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 ...
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 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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
If it already has a satellite and you've destroyed the alien base, that's probably it. Those are the only on-demand ways to reduce panic so the UK will almost certainly leave at the end of the month.
There are events that could reduce panic, but only if you're lucky. A terror mission in Europe (or better still, in the UK itself) would reduce the panic ...
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 ...
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.
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....
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 ...
All rookie soldiers start with 40 Will and gain Will increases as they gain ranks. They suffer a decrease in Will when they suffer a critical wound in battle. Therefore, there isn't really a single low number to worry about, as it varies by each rank. Also, a Squaddie (or any other low ranked soldier) who has been critically wounded can eventually gain ...
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.
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.
Psi XP is granted for the following activities:
Resist Psi Attack - 10
Successful Mindfray - 20
Successful Mind Inspiration - 30
Assist Mind Inspiration - 30
Successful Psi Panic - 30
You need 50 psi xp to go from Psionic to Specialist, and 120 xp to go from Specialist to Operative.
It turns out somebody at Feral is actually reading crash reports. I received an e-mail from them out of the blue today:
This issue is being caused because the installation path is on a separate location to the game preferences. Your preferences data is on the main boot drive of the machine, but the game installation is on a separate drive.
We are working on ...
Overall this is pretty reasonable for a first time player, and you shouldn't feel the need to restart or anything. Only having lost one nation means you aren't even close to defeat yet.
A good indicator that you really are hopelessly behind is losing multiple high-level units, to non-terror missions. I assume you aren't playing on iron-man, so if you can't ...
The weapon choice for an Assault really comes down to a decision regarding how you are going to use that Assault trooper. If you are going to walk up beside the aliens and shoot them, choose the Shotgun class weapons. If you are going to spend more time at range, choose the Rifle class weapons. While certain abilities work better with a certain class of ...
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 ...
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 ...
Panic in XCOM: Enemy Unknown (2012) works by having something to trigger a panic roll. These rolls have base number, your soldiers Will points are added. Roll needs to exceed this number to cause your soldier to panic.
From there, your soldier can choose four actions, depending circumstances. If soldier is flanked and/or exposed, he will seek out new cover. ...