Hot answers tagged xcom-ufo-defense
Useful applications of the pistol Snipers can use the pistol on a turn that they move and can be more accurate than a rifle at close range Shotgunners can be more accurate at range Characters that are out of ammo can keep firing instead of reloading on a critical turn When pistol damage is enough to finish off an enemy, you can conserve ammo in main weapon ...
In UFO: Enemy Unknown (also known as X-Com) there was no way to open a door without passing through it to the next tile. If I remember correctly, they implemented right-click to open the door in Terror From The Deep.
They make more sense in the remake (Lawton some good points). But when dealing with superhuman difficulty, every bit helps - even in the original. In the original, they were tricky due to their lack of range and power, but still very useful for your grenadiers - using a rifle reduced your accuracy with grenades, and having a grenade in the other hand ...
No, the game is exactly the same as the original, run through DosBox. Still a great game to play though :)
According to the UFOpaedia, having an item in your off hand when firing a two-handed weapon reduces your accuracy by 20%: http://www.ufopaedia.org/index.php?title=Accuracy_formula
The Steam version still uses the original game. None of the bugs are game-breaking, but they are worth knowing about. Check them out Here. My favorite? The Paying for Dirt bug. Be mindful or you will wonder where all your money went. :)
No, it doesn't. As usual, the UFOpaedia has all the relevant information, in this case in the article about battlescape map generation. Specifically, down at the bottom of the page is the description of how the game determines when and how to damage an alien craft: If the mission is against a crashed UFO, all UPSs present in the craft have a 75% ...
Regular UFO Walls (and floors) have a damage rating of 80. According to UFOPaedia, Heavy Cannon(AP) can only deal up to 42 damage (which is unlikely, since the range is 25-75% normal damage) to terrain, and grenades deal 25 damage (and only to the center space). The way terrain destruciton works, is that if a weapon deals more damage than the terrain's ...
Click with the right mouse button anywhere on the screen.
There is a software tool called Xcom Util (http://www.bladefirelight.com/) ( referenced on the Steam forums here along with Steam install instructions :- http://forums.steampowered.com/forums/showthread.php?t=1113400) that fixes some of the bugs and adds a number of helpful features and tweaks to improve the game. It's certainly worth examining.
In UFO Defence - unlike in EU2012 - corpses are never needed for secondary R&D once they've been autopsied. You can freely sell all but one corpse (or, if you've already autopsied one, all of them). Indeed, this is a major source of income earlier on, although selling unwanted UFO components and weapons generally outstrips it by the end of the first ...
In original version of UFO Enemy Unknown/ Defense there is no EMPs. Best strategy to get UFO without damage is raid them when landed. You can send Skyranger, Avenger or Lightning to purse UFO but minimize the fight screen when you catch the UFO. So your ship will follow them and if landed the UFO Mission will start right away. Using weaker fire power ...
Even though you can't prevent entering a door in UFO:EU, there are ways to mitigate retaliatory fire. Use a motion scanner while outside the door, it lets you see if there are anything inside. Put some proximity grenades outside and wait a few turns, see if any comes out. Use a HWP to open the door (if its two wide), they are more expendable than well ...
As mentioned in the comment immediately below my question, I soon found a site that goes into detail about all aspects of XCOM. So, the answer to my question is: To see any options in the Production Items screen you need to have researched an appropriate technology beforehand. Game on.
Not Heavy Explosives, no. The floor of UFOs (including the outside roof, which counts as a floor, as far as the game is concerned) are definitely destructible, but are quite durable. The internal floors / walls are slightly less durable. As you've seen yourself, shooting down a UFO causes one (or more) of their engines to explode, which has a chance to ...
The main benefit of those cannons is the fact that you can load them with HE and Incendiary rounds. I tend to carry them on only a few of my troopers (that usually have high strength to be able to carry so much gear). On night time missions, the Incendiary rounds are a great way of creating lots of light (but then so are the cheap light sources that you ...
Improving your armor should probably be a priority, improved armor will prevent grenades from killing half your soldiers in one turn, but you'll still get severe injuries, and blaster bombs will still usually kill those on the center nine tiles of the blast. Best options There are two ways that you can prevent losing anyone to a grenade: kill (or mind ...
Each saved game in XCOM is put into a folder inside the game directory, GAME_1, GAME_2, ... up to GAME_10. You can just copy/move the folder to your new computer where xcom is installed. As for using dropbox, the entire XCOM game is so small that you can probably just have steam install it straight into your dropbox folder*, see this link for details: ...
Warning: Spoiler alert: In most cases, I wouldn't use this (it makes the game much easier and significantly less 'X-Com-ey', but in your situation I'd probably allow it.
You only need one corpse of each species. Live prisoners, now...
Yes it is! However, early game you're unlikely to have appropriate satellite Radar coverage to detect the Terror ships, and with only avalanche missiles, you'll either need a lot of interceptors, or a great deal of luck (especially considering the attack range bug), since they can destroy interceptors in two shots, assuming you can even catch up to the ...
The best way to counter early disaster after a landing is to send out your HWPs first, and then, if they don't see anything, send out the rest of your squad and spread them out. This becomes much easier late game as you gain psionics that you can use to mind control anything you see near the beginning. There's really no good strategy to defend against ...
As mentioned, there isn't any way to just open a door without charging through. Grenades were always heavily underused, they are very powerful in the early stages of the game when your troops did not have great weaponry. If the UFO was shot down then there may well be holes in the body that will accept the gift of a grenade. Failing that you'll just have to ...
No, I'm pretty sure you can't actually destroy the UFO walls with those weapons. Have you tried having one person stay in the spot where they fell down and then have a second person go through the door? I don't remember what happens, but it might let you walk over (since the second person wouldn't have anywhere to fall to).
Like Nurkka mentioned it is not possible to crash an UFO undamaged. Personally i never noticed any relation between weapon types and damage. If you have the ability yo identify what type of ship it is you can tell if it will land in a random location (scouts), create a terror site (terror ship) or dock in an alien base (supply ship). Always crash a supply ...
Thats because grenades in X-COM are incredibly effective, some play with them as their main weapon with a rifle (of some sort) being the backup weapon.
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