73

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 ...


31

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 ...


25

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. Holding ...


22

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.


22

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 ...


21

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 ...


21

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 ...


20

Assault 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 ...


19

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 ...


19

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 ...


17

Precautions 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 ...


16

Disabling comm relays only disables the primary weapons of all EXALT operatives on the map. They will need to spend at least the second part of a turn reloading to fire again, but they may choose to use that half-turn to move, use a grenade or an ability instead (though they will have to reload eventually in order to fire). Disabling those relays has no ...


16

No, the idea of the Commander is that you, the player, are the Commander. The gender of the Commander is your own (or whatever you want it to be). As you've noticed, the game carefully dances around assigning a gender by only strictly referring to you as "the Commander" and refraining from using gender-specific pronouns. This is backed up by the ...


15

Destroying collected MELD canister does not decrease the amount of MELD awarded at the end of a mission. This conclusion is the result of a test where a collected MELD canister was destroyed on the last turn with a grenade: after 2 victories with and without destroying the canister, the amount of MELD awarded remained the same.


15

You have this screenshot right on the wiki page you linked showing the Commander before the final mission. You see the commander in a similar suit during the rescue mission Operation Gatecrasher. It's intended for the person to be obscured by the suit to allow your imagination to fill in whoever you like, as the Commander is your personal avatar in the game....


14

One further note about this scary mission: Once you trigger the airstrike and have only 8 turns to get back, certain objects in the middle of the map will burst into Chrysalids on each turn. However, they don't do this if they've been destroyed. So what you can do is, after killing the first few zombies and Chrysalids, don't approach the ship yet. Bring at ...


13

If you let a UFO go by without intercepting it, it's likely a battleship will come by later and shoot down a satellite. If you have at least two countries uncovered by satellites, you'll get abduction missions. So, you can wait for the aliens to shoot down two of your satellites and then abduction missions should start appearing again.


13

You'll need to intercept and assault Overseer UFOs until you manage to clear the wreckage without destroying the Ethereal Device at the center of the UFO. Make sure you aren't blowing it up with explosives.


12

The basic Medikit heals 4HP. The Improved Medikit foundry project adds an extra 2HP. The Savior skill (Colonel-level option for Support) adds an extra 4HP. All of these together give a total of 10HP per heal. As noted in the comments, in Enemy Within there's also a medal that can add 2HP to heals received by the wearer - so a Support Colonel with Improved ...


12

Yes, it's worth it. a. If you don't put armor on them, they will die, so even if a rookie gets kills and is promoted, they won't help you dead. b. To get promotions, a soldier needs to get kills, if they have lousy weapons that don't do any damage they are less likely to get the kills, also, because of this, when possible you should prefer to let the least ...


12

Nope. Once they go, it's for good.


11

According to the Ufopedia each medal is received in a different way, and there is a limitation on the total number of medals of each kind you can have on your live soldiers: Urban Combat Badge - +5 Defense when in cover or +5 Aim against enemies in full cover. Maximum of 5 medals issued. Requires completing an urban map mission? Defender's Medal - Never ...


11

You can't remove a satellite uplink unless you have the capacity to support your existing satellites.


11

Unless you have mods, which I don't believe you can obtain in the Xbox version, nations that are lost due to terror/panic are lost forever. There is no way to get them back, outside of modding.


11

It doubles the ammo capacity of all weapons. This means less time reloading and thus more time killing enemies/setting up for overwatch/etc. It is an excellent foundry upgrade.


10

The real benefit from the SHIV that you'd get in normal play (sans Enemy Within) would be a mechanized unit you can bring into battle with you that doesn't need training and you don't need to worry about getting destroyed (other then money costs, of course). If you're like me, you never want to see your squad members die in combat. You spend a ton of time ...


10

Are you kidding? SHIVs are incredible in Enemy Within, especially in the end-game. The new research options for SHIVs not only give it a power identical to "Close Combat specialist" (take a free shot when an enemy comes within four squares) but ALSO the Sentinel Drone, which can heal the Shiv by 2 HP each round... for the ENTIRE mission. In other words, ...


10

When the shots fail, the rocket will launch in a random trajectory and detonate if it hits something. Typically the direction the rocket heads will still be in the general vincinity of the original intended target. This CAN cause friendly fire. Once you obtain the blaster launcher, your rockets will no longer be able to miss (on top of causing more damage)...


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