XCOM: Enemy Unknown
55 Achievements
1,100
82-103h
Xbox 360
Xbox One
Xbox Series
Our Finest Hour
Beat the game on Impossible difficulty.
90
How to unlock the Our Finest Hour achievement in XCOM: Enemy Unknown - Definitive Guide
I finally beat Impossible on my second playthrough. It also unlocks
I saved every turn. It was so hard that I personally think that beating Impossible Ironman is undo-able without abusing glitches. And even then, you'll have to dashboard every turn.
I do not recommend starting on this difficulty if this is your first time playing.
Besides getting 1 shotted every turn, you have a huge money and panic problem.
Here's what to look forward to at Impossible difficulty
1) Most aliens have more health than normal difficulty.
Eg; Thinman's hp. 3 for normal/easy. 4 for Classic. 6 for Impossible!!! Even a jump from 3 to 4 is huge, as this means you can't kill them with 1 grenade.
2) Aliens also have ridiculous accuracy and crit a lot (2 shots and you will die, even with the best gear. I get hit for 15-17 dmg regularly near the end. Tip: Reload if you get shot).
3) Your satellites only get half the income.
4) You are not gifted with an officer training school at the start; this means you're stuck with only a 4 man vanilla squad for a LONG time.
5) Panic increases from failed missions are doubled in Impossible.
6) other little details like longer lasting poision, your archangel armor lasts half as long in flight, etc etc.
Luckily, research time is the same (I never built a lab and I got along fine).
------------------------------------
General strategy:
For me, the difficulty was VERY hard for the first month. Second month was easier as my guys were leveled up. By the 4th month came I had every gear upgraded to the max and it was a cakewalk (relatively). I only lost 3 countries in the first month; South America + India. And never lost any since. Aim to get North America next (for the bonus) if possible as you will need planes to defend your satellites.
I started in Africa for the +30% funding bonus. I never built a lab the entire game. And I used all my money ONLY for satellites and uplinks at first; however, I built the Alien Containment and arc thrower near the 2nd month to speed up my research and to sell the weapons the stunned aliens will drop. Additionally, I never built a foundry/officer-school/plane/etc until I maxed satellites.
Skip the SKIV and the laser lines. You have no money to build lasers and SKIVs even if you research it anyways. Research armor as you start (but don't buy any), and capture a Muton as soon as you can (!!!), interrogate him, and then get every plasma gear ASAP so you don't get destroyed. Interrogating a Muton gives you the plasma research bonus so don't start the plasma research too early. FYI, a plasma pistol does more damage than all your starter gear.
Here's a list of the research topics so you can quickly get to plasma.
http://www.ufopaedia.org/index.php?title=Research_(EU2012)
My squad was running around unarmored and with their starter gear until the third month. And I survived by absolutely abusing the shit out of the save/load system.
My 4 man squad survived for 3 months on starter gear consisted of 2 assaults, 1 heavy (rocket+shredder), 1 sniper (squadsight+doubletap). Support is freaking useless. Note: Your starter squad has only 3 health. BUT if you hire new guys, they start with 6 health (pre-patch). To abuse this, I hired 5 guys (with 6 hp) immediately after the first mission and fired the old guys (with 3 hp). The extra hp makes a big difference, it's tempting to play without the patch.
---------------------
Squad tactics:
I won't go over the basics to winning a mission. There's just too much, but you can check here.
http://www.gamefaqs.com/boards/655783-xcom-enemy-unknown/642...
There's lots of little tricks to win a mission, if you've played the original X-Com games, you'll know most of them already. But here's a special trick to this game that will help veterans of the X-Com series already familiar with the basic tactics.
The KEY to surviving everything without plasma is the 2 assault guys. They are the only unit that can kill EVERYTHING in the game in 1 turn. NO other unit can do this!!!
Usually mobs spawn in groups of 2-3 aliens (unless you spawned more than 1 group which usually means you're screwed). Here's how to take care of a group of 2-3 aliens. Your assault guys can each solo 1 alien, and the last alien can hopefully be killed by your sniper and heavy. You can kill an alien easily by using this tactic. This is my fail-proof tactic, so listen up.... your assault hero is to charge in (lightning reflex),sprint to the enemy (run and gun), fire 2 shotgun shots point blank (rapid fire + killer instinct). No alien in the game can survive this tactic, even on Impossible difficulty!!! After you've killed the alien, pray that you survive till your next turn starts (pick close combat specialist skill), but most of the time you've killed everything around you. Later on in the game you can use ghost armor to abuse this tactic even more.
In the beginning, most missions will only have 8-12 aliens. You heavy weapon guys should have 2 rockets (with shredder upgrade), which should kill 2-3 aliens with each rocket. The rest of the baddies you will need to kill with grenades and your skills.
Good Luck!
The Earth First achievement in XCOM: Enemy Unknown worth 326 pointsBeat the game on Classic difficulty.
I saved every turn. It was so hard that I personally think that beating Impossible Ironman is undo-able without abusing glitches. And even then, you'll have to dashboard every turn.
I do not recommend starting on this difficulty if this is your first time playing.
Besides getting 1 shotted every turn, you have a huge money and panic problem.
Here's what to look forward to at Impossible difficulty
1) Most aliens have more health than normal difficulty.
Eg; Thinman's hp. 3 for normal/easy. 4 for Classic. 6 for Impossible!!! Even a jump from 3 to 4 is huge, as this means you can't kill them with 1 grenade.
2) Aliens also have ridiculous accuracy and crit a lot (2 shots and you will die, even with the best gear. I get hit for 15-17 dmg regularly near the end. Tip: Reload if you get shot).
3) Your satellites only get half the income.
4) You are not gifted with an officer training school at the start; this means you're stuck with only a 4 man vanilla squad for a LONG time.
5) Panic increases from failed missions are doubled in Impossible.
6) other little details like longer lasting poision, your archangel armor lasts half as long in flight, etc etc.
Luckily, research time is the same (I never built a lab and I got along fine).
------------------------------------
General strategy:
For me, the difficulty was VERY hard for the first month. Second month was easier as my guys were leveled up. By the 4th month came I had every gear upgraded to the max and it was a cakewalk (relatively). I only lost 3 countries in the first month; South America + India. And never lost any since. Aim to get North America next (for the bonus) if possible as you will need planes to defend your satellites.
I started in Africa for the +30% funding bonus. I never built a lab the entire game. And I used all my money ONLY for satellites and uplinks at first; however, I built the Alien Containment and arc thrower near the 2nd month to speed up my research and to sell the weapons the stunned aliens will drop. Additionally, I never built a foundry/officer-school/plane/etc until I maxed satellites.
Skip the SKIV and the laser lines. You have no money to build lasers and SKIVs even if you research it anyways. Research armor as you start (but don't buy any), and capture a Muton as soon as you can (!!!), interrogate him, and then get every plasma gear ASAP so you don't get destroyed. Interrogating a Muton gives you the plasma research bonus so don't start the plasma research too early. FYI, a plasma pistol does more damage than all your starter gear.
Here's a list of the research topics so you can quickly get to plasma.
http://www.ufopaedia.org/index.php?title=Research_(EU2012)
My squad was running around unarmored and with their starter gear until the third month. And I survived by absolutely abusing the shit out of the save/load system.
My 4 man squad survived for 3 months on starter gear consisted of 2 assaults, 1 heavy (rocket+shredder), 1 sniper (squadsight+doubletap). Support is freaking useless. Note: Your starter squad has only 3 health. BUT if you hire new guys, they start with 6 health (pre-patch). To abuse this, I hired 5 guys (with 6 hp) immediately after the first mission and fired the old guys (with 3 hp). The extra hp makes a big difference, it's tempting to play without the patch.
---------------------
Squad tactics:
I won't go over the basics to winning a mission. There's just too much, but you can check here.
http://www.gamefaqs.com/boards/655783-xcom-enemy-unknown/642...
There's lots of little tricks to win a mission, if you've played the original X-Com games, you'll know most of them already. But here's a special trick to this game that will help veterans of the X-Com series already familiar with the basic tactics.
The KEY to surviving everything without plasma is the 2 assault guys. They are the only unit that can kill EVERYTHING in the game in 1 turn. NO other unit can do this!!!
Usually mobs spawn in groups of 2-3 aliens (unless you spawned more than 1 group which usually means you're screwed). Here's how to take care of a group of 2-3 aliens. Your assault guys can each solo 1 alien, and the last alien can hopefully be killed by your sniper and heavy. You can kill an alien easily by using this tactic. This is my fail-proof tactic, so listen up.... your assault hero is to charge in (lightning reflex),sprint to the enemy (run and gun), fire 2 shotgun shots point blank (rapid fire + killer instinct). No alien in the game can survive this tactic, even on Impossible difficulty!!! After you've killed the alien, pray that you survive till your next turn starts (pick close combat specialist skill), but most of the time you've killed everything around you. Later on in the game you can use ghost armor to abuse this tactic even more.
In the beginning, most missions will only have 8-12 aliens. You heavy weapon guys should have 2 rockets (with shredder upgrade), which should kill 2-3 aliens with each rocket. The rest of the baddies you will need to kill with grenades and your skills.
Good Luck!
42 Comments
I've noticed a couple of things so far on impossible mode you may want to add.
You dont start with an extra satellite to launch.
Some random badguys wont have all the bonus hp- a few times (Thin Men mostly) still had base hp.
ALL new starting soldiers have all the same stats-- 6 hp, 40 will, and 65 aim (not random like the other difficulties)
So it's very usefull to hire 4 new squadies asap to double the hp your soldiers have. If you hire them first thing they should arrive just before your first mission making it alittle more flexible.
You dont start with an extra satellite to launch.
Some random badguys wont have all the bonus hp- a few times (Thin Men mostly) still had base hp.
ALL new starting soldiers have all the same stats-- 6 hp, 40 will, and 65 aim (not random like the other difficulties)
So it's very usefull to hire 4 new squadies asap to double the hp your soldiers have. If you hire them first thing they should arrive just before your first mission making it alittle more flexible.
By UnjustlyVicious on 20 Oct 2012 20:12
I haven't had the money to put into New Guy yet so that kind of threw a kink into save/reload on recruits. I went with Iron Will before I started leveling my 6hp guys because I didn't want to have to start all over again to get good Will scores (it's not retroactive). Having said that, I did finally get a pair of assaults from a Terror mission where I took 4 rookies. LPR + Scope makes rookies pretty boss against Chryssalids (killed 12 and 3 hatchlings plus a couple of zombies and a Cyberdisk with drones). That and I got a Captain from a mission reward. I had to build two Workshops in moth 3 and skip satellite deployment that month. Now that I am in month 4 I am already seeing battleships, so Firestorms are in production. Had to let a battleship eat my satellite over Canada and relaunch it.
Yeah I keep all my fragments and eridium but I did let some alloys go for a council request. The money I'm making off of Thin Men and various other corpses is substantial.
Bomb disposal would be no trouble now but I do wish I would have used the ten day trick back when I got it in freaking month 2.
Also, can anyone confirm/deny that killing an alien with an Alien Grenade causes him to drop an intact weapon? I thought that I noticed this a couple of times in Classic, also perhaps with the Guided Fusion Launcher.
Yeah I keep all my fragments and eridium but I did let some alloys go for a council request. The money I'm making off of Thin Men and various other corpses is substantial.
Bomb disposal would be no trouble now but I do wish I would have used the ten day trick back when I got it in freaking month 2.
Also, can anyone confirm/deny that killing an alien with an Alien Grenade causes him to drop an intact weapon? I thought that I noticed this a couple of times in Classic, also perhaps with the Guided Fusion Launcher.
By Ursiform on 26 Oct 2012 20:43
I want to add one tip which helped me significantly to great other solutions. Used this with great result for Impossible & Classic+Iron.
If you play with Slingshot DLC from beginning game on Impossible/Classic+Iron will be easier because you will get tons of great loot (especially from last mission, sell 1/3-1/2 of it and keep rest) you can sell and possibility to capture Muton quite early in the game if you build alien interrogation chamber no later than at end of 1st-2nd week of second month and research teaser weapon (all which will speed up plasma weapons research).
On Impossible I started from Africa (and my first priority for full sat. cover were Africa and South America for faster research of better weapons). On Ironman started from Asia.
Missions from DLC are randomly received instead of normal side missions so you can level up faster. There are total of 4 missions, all which you should receive durring firsr 1,5 month of game (or from time you installed DLC).
Mission 1. Friends in Low Places
Escort target, keep save from before mission and rotate maps until you will get cemetary one, it's easiest IMO.
Enemies: About 10xThin Man and 1/2 Muton on Impossible playthrough, on Classic 1xChrysalid, about 5 x Thin Man and 5 x Sectoid.
From start tako cover and kill intial wave of enemies (set everyone to guard) then go through lower right corner to upper right of map and you don't need to fight with more then 2-3 enemies at once. Be sure to have soldier with shotgun, from close he can take down Thin Man one shot.
Reward: $200, 2 Engineers: 2 Scientists, Heavy class soldier recruit (Lieutant!)
Mission 2. Confounding Light
Enemies: (Impossible) - 10+ Thin Man, about 4-6 Mutons. But you can skip 1-2 mutons which spawn behind team if you are fast enough
(I got it around end of 2nd week durring 2nd month of game (12-13th April)
This is quite tough mission. You have 10 turns to reach 5 checkpoints and blaze through lot of Thin Man and Mutons (the latter spawn when you hit given checkpoints).
I finished mission with 2 Assault (shotgun), 2 Heavy (I gave all my heavies SCOPE for whole game), Sniper and Support. It's also good if you already developed laser pistols and rifles. My Support had Laser Rifle, pistol and another pistol for Sniper)
Reward: 2 engineers.
Mission 3. Gangplank
Received it few days after previous mission, 2-3 days before first Terror mission from main game so keep your best soldiers healthy or buy 50% faster injury healing. You can also do Terror mision first.
Assaulting Battleship but much easier than normal 'UFO crash site/landing' missions. Just clear one objective at a time.
Enemies: (Impossible) Cyberdisc, Chryssalid, Muton, Sectoid, Thin Man
Reward: 2 engineers, 2 scientis and about 6 of each UFO items (flight computers, power cores ) so ealier you can sell 2+1 you already have from one of ealier Ufo crash missions if you need cash.
Fusion Lance research + launcher
About 300 Elyrium
About 500 Alien alloys
About 70-80 weapon fragments
If you play with Slingshot DLC from beginning game on Impossible/Classic+Iron will be easier because you will get tons of great loot (especially from last mission, sell 1/3-1/2 of it and keep rest) you can sell and possibility to capture Muton quite early in the game if you build alien interrogation chamber no later than at end of 1st-2nd week of second month and research teaser weapon (all which will speed up plasma weapons research).
On Impossible I started from Africa (and my first priority for full sat. cover were Africa and South America for faster research of better weapons). On Ironman started from Asia.
Missions from DLC are randomly received instead of normal side missions so you can level up faster. There are total of 4 missions, all which you should receive durring firsr 1,5 month of game (or from time you installed DLC).
Mission 1. Friends in Low Places
Escort target, keep save from before mission and rotate maps until you will get cemetary one, it's easiest IMO.
Enemies: About 10xThin Man and 1/2 Muton on Impossible playthrough, on Classic 1xChrysalid, about 5 x Thin Man and 5 x Sectoid.
From start tako cover and kill intial wave of enemies (set everyone to guard) then go through lower right corner to upper right of map and you don't need to fight with more then 2-3 enemies at once. Be sure to have soldier with shotgun, from close he can take down Thin Man one shot.
Reward: $200, 2 Engineers: 2 Scientists, Heavy class soldier recruit (Lieutant!)
Mission 2. Confounding Light
Enemies: (Impossible) - 10+ Thin Man, about 4-6 Mutons. But you can skip 1-2 mutons which spawn behind team if you are fast enough
(I got it around end of 2nd week durring 2nd month of game (12-13th April)
This is quite tough mission. You have 10 turns to reach 5 checkpoints and blaze through lot of Thin Man and Mutons (the latter spawn when you hit given checkpoints).
I finished mission with 2 Assault (shotgun), 2 Heavy (I gave all my heavies SCOPE for whole game), Sniper and Support. It's also good if you already developed laser pistols and rifles. My Support had Laser Rifle, pistol and another pistol for Sniper)
Reward: 2 engineers.
Mission 3. Gangplank
Received it few days after previous mission, 2-3 days before first Terror mission from main game so keep your best soldiers healthy or buy 50% faster injury healing. You can also do Terror mision first.
Assaulting Battleship but much easier than normal 'UFO crash site/landing' missions. Just clear one objective at a time.
Enemies: (Impossible) Cyberdisc, Chryssalid, Muton, Sectoid, Thin Man
Reward: 2 engineers, 2 scientis and about 6 of each UFO items (flight computers, power cores ) so ealier you can sell 2+1 you already have from one of ealier Ufo crash missions if you need cash.
Fusion Lance research + launcher
About 300 Elyrium
About 500 Alien alloys
About 70-80 weapon fragments
3 Comments
Yeah the Slingshot DLC will pretty much give you an economic win, and prevents you from possibly getting a bomb disposal from the council in the early weeks. Confounding Light is actually much easier than your average Impossible bomb disposal, and you can keep delaying it if you feel you aren't ready without triggering other council missions, or go for it and get an early shot at a Muton capture.
By Ursiform on 17 Aug 2013 19:22
Wait a second... Total of 4 missions...... I think something might be off here.
By ScottMacFreedom on 04 Jul 2015 06:47
It is highly recommended you have a thorough understanding of how the strategy elements and mechanics of the game work before attempting the game on Impossible. The greatest challenges you will face on Impossible difficulty is the skill and tactics of the aliens and the reduced funding/rewards you earn each month.
The following outlines the difference between each difficulty level:
Easy:
+ Initial funding of 175 credits.
+ Initial global panic level of 0
+ Monthly income increased by 50%
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power
Normal:
+ Initial funding of 175 credits.
+ Initial global panic of 0
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power
Classic:
+ Initial funding of 100 credits.
+ Initial global panic of 1 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 2
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Normal
Impossible:
+ Initial funding of 75 credits.
+ Initial global panic of 2 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 3
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Classic
The key to beating Impossible difficulty is taking your time and knowing the strengths and weaknesses of the aliens and how to counter them with your own soldiers and research projects. Overall there is no one way to beat the game and will depend on your own style and strategies.
Make use of the save system and be sure to have multiple save files going at once. You may find yourself saving after every 2 or 3 turns in case something goes horribly wrong or you just want to give a turn another try. It is also a good idea to make a save at the beginning of each mission (after you land on the ground, not before at the base as the missions will be random) so you can restart if you find yourself employing a strategy that is destined to fail.
The following outlines the difference between each difficulty level:
Easy:
+ Initial funding of 175 credits.
+ Initial global panic level of 0
+ Monthly income increased by 50%
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power
Normal:
+ Initial funding of 175 credits.
+ Initial global panic of 0
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power
Classic:
+ Initial funding of 100 credits.
+ Initial global panic of 1 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 2
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Normal
Impossible:
+ Initial funding of 75 credits.
+ Initial global panic of 2 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 3
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Classic
The key to beating Impossible difficulty is taking your time and knowing the strengths and weaknesses of the aliens and how to counter them with your own soldiers and research projects. Overall there is no one way to beat the game and will depend on your own style and strategies.
Make use of the save system and be sure to have multiple save files going at once. You may find yourself saving after every 2 or 3 turns in case something goes horribly wrong or you just want to give a turn another try. It is also a good idea to make a save at the beginning of each mission (after you land on the ground, not before at the base as the missions will be random) so you can restart if you find yourself employing a strategy that is destined to fail.
1 Comment
Very well written. +1
By Quoth_the_Raven on 28 Nov 2015 22:54
Follow the tips provided in No Looking Back, and save often. Impossible greatly increases the difficulty in just about every way. Your soldiers start with less HP, enemies have greater HP, enemies hit harder, countries get upset faster and you start with less money. If you leave this trophy for your third playthrough as per the Road Map, the difficulty jump from Classic to Impossible will be less noticeable and easier to handle.
This guide was translated automatically.
Cumulative trophy. If you immediately beat the game on Insane difficulty, the following trophies will automatically unlock at the end of the game:
Earth First Humanity's Savior
Earth First Humanity's Savior
1 Comment
Some tips:
1. Starting continent. Money is very tight at this level of difficulty, so you need to start with the continent that brings in the most income (or close to it). This is Sev. America (+275 dollars) or Africa (+210 dollars). Africa gives you the opportunity to receive 30% more money from each country covered by satellites at the end of the reporting month. Bonus North America is critical for the Ironman regime, because in normal mode on the Impossible, you can make manual saves at the beginning of the month, and by a certain date of UFO arrival, transfer interceptors to the desired continent. But starting in the North. America, you are guaranteed to avoid any country leaving the XCOM project at the end of the first month, because... enough money to buy 4 satellites, an uplink and a workshop.
2. Strategy:
a) Base management. 6 events are planned for the first month (first mission, first abduction, downed UFO, second abduction, consular mission and Council report). On the first mission there are 8 sectoids, each of the fighters needs to kill at least one enemy, it is also advisable to bring the corpses of enemies (use grenades only to weaken enemies, or as a last resort), they will be needed for sale. Upon arrival at the base, we make a save. At the first abduction, we select a country that provides 4 engineers. Upon returning, we sell the corpses and buy 4 companions. No later than March 7, you need to order the construction of a workshop (this is +5 more engineers) and go to the UFO assault, upon return we sell everything. Next comes either a consular mission (I advise you to buy the Slingshot DLC and select it, it’s 200 bucks, 2 engineers, 2 scientists and the Chinese Jang, a very good heavy fighter), or a second abduction, in which we again select 4 engineers. No later than March 17, after the construction of the workshop, we immediately order an uplink (it will be built on March 31, the day of the Council’s report. After its construction, we immediately launch satellites, priority - Africa (if you have a base located in Africa, then any panicking countries, their there will be 4 pieces).
b) Research. Because you will reboot many, many times in tactical mode, then you won’t need armor, at this difficulty if you don’t kill visible enemies in one turn, then they will usually kill you, so priority is laser weapons, which will greatly help during the first terror -mission planned for the second half of April. Therefore, the path is this: Weapon Fragments (8 days) -> Beam Weapons (21 days) after which it is advisable to buy 2 laser rifles (for support and assassin). Next, we’ll explore Heavy Lasers, which will provide us with laser machine guns for heavy vehicles and laser cannons for interceptors. After which you can develop as usual: Alien Materials - Experimental Warfare, etc. You can forget about laser snipers (although laser shotguns are amazingly good, but I lasted without them), in June the Mutons change their light plasmas to assault ones, by this time I recommend getting a camera for interrogations and arc thrower. We grab a muton, put a plasma rifle into research, after which we examine plasma snipers and heavy plasmas, and with this stuff you can storm the alien base (however, it can also be stormed with laser weapons, and the sooner, the easier). During the assault on the base, be sure to capture the sectoid commander.
3. General recommendations. Save-save-save. All events in the global mode (dates of upgrades, UFO arrivals, Council missions) are generated during the Council report (events for the first month are generated when choosing a country to place a base) and remain unchanged until the end of the month, so always make a save on the 1st day of the month, thanks to which You can always replay a given month if you missed the deadline somewhere. If you are not satisfied with the dates of events for the current month, then it is advisable to load a save made before the report, after which the events will be generated differently. Thus, for example, you can save on interceptors - you have replayed the events, found out where the UFO will land/arrive and transported a couple of launch aircraft to this continent, just manage to rearm them in time (first laser or phoenix guns, then plasma). In tactical mode, spamming saves will also save you, especially if you opened a bunch of packs at once during the next turn. While there are only 4 fighters in your squad, under no circumstances open the packs on your own, you risk finding yourself in a hopeless situation (even 2 packs of sectoids will fill you with plasma with your eyes closed, and you won’t even be able to hit them). If you don’t like the map, you can always load an autosave made on the base; the map is selected from the pool during departure (when you confirm it).
4. Composition of fighters. I recommend this: 2 snipers (Squadsight, Damn Good Ground, one Disabling Shot, the other Battle Scanner, Opportunist and Double Tap), 2 heavy (Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone and Rocketeer), shotgun assassin (Tactical Sense) , Lightning Reflexes, Rapid Fire, Close Combat Specialist, Killer Instinct) and support (Sprinter, Field Medic, Rifle Suppression (forget about reviving soldiers, you should not lose anyone, restart if a soldier takes crit damage and remains unconscious), Combat Drugs, Savior).
5. Enemies. Every month the enemies have a new unit - in March you will meet only sectoids and skinny men (if you go through the DLC, you will see one muton or chryssalid in the first mission). In April, a floater appears, in May - a muton, in June - a cyberdisk and drones, in July - a berserker, in August - a heavy floater, in September a sectopod and an elite muton (both can be seen even earlier, they will be part of the Overseer team). The number of enemies on missions is dictated by the difficulty (Difficult or Very Difficult, missions simpler than these, in my opinion, do not come across at all with this skill), these are usually 3-4 packs of 3 enemies in each. Remember, the sooner you start storming the base, the weaker the enemies there will be (at this difficulty there are 28 dudes), the coolest one for me was the lone cyberdisk there.
6. Second Wave. Yes, yes, don’t be afraid to use additional settings when starting this skill, because among them there are not only complicating ones, but also quite interesting ones. I advise you to definitely take Absolutely Critical - guaranteed crit from the flank (an enemy flanked is marked with a yellow shield symbol) and Not Created Equally - random stats for beginners. How do you like a heavy that has an Aim of 80 points at the first rank? Or a sniper with the rank of colonel with the same Aim of 120 units (110 your own and another 10 from SCOPE)? Yes, it is quite possible to get/raise such fighters. But keep in mind that this coin also has a downside, these soldiers may well get low Will (minimum 25 with a norm of 40) and you will have a lot of panickers.
There is a small glitch that makes it a little easier to storm the main alien ship. In the first room, after opening the pack of aliens (commander of sectoids and 2 sectoids), after your move (kill the sectoids), 2 cyberdisks and 4 drones will spawn at the top. This spawn is shown to us by the camera, so when the camera flies to the place where the first plate is supposed to spawn, we don’t wait for it to spawn, we go to the menu and make a save, after which we immediately exit the game. When loading, you will find yourself in the same room with ready-made sectoids and there will be no enemies (except for two more initial sectoids at the far door). I understand that 2 cyberdisks for regiments armed with plasma barrels is not a problem, but still. Works the same in Ironman mode.
1. Starting continent. Money is very tight at this level of difficulty, so you need to start with the continent that brings in the most income (or close to it). This is Sev. America (+275 dollars) or Africa (+210 dollars). Africa gives you the opportunity to receive 30% more money from each country covered by satellites at the end of the reporting month. Bonus North America is critical for the Ironman regime, because in normal mode on the Impossible, you can make manual saves at the beginning of the month, and by a certain date of UFO arrival, transfer interceptors to the desired continent. But starting in the North. America, you are guaranteed to avoid any country leaving the XCOM project at the end of the first month, because... enough money to buy 4 satellites, an uplink and a workshop.
2. Strategy:
a) Base management. 6 events are planned for the first month (first mission, first abduction, downed UFO, second abduction, consular mission and Council report). On the first mission there are 8 sectoids, each of the fighters needs to kill at least one enemy, it is also advisable to bring the corpses of enemies (use grenades only to weaken enemies, or as a last resort), they will be needed for sale. Upon arrival at the base, we make a save. At the first abduction, we select a country that provides 4 engineers. Upon returning, we sell the corpses and buy 4 companions. No later than March 7, you need to order the construction of a workshop (this is +5 more engineers) and go to the UFO assault, upon return we sell everything. Next comes either a consular mission (I advise you to buy the Slingshot DLC and select it, it’s 200 bucks, 2 engineers, 2 scientists and the Chinese Jang, a very good heavy fighter), or a second abduction, in which we again select 4 engineers. No later than March 17, after the construction of the workshop, we immediately order an uplink (it will be built on March 31, the day of the Council’s report. After its construction, we immediately launch satellites, priority - Africa (if you have a base located in Africa, then any panicking countries, their there will be 4 pieces).
b) Research. Because you will reboot many, many times in tactical mode, then you won’t need armor, at this difficulty if you don’t kill visible enemies in one turn, then they will usually kill you, so priority is laser weapons, which will greatly help during the first terror -mission planned for the second half of April. Therefore, the path is this: Weapon Fragments (8 days) -> Beam Weapons (21 days) after which it is advisable to buy 2 laser rifles (for support and assassin). Next, we’ll explore Heavy Lasers, which will provide us with laser machine guns for heavy vehicles and laser cannons for interceptors. After which you can develop as usual: Alien Materials - Experimental Warfare, etc. You can forget about laser snipers (although laser shotguns are amazingly good, but I lasted without them), in June the Mutons change their light plasmas to assault ones, by this time I recommend getting a camera for interrogations and arc thrower. We grab a muton, put a plasma rifle into research, after which we examine plasma snipers and heavy plasmas, and with this stuff you can storm the alien base (however, it can also be stormed with laser weapons, and the sooner, the easier). During the assault on the base, be sure to capture the sectoid commander.
3. General recommendations. Save-save-save. All events in the global mode (dates of upgrades, UFO arrivals, Council missions) are generated during the Council report (events for the first month are generated when choosing a country to place a base) and remain unchanged until the end of the month, so always make a save on the 1st day of the month, thanks to which You can always replay a given month if you missed the deadline somewhere. If you are not satisfied with the dates of events for the current month, then it is advisable to load a save made before the report, after which the events will be generated differently. Thus, for example, you can save on interceptors - you have replayed the events, found out where the UFO will land/arrive and transported a couple of launch aircraft to this continent, just manage to rearm them in time (first laser or phoenix guns, then plasma). In tactical mode, spamming saves will also save you, especially if you opened a bunch of packs at once during the next turn. While there are only 4 fighters in your squad, under no circumstances open the packs on your own, you risk finding yourself in a hopeless situation (even 2 packs of sectoids will fill you with plasma with your eyes closed, and you won’t even be able to hit them). If you don’t like the map, you can always load an autosave made on the base; the map is selected from the pool during departure (when you confirm it).
4. Composition of fighters. I recommend this: 2 snipers (Squadsight, Damn Good Ground, one Disabling Shot, the other Battle Scanner, Opportunist and Double Tap), 2 heavy (Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone and Rocketeer), shotgun assassin (Tactical Sense) , Lightning Reflexes, Rapid Fire, Close Combat Specialist, Killer Instinct) and support (Sprinter, Field Medic, Rifle Suppression (forget about reviving soldiers, you should not lose anyone, restart if a soldier takes crit damage and remains unconscious), Combat Drugs, Savior).
5. Enemies. Every month the enemies have a new unit - in March you will meet only sectoids and skinny men (if you go through the DLC, you will see one muton or chryssalid in the first mission). In April, a floater appears, in May - a muton, in June - a cyberdisk and drones, in July - a berserker, in August - a heavy floater, in September a sectopod and an elite muton (both can be seen even earlier, they will be part of the Overseer team). The number of enemies on missions is dictated by the difficulty (Difficult or Very Difficult, missions simpler than these, in my opinion, do not come across at all with this skill), these are usually 3-4 packs of 3 enemies in each. Remember, the sooner you start storming the base, the weaker the enemies there will be (at this difficulty there are 28 dudes), the coolest one for me was the lone cyberdisk there.
6. Second Wave. Yes, yes, don’t be afraid to use additional settings when starting this skill, because among them there are not only complicating ones, but also quite interesting ones. I advise you to definitely take Absolutely Critical - guaranteed crit from the flank (an enemy flanked is marked with a yellow shield symbol) and Not Created Equally - random stats for beginners. How do you like a heavy that has an Aim of 80 points at the first rank? Or a sniper with the rank of colonel with the same Aim of 120 units (110 your own and another 10 from SCOPE)? Yes, it is quite possible to get/raise such fighters. But keep in mind that this coin also has a downside, these soldiers may well get low Will (minimum 25 with a norm of 40) and you will have a lot of panickers.
There is a small glitch that makes it a little easier to storm the main alien ship. In the first room, after opening the pack of aliens (commander of sectoids and 2 sectoids), after your move (kill the sectoids), 2 cyberdisks and 4 drones will spawn at the top. This spawn is shown to us by the camera, so when the camera flies to the place where the first plate is supposed to spawn, we don’t wait for it to spawn, we go to the menu and make a save, after which we immediately exit the game. When loading, you will find yourself in the same room with ready-made sectoids and there will be no enemies (except for two more initial sectoids at the far door). I understand that 2 cyberdisks for regiments armed with plasma barrels is not a problem, but still. Works the same in Ironman mode.
By So1idus on 10 Jan 2016 20:49
This guide was translated automatically.
I recommend always having one more satellite in reserve.