XCOM: Enemy Unknown Guide

Basics class system in XCOM: Enemy Unknown for XCOM: Enemy Unknown

Basics class system in XCOM: Enemy Unknown

Overview

Basics class system XCOM: Enemy Unknown

Entry

Before you rush to write about what I’m going to write , probably worth at least briefly describe what XCOM: Enemy Unknown for those who have not played in her grandparent and does not understand what is at stake . XCOM: EU ( 2012) is a multi-tiered strategy that includes several modes .

Base in XCOM: Enemy Unknown

At one level, we are doing the development of its base , furnished it in accordance with their needs and capabilities. Here we conduct surveys captured aliens and their technologies ( ah yes, the game about the war with the invasion of aliens on our planet ) and monitor the planet in search of showing signs of aggression.

On another level, we participate in the game of turn-based tactical battles where driving a small detachment of soldiers , we need to perform a variety of her mission . We protect the civilian population , individual saving valuable personalities investigate the crash site downed by us “plates .”
At the third level we deal with equipment and ” pumping ” their fighters , choosing what skills they can use and try to collect the most effective and synergistic unit.

Although the battle may be called the key games, because without it there would be no research -based , no growth ranks of fighters , which provides access to new skills , all stages of the game are equally important and interesting.

Because in one article and nearly impossible to cover all aspects , I will focus on only one of the three , and give you an idea of ​​what constitutes a class system in XCOM: Enemy Unknown, what are the different classes and skills as a fighter can help everyone else .

Every soldier XCOM: EU 12 available skills that he gets the growth of his rank , but one fighter can not get access to the entire dozen . With each title (except rookie Sqaddie and Major Major) must choose one of two available skills – he second respectively , will not be able to use . Among the skills there as passive , which will be triggered automatically under certain circumstances , and active , which the player can use at the appropriate time . Each of the four classes of their own set of skills and although 12 fighter can not get the hang of another class, almost all of them complement each other. This allows us to consider as a squad being unable to achieve significant success in the battle, if all of its members will not act in concert .
Within a single class skills are very conditionally divided into two groups . If one fighter will receive all the skills of one group , and the second soldier – all other skills , it will be two very different fighter in combat is performing different tasks. However, since none of the skills does not require the presence of some of the previous , nothing prevents to make a hybrid and creating just such a fighter who will fit nicely in your squad is in your battle tactics .

Support

A support , soldier support XCOM

  • Go on a mission without the support of this , if not suicide , then at least a very short-sighted and indiscretion . However, support for the support of this class strife and could not be more clearly it shows.
  • A support can be an excellent physician , who will have access to unique opportunities in terms of treatment and rescue allies seriously wounded fighters. Thus, taking Skill “Field Medic”, he will be able to use the first aid kit three times in the fight, rather than one , as the other fighters . This will reduce the number of kits that are needed detachment and make room for other equipment .
  • Further deepening in the ” medical ” branch will allow the fighter to recover more health support using kits (“Savior”) and return to the system critically wounded soldiers , instead of just stabilize them , not allowing to die (“Revive”).
  • Another direction of tech support – Fire support and functions cover. Only a support can use the skill “Smoke Grenade” – smoke grenades to increase the protection of fighters in a particular area or even increase their morale ( do not ask me by what they do ) . Same fire support includes the use of “Rifle Suppression”, which reduces the accuracy of the opponent and does not allow him to budge without the risk of being shot , as well as “Covering Fire” – a skill which allows to open fire on the opponent as soon as it seems because of behind cover shot.

Assault

Assault XCOM: Enemy Unknown

  • Exactly matching the name of its class , attack can quickly navigate the battlefield without losing the possibility of attack . Armed with a shotgun and combat skills in the short run , they are able to inflict enormous damage to the selected target .
  • The first skill that get all the storm troopers , called “Run & Gun” and fully reflects the essence of this class. If an ordinary soldier can either move available to him at half distance and shoot or move a maximum distance , but without attack , attack and then can do both simultaneously . Overcoming one move long distance attack can then discharge the clip into an enemy or take a defensive position (Overwatch), catch out the unwary enemy during the stroke .
  • A large number of enemies in sight for gunship – both high risk and benefit , as part of his skills more effective, the more targets available . Thus, the passive skill “Aggression” by giving him 10 % chance to deal critical damage to the target for every enemy in sight ( 30%) . Add the following title “Close & Personal” and it is still 30 % chance to crit located close to the target. Next : shooting twice in one operation (“Rapid Fire”) and “Bring ‘Em On”, increases the critical damage depending on the number of enemies, which sees the entire unit as a whole – and here’s the Terminator in the flesh , which in one move can destroy almost any enemy.

  • On the other hand, the attack could be different . Succeeding on the rifle and shotgun taking the appropriate skills , he can receive the bonus protection for each enemy that sees (“Tactical Sense”), his shot can force the enemy to leave the shelter because of the open, substituting it under fire the whole detachment (“Flush ” ) , is guaranteed to dodge the first shot of the enemy when changing positions (” Lightning Reflexes “).
  • This second option is more like a gunship fighter support – staying in the shelter he can effectively help the Allies simultaneously firing those enemies that will come to him too closely .

Sniper

Sniper XCOM: Enemy Unknown

  • Being potentially one of the most dangerous fighters in XCOM: Enemy Unknown, and the sniper has an Achilles heel – no special skill , he can not move and shoot in one turn , which makes it very slow and vulnerable.
  • Depending also on the skills , it can be, for example , long-range artillery , which have little to do on where the enemy – if only a bullet could fly . To do this, the sniper must have skill “Squad Sight”, which will allow him to shoot at any target that sees any of its allies , provided that this goal is not closed on him , for example, home. Received “Damn Good Ground” sniper will have a bonus to accuracy against any enemy that is below its position ( for this sniper enough to climb out or just take off, using special armor ) . More precision fighter can have , if the target is weakened and has less than half health (“Executioner”). Finally, the sniper can either shoot twice per turn “Double Tap”, or shoot to infinity , to be exact , as long as his shots kill the target from the flank (“In The Zone”). The only problem is the last two skills that the soldier can get them both , so the choice to be difficult .
  • Alternatives to this range, but vulnerable arrow – field exploration . With the skill of “Snap Shot” fighter can , like other classes , move and shoot in one turn , which significantly increases its mobility and survival . Bonus damage when fired from a pistol (“Gunslinger”) makes this the most dangerous weapon in the gun in the hands of a sniper. The more useful skill that a sniper rifle – the only weapon , the accuracy of which is falling, not rising with the approach of the goal. “Battle Scanner” allows the sniper to “light ” a large space . This is a great way to check for enemies in the building or around the corner , and then take the best fighters attitude towards him. Add to this skill allows the sniper to get maximum protection even from small shelters (“Low Profile”) and now he was quite prepared to survive not only deep in the rear, but also far away from the frontline.

Heavy

Heavy ( heavy weapons ) XCOM: Enemy Unknown

  • Only class that can “professionally ” inflict damage on the area. While all other limited grenades , heavy already with the first increase in rank gets a rocket launcher . Although it was originally shot can make just one , its radius and lethal force can easily put the final point in the battle. However, even more curious fact that with certain skills even fighter with a heavy machine gun in his hands turns into a great support . He can use the skill “Suppression Fire”, which is similar to that which has from support, but effective. May receive additional rocket shot which weaker standard , but a few moves he makes all enemies caught in the affected area vulnerable to attack other fighters (“Shredder Rocket”). Skill “Rapid Reaction” will allow the soldier to shoot from Overwatch’a twice per turn , provided that his first shot hit the goal . A “Holo-Targeting” increase the chance to get all the other fighters on the target , even if the fighter missed it .
  • If you need firepower without any frills , the “Danger Zone” will increase the radius of the explosion of rockets and the vast scope of the fire , “Mayhem” will increase the damage done by the same fire suppression , rockets and grenades . Finally , “HEAT Ammo” inflicts half more damage on mechanized opponents , which often occur in combat in the later stages of the game .

Conclusion

Everything written above – only a fraction of the variety of possibilities that can be achieved in the game. Detachment in XCOM: EU may include up to six fighters, but rarely on two missions in a row it will be the same fighters . Soldiers killed on missions , their wounded in battle and they get to the hospital , different missions require different approaches and equipment … Prepare for each mission is a puzzle and it will be more correctly folded , the better will be the outcome of the mission. Same mistakes will cost not only and not so much a failed mission, but also the lives of your soldiers. The ones who , having with you one job , you become like family .
So experiment with skills , with the composition of the fighters in the group , so how well they can complement each other . And in the end … you do not, you will never be able to complete missions in XCOM: EU mindlessly clicking the mouse and sending their super- soldiers anywhere. But you can reduce your losses to a minimum, and the percentage of successfully completed jobs to raise enough to mysterious Council not dispersed you, preferring to simply surrender to the invaders.

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