World Domination ANY DIFFICULTY
GHub Platform · Гайд · 0 ответов · 1 просмотр

ufopaedia.org BAM, there you go. Has almost every bit of information on every X-COM game. Everything not covered by this guide and more. Been around since forever. The sky's the limit. Empower yourself. The most powerful aspect in the game is money. With money, you can build lots of nice things, buy bombs or build powerful equipment, and throw away soldiers as you will. Money is very simple. Get moar engineers. Either research motion scanner or medkit and start manufacturing and selling them non-stop. Then proceed to research laser weaponry all the way to the end. Craft and sell laser cannons. No exceptions. You will be able to expand to max bases with all the best junk and roll in money. Research turns your soldiers into absolute powerhouses. In order to get the best research, you want to stun the @#$_ out of certain aliens. You may want to have some stun batons. Or have a stun bomb when they are available and just shoot it into a sectoid commander room(bridge). Don't forget to get some scientists or your research will take forever. You don't need a lot. 20 to 30 to start out, 100 to 150 max. Items you need to research first are elerium, alien alloys, and UFO items to unlock armor and flying tech. Also, you may prioritize heavy plasma. When you get a sectoid leader, you can and should research ASAP to gain and build psi labs. Then you have psi troops, aim for high psi strength. Last, but actually first, you want to stun a live navigator, which can usually be found on a medium size or above craft. If you don't have the equip to figure out their rank, just stun the @#$_ out of all the inside aliens. They also always carry stun launchers, so that is a way to distinguish them, and you can also close on them without fear of death, but your troops may fall unconcious. Researching them gets you hyperwave decoder, which lets you take positive control of the map by knowing all their actions. pay attention to the day/night cycle and try to time your skyranger to land on missions during daytime. Buy 24+ flares and use them on night missions. You toss them ahead of you before you can gain vision of the area. Avoid obstruction if possible. Try to get as much vision as possible without risk of having aliens come upon on their turn. You can make holes in walls with the right firepower. Don't squad hug corners. Try to have a firing squad with open vision where you may potentially spot aliens and have some scouts up front to spot aliens. Try to avoid shooting with the scouts. If you can't kill the alien, back up your spotter or go into cover. Vision/reaction range is around 16 squares. All your guys in the back can fire freely if they are that far away from the target. In close quarters, try to get into a situation where you are very close to the alien so that an autofire will secure a kill. Also...almost always use autofire. To clarify, there's a mechanic in X-COM that ufopaedia calls mutual surprise. If you can see the enemy at the same time as them seeing you, there is NO REACTION ROLL. If you TURN IN PLACE past a corner, you're much more likely to survive than trying to walk past it. If you spot an alien in the distance, you won't get shot at if you don't move, and you can RETREAT without getting shot. Smoke bombs are a valuable asset when used correctly. They serve to obstruct vision, and thus can prevent you from being shot by alienz. You have to activate them where you're or where you're going to be standing. Alienz will have trouble seeing into smoke, effectively reducing their vision radius, like they have your night vision. But they have to be OUTSIDE the smoke, just remember that. About fog: Try to cover the entire area in a sweeping motion moving outward from the corner(the one your craft lands in). You will find any hidden aliens and not have any wander into already uncovered areas. Try to keep track of aliens that fell unconcious, they can wake up and wander around. By the way, flares "light" about 6 squares around them, so 12 apart is enough to grant vision, not accounting for obstacles. Originally, I thought this was easy to figure out. But based on all the bs going around in forums, it's not. Firestorm are the best interceptors to have. Normal interceptors cost rent. Normal interceptors are SLOW. They have a max speed of 2100. That's slower than ANY alien craft. You will not be able to make intercepts when it really matters. Firestorms are slower, but moar fuel efficient than the avenger. The skyranger has a long deployment time and may be useful for finding bases, but should be replaced by the avenger as a dropship. Lightning is total #$_& and you should never make it. Its exit hatch is terribly placed and deploying from it f-in sux. Avengers are FAST and have moar hp than Firestorm, but hp equates to repair time also. You CAN field full avengers, but you'd have to be prepared for the elerium cost in flying them(because all alien craft use elerium for fuel, and the avenger is the least fuel efficient, but fastest). Any craft can fight any ship except battleships with plasma cannons. Thus, you could field full interceptors as long as you don't engage battleships(but they're so slow they can only keep up with small craft). Don't fusion ball, it's a trap. Full squad firestorms or avengers against battleships with plasma, and they'll only take a little repair time. the only other thing besides money that is necessary for world domination are alien mats, which can only be salvaged. Assuming you have hyperwave decoders spread around the world, you will be able to see every alien acitivity. Technically, you only need to land on an alien site for one of 2 things:soldier training & elerium. Therefore, you should just shoot down every craft that you don't need AND IGNORE THEM. You really only need medium craft if alien activity is high. As small craft offers too little training, and large craft houses terror units, which are a bit of a hassle to deal with; but they do have the most elerium, so whether you want to put the effort into it depends on you. NOTE: The above and below tip only applies once you're fairly established. Don't go ignoring alien crash sites when you begin the game. You need the early game salvage for cash and research. So onto actually farming these mats. NEVER SHOOT DOWN WAT YOU WANT TO RAID. When you damage a craft, you lose potential materials. It'd be pointless to go raid a supply ship just to find out that you blew out the whole power room. The only missions you actually want to shoot down are alien infiltration and alien retaliation. Shooting down the initial craft prevents the big mission. Your big money comes from alien base. Leave the initial small scout alone, and eventually there will be a bustle of activity in the country where they set up a new base. Simply take your avenger and raid their ships one by one as they land. Ignore the small ships and go for the big ones. You will come out with plentiful of elerium. Scout the area afterwards to discover the location of the new base. Having one also brings in supply ships which you can raid for extra $$$. They also lead you right to the base if you were too lazy to look for it. So in the previous section, I mentioned shooting down ships. That was not completely accurate. You only need to shoot down ships that THREATEN you: Alien Infiltration and Alien Retaliation. These missions always start with a small scout. If you shoot down that scout, that mission is scrapped. But if you some how missed the initial scout. The main wave will come. For Alien Infiltration, you can prevent a successful attempt by shooting down the scouts in the MAIN wave. For Alien Retaliation, you have to shoot down a BATTLESHIP using ships from the DEFENDING BASE unless they're AVENGERS. The assaulting battleship travels at top speed and you cannot intercept it with slower craft unless you're head on. But only FIRESTORMS and AVENGERS can hope to take down a battleship and survive witho
ИсточникGHub Platform · автор10.09.2026, 12:44:03
ufopaedia.org BAM, there you go. Has almost every bit of information on every X-COM game. Everything not covered by this guide and more. Been around since forever. The sky's the limit. Empower yourself. The most powerful aspect in the game is money. With money, you can build lot…
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