Uh oh. I set them all up for ITZ.You can line up your guys in that corridor and send one guy in to aggro the boss, then you can have snipers double tap him to death. Keep your headshots ready for him and it'll be a cinch. You can also rocket him/her if you have any left.
They could totally fix that last room if they simply made the boss spawn after all your guys are inside (and then lock the door).
Wait until you get good enough for Impossible. Sectoids have 1 more HP which doesn't sound like much until you realize that regular assault rifles and grenades can only do 3 damage.
For now, you need you learn to draw the aliens into your fire and use explosives more liberally.
Classic Ironman is quite....challenging.
And yes, that's the difficulty I started out at.
Always better to start out the hard way, than to spoil the story and then never get around to that second play-through.
I should probably focus more on the willpower of the selected squad, as every so often the first death leads to one or two guys panicking.
I wish I could evac with slightly less consequences..but most of the time that's just no option. Either because I can't nearly afford the rise in panic, or because I've been flanked so hard, that I can't get back to the extraction zone.
My biggest nemesis is probably thin men, right now. While surely the big bad guys later on are also scary (3 mutons spawning at once is bad news), but the thin man's mobility and poison attack are weeding me out quite badly in the early game.
Especially their tendency to spawn in my flanks, having enough HP to tank most single attacks and poison death cloud means that if I spawn three and don't get lucky taking one out before he gets into position, I'm in big trouble. If I spawn six, it's pretty much over.
The problem with the cover system is that if you enemies coming at you from two directions, one of your men will always be exposed, but they can always be in hard cover. As you're outnumbered, you can't usually flank the enemy without getting into extremely high risk situations (of either getting to close to the mark, or getting detected by more enemies).
At least by now I got more aware of burning vehicles. Also, I once got so close as being able to use the stun-gun on an alien, got a 90% chance - blew it and lost a cpl.
Since then I tend to use maximum force to resolve conflicts, never mind losing two or three corpses and weapon fragments to explosives.
I guess the key tactic I have to adapt is to retreat at the right moment into a better position, and hope the aliens will give chase....
My biggest nemesis is probably thin men, right now. While surely the big bad guys later on are also scary (3 mutons spawning at once is bad news), but the thin man's mobility and poison attack are weeding me out quite badly in the early game.
Especially their tendency to spawn in my flanks, having enough HP to tank most single attacks and poison death cloud means that if I spawn three and don't get lucky taking one out before he gets into position, I'm in big trouble. If I spawn six, it's pretty much over.
Uh oh. I set them all up for ITZ.
Er, Sectopod you mean? You can take them out with a Killer Instinct Ghosted Rapid Fire + Alloy Cannon, or a Ghosted Heavy Plasma with HEAT. Even easier with a Shredder Rocket.Cephalopods are the toughest enemy for me. A blaster ball to go with a huge amount of HP and a very high dodge rating make them very tough. Until the last room, I lost more soldiers to them than all otber aliens combined. I lost all three Colonels to a pair of them, all of which were psionic.
I had to fight one where the Sectopod held his ground on high ground and I couldn't shoot it unless I went up to the high ground (no cover...) I didn't have a squad sight sniper, nor did I have HEAT ammo. That sucked. It was my first time fighting it too.Er, Sectopod you mean? You can take them out with a Killer Instinct Ghosted Rapid Fire + Alloy Cannon, or a Ghosted Heavy Plasma with HEAT. Even easier with a Shredder Rocket.
How do you get a shredder rocket? I ran out of things to research having captured all living aliens and never saw that option.
I really dont see how all you people can play this game on classic ironman. One mistake 10+ hours in and your squads going to wipe, and then your pretty much screwed.
*cue music*I really dont see how all you people can play this game on classic ironman. One mistake 10+ hours in and your squads going to wipe, and then your pretty much screwed.
I'm not playing ironman until they fix the bugs. In my current game there have been several instances where bugs would have caused colonel deaths or squad wipes - a whole squad of aliens spawning on turn 1 behind my squad's starting location and getting a full turn, insta-killing my flanked titan-armored guys. Sectopod floating in mid air untarget-able raining missiles down on me. Stuff like that makes me really not want to play IM lol.
What's the suggested tech path for a Classic IM game? I've heard that laser rifles are better than armor in early game.