mind Control
VOLUNTEER
Rift
Mindfray: Causes the target to lose grip on reality, inflicting penalties to Aim,
Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2
turns. 1 turn cooldown.
The penalties are stackable. Useful if you want to mind control an ethereal.
Psi Inspiration: Removes Mindfray and panic from all allies within 3 tiles, and
strengthen their Will by +30 for 2 turns. 4 turn cooldown.
Preferred choice; Psi Inspiration is preferred over Psi Panic.
This ability can be spammed to quickly reach the next psionic rank.
Useful when having to combat psionic aliens.
Psi Panic: Cause target to panic on its following turn, if the target's Will is
overcome. Robotic enemies are immune. 2 turn cooldown.
Unfavored choice; Psi Inspiration is preferred over Psi Panic.
Panicked aliens can be unpredictable and still shoot your squad members.
Telekinetic Field: Create an immobile telekinetic field that lasts through the
enemy turn. The field distorts and deflects incoming attacks, granting +40
Defence.
Unfavored choice; Mind Control is preferred over Telekinetic Field.
Benificial to enemies inside the field.
The field is quite big and hard to aim so it doesn't include aliens.
Mind Control: Very difficult psi technique that, if successful, grants control of the
target for 3 turns. Robotic enemies are immune. 5 turn cooldown.
Preferred choice; Mind Control is preferred over Telekinetic Field.
Free extra squad members. YEAH!
Rift: Very powerful area effect attack. Produces damage inversely proportional to
the amount of Will a target has; targets with low Will suffer more damage while
targets with high Will suffer less damage.
Unlike other psionic abilities Rift will work against robotic enemies. Robotic
enemies have will 0 and take massive damage. This makes the two sectopods
very easy to deal with during the final mission.
Soldiers who walk into the rift area will take damage.
DEFENSE AND AIM
The aim-stat of your soldier is the basis for calculting the to-hit percentage. This
to-hit percentage is primarily influenced by line of sight, distance to the target
and the type of weapon used. Line of sight and fall-off due to distance are
outside the scope of this chapter.
To-hit percentage is further modified by defense of the target. Basically the to-hit
percentage is calculated as AIM - DEFENSE.
Aim and defense are determined by cover, abilities and equipment.
COVER
Cover, half: + 20 defense; negated by flanking or 1 tile adjacency.
Cover, full: + 40 defense; negated by flanking or 1 tile adjacency.
Elevated ground: + 20 aim; all units receive offensive bonuses against enemies
on lower ground.
ABILITIES
Hunker down, basic; doubles defense bonus while in cover.
Overwatch, basic: Fire on the first enemy that moves within your line of sight at a
small Aim penalty. The exact aim penalty is not known. Different sources mention
different aim-penalties of -10, -15 or -20. Using overwatch on a dashing enemy
will double the aim-penalty to -20, -30 or -40. It might be that the penalty
depends on the game-difficulty.
Tactical Sense, assault: max + 20 defense. Confers +5 Defense per enemy in
sight (max 20).
Flush, assault: + 20 aim; fire a shot that causes enemies to run out of cover. The
shot is easy to hit with, but does reduced damage.
Rapid Fire, assault: - 15 aim; take two shots against a single target in quick
succession. Each shot carries a -15 penalty to Aim.
Smoke Grenade, support: + 20 defense; deploy a smoke grenade once per
mission. The smoke confers +20 defense to all units, not just allies, and lasts
during the enemy turn.
Rifle Suppression support: - 30 aim; fires a barrage that pins down a target,
granting reaction fire against it and imposing a 30 penalty to aim
Dense Smoke, support: + 40 defense; smoke Grenades have increased area of
effect and further increase units' Defense by 20.
Holo-Targeting, heavy: + 10 aim; shooting at or suppressing enemies also confers
a +10 Aim to any allies' attacks on those enemies.
Suppression, heavy: - 30 aim; can fire a special shot that grants reaction fire at a
single target. The target also suffers a -30 Aim penalty.
Snap shot, sniper: - 20 aim; removes the sniper rifle's restriction on firing and
Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Damn Good Ground, sniper: +10 Aim and +10 Defense against enemies at lower
elevation in addition to the elevated ground bonus.
Disabling Shot, sniper: - 10 aim; allows the Sniper to fire a shot that causes the
target's main weapon to malfunction. The target may use Reload to fix the
weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty.
Executioner, sniper: + 10 Aim against targets with less than 50% health.
Opportunist, sniper: Eliminates the Aim penalty on reaction shots, and allows
reaction shots to cause critical hits.
Low Profile, sniper: + 20 defense; makes partial cover count as full.
Telekinetic Field, psionic: + 40 defense; create an immobile telekinetic field that
lasts through the enemy turn. The field distorts and deflects incoming attacks,
granting +40 Defence.
EQUIPMENT
Light Plasma Rifle: + 10 aim bonus.
S.C.O.P.E.: + 10 aim bonus.
Improved Pistol II: + 10 aim; applies to all pistols. Does not apply to other
weapons.
Skeleton armor: + 10 defense.
Archangel armor, evasion trait: +20 defense; Enemies targeting this unit when it
is airborne suffer a -20% Aim penalty.
Ghost armor: + 20 defense.
Psi armor: + 10 defense.
RANK AND CLASS
CLASS
Every soldier starts his career being a rookie. Once a rookie levels up to a
Squaddie they get assigned a class. With normal play it is not possible to choose
the class. Class-assignment is done by the game. Usually the first four classassignments will give you one of each class; assault, heavy, sniper and support.
Any other class-assignements will be random. However there are two methods to
get what you want:
Use new soldiers and level them up from rookie to squaddie. Repeat this until
you have the classes you want. When you run out of soldiers then you can hire
new ones from the "Barracks"-menu. Don't overdo this in the early game
because the game difficulty keeps ramping up and disregards your progress.
Make a save before you kill the last alien in a mission. Proceed to kill the alien
and return to XCOM HQ. This is where the class-assignment occurs. If you are not
happy with the result then simply reload the save and hope for the class you
want.
RANK
All soldiers can gain the same set of ranks no matter their class.
RANK
ROOKIE
SQUADDI
E
CORPORA
L
SERGEAN
T
LIEUTENA
NT
CAPTAIN
MAJOR
COLONEL
To rank up the soldiers have to gain XP by killing aliens. During a mission a
soldier can only rank up once. When enough XP to level up has been collected a
line of text will appear onscreen to inform you. Any further XP collected by that
particular soldier is wasted. Let other soldiers kill the aliens and gain XP.
When playing on higher difficulties it may be a bit harder to rank up. Especially
ranking your sniper up to corporal can be a bit of a challenge. Seriously consider
to let your sniper make the kill by utilizing a grenade. I should make a play on
words her involving "coup de grace" and "coup de grenade". :-)
The Table of Content is as follows:
STARTING LOCATION
SOUTH AMERICA
EUROPE
AFRICA
ASIA
NORTH AMERICA
BASE BUILDING
GENERATING CREDITS - the one multiplayer achievement
STARTING LOCATION
There are 5 starting continents:
Africa - Monthly XCOM funding increased by 30%.
Asia - All projects in The Foundry and the Officer Training School cost 50% less.
Europe - Labs and Workshops cost 50% less to build and maintain.
North America - All aircraft and aircraft weapons cost 50% less to purchase, build
and maintain.
South America - Autopsies and Interrogations are completed instantly.
Exploiting some of these benefits might not be obvious. Some benefits seem
obvious but have some disadvantages. What follows is food for thought when
deciding on your starting location.
SOUTH AMERICA
South America is generally considered to be less desirable as a starting location.
Often people will use the argument that it only takes two satellites to aquire the
South America Continent and benefit.
However starting out with South America can give you a nice boost in
development. Instead of the usual satellite-rushing we will rush research to win
the arms-race.
Alien Base: To assault the alien base we have to research Xeno-Biology, Arc
Thrower and the Outsider Shard. Engineering has to focus on building the Alien
Containment Facility, Arc Thrower and Skeleton Key. If done properly then the
alien base will have been conquered before heavy enemies show up. Properly
means you might lose some countries during the first month. It is important to
note the importance of scientists here. Do not focus solely on getting engineers.
Researching those first projects is important.
Once you have the Arc Thrower it is time to make South America shine and win
the arms race. Consider the below table and you will notice nearly all
interrogations are related to psionics, weapons or armor.
Interrogate Sectoid
Interrogate Floater
Interrogate Muton
Interrogate Sectoid
Commander
Interrogate Berserker
Interrogate Ethereal
EUROPE
Europe is a good starting continent with a benefit which is usable in the first
month. You might well consider Europe for the impossible playthrough instead of
Africa. Which would mean Africa for the Classic Ironman walkthrough. (you would
lose the benefit of using the tutorial)
The secret to using Europe successfully is PATIENCE. Resist the temptation to
spend your money on day 1 of month 1. Instead wait for a mission with
engineers for a reward. These will reduce the building price even more and
enable you to build more during the first month. This will then mean you get
more income from the council for the additional building.
The main disadvantage Europe has is the number of countries: 4. Needless to
say panic control is a bit harder. Then again you don't have to launch 4 satellites
to get the continent's benefit.
Europe is highly scientist-oriented with a monthly reward of 8 scientists/month.
This does mean you have to get your engineers elsewhere. Luckily workshops
are cheaper :-)
AFRICA
On the "Story Walkthrough"-page this continent was recommended for the
Impossible walkthrough. Having extra credits is nice and gives some flexibility in
your engineering. Having said that there are also some disadvantages:
Initial funding is quite low. And 30% of nothing does not amount to a lot. The
advantage really starts to kick in when your funding goes up. (about month 3.)
During impossible the first few months are the hardest. With bad strategy your
soldiers will die like flies and levelling your squad becomes a nightmare. This is
true for all continents.
ASIA
Initially you might think Asia is suitable for the impossible walkthrough. Seems
like you can give your soldiers an initial boost by utilizing the Officer Training
School. HOWEVER the training school is not available on impossible and has to
be built. This means there is no advantage during the starting month on
impossible and rushing the Officer Training School instead of workshops is quite
debatable.
The main disadvantage Asia has is the number of countries: 4. Needless to say
panic control is a bit harder. Then again you don't have to launch 4 satellites to
get the continent's benefit.
The advantage of choosing Asia is not to be found in the continent-benefit. The
monthly reward of 8 engineers is the main benefit of Asia.
NORTH AMERICA
Whenever you launch a satellite into a "virgin" continent you have to launch
some interceptors too. Even on easy I would recommend a minimum of 2
interceptors. Upgrading the interceptors with some advanced weapons increases
their survivability. This is the obvious part of the North-America benefit.
Another benefit is starting with a United States satellite which gives a nice credit
boost.
Overall North America is a good consideration for a Classic Ironman or Impossible
walkthrough. (you would lose the benefit of using the tutorial when choosing
impossible)
BASE BUILDING
Never build a laboratory. Research is fast enough, especially if you have satellitecoverage over south-america. Which only takes 2 satellites. Only exception to
this is when South America is your starting continent and you want to rush
research instead of workshops.
It's best to have a 2x2 block of workshop and a 2x2 block of satellite
uplink/nexus.This will optimize the adjacency bonuses. If possible try to get a
block of 3x3, 3x2 or 2x3 workshops.
Regarding the satellite uplink/nexus there are some considerations. Having a
block of 2 uplink with 2 nexus is enough to support global satellite coverage.
Obviously this is also most base-space efficient. However going with uplink only
is also a valid option. Uplinks are cheaper to build because they don't use
resource which you might need for other projects. For global coverage you
eventually would need 6 uplink facilities. Because the fifth and sixth uplink don't
need the adjacency bonus this does give you some flexibility in building the
base.
For power always try to build a steam generator, 2 is even better. They only cost
credits and give lots of power. Sometimes the second steam generator is not
feasible because it's too expensive and time-consuming to build. One
row/column with a steam generator, an elerium generator and a power/normal
generator is enough to power the whole base.
The complicating factor is the random location of the steam-blocks. If the steamlocations are really bad you should consider starting a new game.
GENERATING CREDITS
There are several sources of credits:
Monthly income from the council
MATERIALS
10 weapon fragments
Beam Weapons
5 alien alloys
10 weapon fragments
Precision Lasers
5 alien alloys
10 weapon fragments
Heavy Lasers
5 alien alloys
40 fragments
Plasma Pistol
5 Elerium
40 Weapon fragments
Light Plasma Rifle
10 alloys
5 Elerium
Plasma Rifle
40 Weapon fragments
10 alloys
5 Elerium
40 Weapon fragments
Heavy Plasma
10 alloys
5 Elerium
50 Weapon fragments
Plasma Sniper
10 alloys
5 Elerium
40 Weapon fragments
Alloy Cannon
25 alloys
5 Elerium
75 Weapon fragments
20 alloys
10 Elerium
30 fragments
Plasma Cannon
10 Elerium
75 Weapon fragments
New Fighter Craft
10 alloys
10 Elerium
EMP Cannon
20 Elerium
I would like to thank and credit Mr. XDude for the below chart.
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