Hi Everyone,
I was wondering what people use for their squad make up. I am playing Classic Ironman and was going with 2x Heavy 2x Assault 1x Sniper and 1x Support. However on my last mission I lost my Col Sniper, Col Support and Col Heavy, so I need to think alternative squad makeup!
Yes, I agree. You need more rookies and squaddies and corporals. Oh, you're talking about classes?
But seriously, I don't bring many colonels on missions unless I'm training them for psi, or they're babysitting some squaddies. What did you lose your soldiers to?
Owwie. Yes, that sounds like an awfully familiar situation...I was fighting a group of 3 mutons on one side, then while running for cover I discovered the heavily armoured red mutons (not sure what they are first time I have met them) so they had a me flanked on one side, and then a cyberdisc appeared in the middle of it all. I didn't have enough firepower to take them down after I lost my sniper (he had 64 kills - I nearly cried ). So my squad was wiped out apart from 2 soldiers who managed to dash back to the extraction zone!
kkThe sniper skill that lets you fire on anything your squad can see is worthless compared to the other skill, which lets you fire or overwatch after moving at -20 aim.
Unmitigated disaster
Classic Ironman abduction mission. 9 Mutons and a berserker and all of them popped at once.
The sniper skill that lets you fire on anything your squad can see is worthless compared to the other skill, which lets you fire or overwatch after moving at -20 aim.
Just killed my second Ethereal, so don't know how far I am into the game, but my sniper with the build above has almost 3x the amount of kills of any other character. Crits up to 19 damage, overwatch triggers galore (after move overwatch), and simply my go to killer when something needs to die fast.
The sniper skill that let's you fire on anything your squad sees is invaluable compared to the other worthless skill who needs to move when you can shoot at something halfway across the map? (I jest... only partially)
What exactly makes the ability to scoot-and-shoot that much more valuable to you shooting at anything one of your team members can ? Because I know when I was playing, whenever I had both a squad sight and snap shotter around, I was always wishing the snap shotter had squad sight.
Damn the difficulty ramps up fast. I was playing a game on 'Easy' to get back into the groove and get a feel for the mechanics. Around June 1 or so I get an abduction mission rated Difficult. I bring my 6 man squad, all fairly experienced, and am having an easy time with it.
After mopping up 4 or 5 groups of thin men and floaters my heavy advances on overwatch and pops 2 mutons. My first time with them, but I should be ok. I move up my assault next to the heavy and, oh, now I can see 3 more. A support moves into range behind the heavy and assault, and now I spot 2 more. That's 7 mutons that I have to deal with now. Not only is the number ridiculous, but the fact that I was moving in next to or behind my point man and kept spotting new ones was stupid. A proper sight mechanic would have meant I only had to take them 2 or 3 at a time.
I ended up losing a sniper, the heavy, and a support, then the other support panicked, and while I was finishing off the last 2 mutons a cyberdisk appeared and took out my assault.
That really blew chunks.
The sniper skill that let's you fire on anything your squad sees is invaluable compared to the other worthless skill who needs to move when you can shoot at something halfway across the map? (I jest... only partially)
What exactly makes the ability to scoot-and-shoot that much more valuable to you shooting at anything one of your team members can ? Because I know when I was playing, whenever I had both a squad sight and snap shotter around, I was always wishing the snap shotter had squad sight.
I think in countries that you have no satellite coverage there is alien activity which you can't see which increase panic. This is why panic seems to increase for no reason. At the end of the game when you have satellites and interceptors everywhere panic pretty much stays at zero everywhere. Nothing you can do except build satellites and interceptors everywhere. When you build satellites, wait till the end of the month to deploy them so you can put them where you have the highest panic.1. Is there anway to start a mission in a country that is nearly panicking without getting lucky that an abduction mission has taken place there?
I think you get more resources and maybe his weapon won't explode.2. Is there any benefit to capturing the same type of alien multiple times?
Here's my problem with squadsight: it doesn't seem to work consistently. I have had several missions with two squadsight snipers who were unable to see/target any of the 4-7 enemies in range of the other team members, even though the snipers were in good position, with elevation whenever possible.
Better follow your own advice then If you want to speed things up, use ghost armour or battle scanners.I'm growing to dislike the "pop" method of encountering enemies. A mis-step towards the end of your turn is a really easy way to lose soldiers as the enemies get their 'free' movement and then a turn almost immediately after; I mean it can be prevented pretty easily if you don't dash so much and keep your soldiers closer together._But I already feel like the "approach" phase of a lot of missions drags enough as it is and trying to find the 'next' set (or especially the final set on some of the larger maps) is somewhat tiresome, though the listen mechanic helps a little.
In your example, the cover you're standing behind is half cover; you're shooting over the X in front of you. Cover bonuses occur in a straight line along the plane of the cover; anything standing in front of the line gets hit with the cover penalty. If you were one square over, you would be flanking him. Or, if the cover you were standing behind was full cover, you'd be flanking him (you lean out around full cover).The line of sight and cover seem kind of strange to me as well. Sometimes I set myself up for what I think should be an easy shot, and my hit percentage is poor. Sometimes just the opposite, shoot through a car door at an enemy behind a stone pillar? No problem.
Last night I had soldier Y trying to take down enemy Z. Initially Y was off further to the left, had a poor angle vs the vertical X barrier and like 28% accuracy. So I moved him around behind the the horizontal X barrier, thinking he should have a clear[er] line of sight to Z and a better shot but it was still just 28%. Most of the time it makes sense, but there are some inconsistencies as well I feel.
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That's why I take the other skill.
Squad sight seems to need line of sight; if another character can see an enemy, but there is a tree or wall between your SS sniper and that enemy, you cannot fire on them. Rarely is there a map that is so wide open you can simply park your SS sniper and hit most enemies revealed.
I've never really found LOS issues with squad sight. I've found my experience to be the exact opposite of you; my snap shot snipers spends time trying to get line of sight, while my squad sight sniper's double tapped two groups out of existence.I spend more time, and more turns not firing with my SS sniper, but simply positioning him to be able to fire later. Meanwhile, my other fire after move sniper has killed 4 enemies easily. I guess everyone uses SS by default since that dev talked abiout how great it was in a video, but give the fire after move skill a chance... it really does blow away SS. 97 kills vs 27 for my fire after move vs SS snipers.
That's why I take the other skill.
Squad sight seems to need line of sight; if another character can see an enemy, but there is a tree or wall between your SS sniper and that enemy, you cannot fire on them. Rarely is there a map that is so wide open you can simply park your SS sniper and hit most enemies revealed.
I spend more time, and more turns not firing with my SS sniper, but simply positioning him to be able to fire later. Meanwhile, my other fire after move sniper has killed 4 enemies easily. I guess everyone uses SS by default since that dev talked abiout how great it was in a video, but give the fire after move skill a chance... it really does blow away SS. 97 kills vs 27 for my fire after move vs SS snipers.
That's why I take the other skill.
Squad sight seems to need line of sight; if another character can see an enemy, but there is a tree or wall between your SS sniper and that enemy, you cannot fire on them. Rarely is there a map that is so wide open you can simply park your SS sniper and hit most enemies revealed.
I spend more time, and more turns not firing with my SS sniper, but simply positioning him to be able to fire later. Meanwhile, my other fire after move sniper has killed 4 enemies easily. I guess everyone uses SS by default since that dev talked abiout how great it was in a video, but give the fire after move skill a chance... it really does blow away SS. 97 kills vs 27 for my fire after move vs SS snipers.
That's why I take the other skill.
Squad sight seems to need line of sight; if another character can see an enemy, but there is a tree or wall between your SS sniper and that enemy, you cannot fire on them. Rarely is there a map that is so wide open you can simply park your SS sniper and hit most enemies revealed.
I spend more time, and more turns not firing with my SS sniper, but simply positioning him to be able to fire later. Meanwhile, my other fire after move sniper has killed 4 enemies easily. I guess everyone uses SS by default since that dev talked abiout how great it was in a video, but give the fire after move skill a chance... it really does blow away SS. 97 kills vs 27 for my fire after move vs SS snipers.