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 ...
The aliens never wake up from their tasered state.
Keep in mind that they are still vulnerable to damage and an alien grenade, car explosion or rocket blast in their proximity will still kill the neutralized aliens, depriving you of a live captured alien.
Mainly, dashing grants a defensive bonus (-20 Aim) to overwatch shots.
I've used it rarely when I need to soak an overwatch with a rookie, to get my shotgunner or heavy into a better position before firing.
Another sometimes benefit, is that it will take the absolute shortest path to get to that location. This will allow you to get maximum movement ...
There are two steps to using your shiny new Archangel armour effectively.
First you need to Activate flight mode by using the relevant skill, which will start the jetpack. Note that at this point the soldier will only be hovering barely above the ground, so will not gain any extra elevation bonus.
Next time you're allowed to move (which should be the same ...
These are what grant you XP and how much:
Alien Kill 30/60*
Regular Missions 60/90*
Storyline Missions 120/180*
Zero KIAs 20
Resist Psi Attack 10**
Successful Mindfray 20**
Successful Mind Inspiration 30**
Assist Mind Inspiration 30**
Successful Psi Panic 30**
*Additional XPs earned if the soldier has a rank of Lieutenant or less and ...
There are not any foundry upgrades, perks, or gene mods that provide poison immunity, but you can research several armors and items that provide it
In the base game, the Titan Armor provides poison and fire immunity. In the Enemy Within expansion, The Titan Armor, Ghost Armor and Archangel Armor all provide poison, fire, and strangulation immunity.
You can change your squad at anytime
Before a mission starts, just left click on the unit that you want to change and remove him. Then you can add any solider you want to your squad.
Your squad will be by default your highest ranks
If you make any changes, that will become your 'default squad'
If any of your troop members are unavailable for any ...
You should play Enemy Within.
The expansion simply adds new upgrades, options, mission types, etc. to the base game; the basic story progression does not change. Thus, there's no compelling reason to play Enemy Unknown if you own Enemy Within, unless you really don't like something it adds to the game.
If the game has to choose between high and low cover, it will choose high. However, in your example the only choice is "low".
Please see this image describing how cover works in the game - the cover system is actually fairly complicated. If the enemy were 2 spaces to the right in your example, the game would have to choose between "high" and "low" and ...
First things first: The number and location of steam vents and pre-excavated spaces will be random each game, and the optimal building strategy will depend on that, to a degree. If you can reach a large area of already excavated spaces by extending the lift down, this can save you valuable time and credits early on. If the only steam vent is next to your ...
It's almost always better to trigger new enemies at the very start than at the end:
Overwatch shots cannot crit and carry an aim penalty against regular shots, except for Snipers with the skill "Opportunist". This pretty much offsets the advantage of Overwatch shots being fired at enemies who are not in cover.
Overwatch shots have no advantage over regular ...
This information is so hard to come by so I'm posting here in response. The first quest comes very early in the game. I rejected the quest, and it never came back even after my whole squad is on end game armor.
Started another game, and this time I accepted and finished the first mission. And then for the 2nd and 3rd quest, these come ridiculously early as ...
The point of the game really isn't to play indefinitely. But there are certain things that will help you achieve an infinite (or nearly infinite) playtime.
1.) Managing panic is about splitting your time between getting Engineers and extra money to equip your soldiers and build new facilities. You'll want to focus on getting your satellites in the air as ...
Priorities tend to be (but of course every situation is unique):
The thing you need most. This might be Engineers, or Money. It's less likely to be Scientists or a Soldier. Murphy's Law suggests that whatever you need most won't be one of the three options.
Stop Panic. If a place is nearly in full panic, this might trump priority 1, unless you have a ...
Yes you may. If you cause explosive damage in the area that the body is located, it will not rise as a zombie (I've tried this on dead civilians, and would imagine it works the same for members of your squad).
Close & Personal: Totally new skill by the same name as the old. "The first standard shot made within 4 tiles of the target does not cost an action". With that skill you will see an orange circle around each enemy. The soldier can enter that circle, shoot at the enemy, and then either take the second move or shoot again, this time also at ...
The main purpose of heavies, early on, is a panic button: if you pull too many sectoids, thin men, and floaters all at once, you can nuke a fair number of them with the heavy's missile, with a near 100% chance to hit (the tooltip says 90%, but most of the 10% misses land very close to the target spot, and usually hit everything you were aiming at). It's also ...
It's been a few months, but here's how I recall beating this part on Classic difficulty.
I grouped all my units up at the pier and walked them down the long pier from the Chryssalids' ship to the rescue zone in the following manner:
First, I split them into two groups of approximately equal strength.
I walked one group half of their maximum walking ...
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 ...
These indicate stat penalties and bonuses. For example, if a unit is suppressed, it gets a -30 aim penalty. This unit will then have a red downward arrow next to the shield to indicate it has a stat penalty.
Ok - in the interest of science I have tested this out fully. You will always be given a 'restart mission' option if your volunteer dies.
I have tested this on the following difficulties;
They all give you a 'restart mission' choice. The non ironman also gives you a 'load last save game' option....
Explosive weapons (such as Launchers and thrown Grenades) will only destroy the equipment of a target when they are the killing blow. If they only injure a target with an explosive weapon this causes no damage to their equipment and they will still produce a corpse if later killed. They are even still available for live capture.
A quick explosive to destroy ...
My main problem is that I have countries jumping ship too much and I
can't get the money and the facilities built in time to stop them from
This is not specifically a money problem. You also need to 'manage' your panic levels. You can achieve this in a number of ways;
Never skip a mission
Always successfully complete a mission (note: saving ...
The stealth ability doesn't shut down at the end of your turn, but the end of the enemy's turn. This makes it extremely effective in several ways.
I like to equip a support class with this armor. The movement bonus from the armor, along with the base +3 movement distance, means he can move an insane amount per turn at 0 risk at all.
When you are ...
The maximum hit chance you are gonna get is 100%, even if you theoretically have more that that.
But, and this is important, the total value of 105 (from your example) will be taken into calculation when an enemy is behind cover and thus lowering your hit-chance.
+ 10 Scope
- 20 Low cover
= 75 Hit chance
Also have a picture:
This mission starts without a warning and you have to fight with the first six of your soldiers with whatever gear they have equipped right now. For that reason you should always make sure that these six soldiers always have at least decent equipment, even when you don't want to take them on missions right now. Otherwise you might have to face ...
It really isn't about the tip, it's about showing confirmation button. I've spend considerable amount of time trying to figure out how to turn this off and found nothing.
However, whenever you're using keyboard shortcut, there is no confirmation needed.
Default bindings you can use:
Y — overwatch
R — reload
X — toggle primary/secondary ...