Played it for 15 hours in Classic Ironman mode. I had to abandon 2 campaigns as the game tends to spiral out of control quite easilly. If you fail 2 missions in a row, you can expect multiple founding nations to ditch you, and it's really hard to recover from that when the only soldiers you have are rookies. And especially early game, it's extremely easy to get into a situation where 95% of the mission is going great - but then last 2 sectoids.. all your guys have a 50% chance to hit, and all 4 of your soldiers miss. Aliens turn - 2 shots, 2 crits, 2 kills. Other 2 soldiers panic = lost mission.
My current game is going great though. I have plenty of high-ranking soldiers, including a max rank sniper that just obliterates everything with a laser rifle, upgraded SCOPE and double tap + executioner ability ( combined = kind of OP ). Just finished the assault on the alien base without loosing a single soldier. Lost 3 funding nations, unfortunately, but the other nations are low panic.
As far as tips go.. lets see... snipers are awesome if you get them squad sight + SCOPE.
Get sat uplink station and build it adjecent to the starting sat uplink. Build satelites. Satelites are your ace card to save funding nations that are about to leave the XCOM project - deploy satelite and panic instantly decreases by 2 blips.
Try to build power plants adjecent for the energy bonus. Make sure to get at least 1 Workshop so you can actually build higher-tier stuff ( frustrating to not be able to make carapace armor, as it requires 10 engies while you are sitting on 9 ).
So far, I havn't had to build a lab yet, research seems to progress fast enough.
Always sell "(Damaged)" items on the grey market. Should also sell corpses ( but keep a stock of around 5-10 for research and engineering projects ).
Prioritize getting a officer's thingy to increase squad size.
@Syndrom: Nope, not by a long shot! It serves as a introduction to...
psionics
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