XCOM Enemy Uknown
This is unusual turn base third person shooter with elements of strategy. Continuation of a very popular series of UFO games made by MicroProse:
UFO: Enemy Unknown 1994 good
X-COM: Terror from the Deep 1995 good and hard
X-COM: Apocalypse 1997 better and bigger..
all three had a lot of ideas, strategy and content hours of gameplay, there were a few games came after, but those game not worth mentioning were all bad, boring and unpopular. It was until in 2012 2K produced XCOM enemy unknown that became a hot selling game on steam.
One campaign scenario Aliens invade Earth! People from all nations united to defend it from strange enough, but single command center with 4 interceptor bases. And you are fighting off invasion with the xcom soldiers squad. Interface is quite simple and friendly. You fight in turns in a quite large variety of places, with a few different missions, mostly “shoot all them aliens”, the sandbox is and not big and, because you fight about 6-24 aliens a mission, so just right. Sometimes you have to shoot down a UFO and send your troops to clean crash site and salvage the wreck. The pace of the game is just right, waiting for next event is quite simple.
Most of the game is in the missions and when you shoot there is a chance of damage for example 4-5 with small chance of critical damage and very high chance of a missed shot,
when you finally get a kill you see custom quick time event of your guy taking out evil alien, I never get tired of, because you know that you got a kill and you just wait a second before bullet hits the alien with critical 19* never gets old.
You start with assault rifles vs plasma guns, grenades vs plasma grenades and 4 xcom soldiers vs around 8 aliens, countries of the world start to panic and you have nothing researched, short on money or infrastructure.
You don’t step into the same river twice, everything in the game is random, missions, UFO sightings, terror missions, demands from different countries, different alien spawns location in missions, different environment for missions. if you load a saved game prior to launching a mission you will be fighting in a different environment, it would be hard to get bored. And when you beat the single player campaign you raise to knew challenge, beating another player in 1v1 PVP Multiplayer rank match.
In a word quite consistent. When you start arming your soldiers you start getting better equipped and stronger class aliens, and when you upgrade your soldiers to higher class armor so does your enemy, You research new laser guns for your interceptors expect to fight larger class UFOs
It is not a very demanding game for a video card, and it will display the most
Grenades and rockets are good to damage groups and blow up enemy cover but not so good as last hit because it will destroy enemy weapon fragments
Combination of Run and Gun and Rapid fire perk makes assassin into deadly weapon that can take out target at long distance, using assault as assassin are improved by Lightning reflexes that dodges enemy overwatch attacks and Aggression that critical chance stacks, when you are done Close Combat Specialist does automatic Overwatch for the unit.
start your base in Europe, because 30% discount on construction and manufacturing is more effective than making money or slow research, because resources are limited.
focus on satellites, you must provide 1 satellite per country before they withdraw their support. Lose of single country means losing continental bonus.
rush for laser guns for all your soldiers and interceptors, they are highly effective
research S.C.O.P.E. helped me a lot, but not everyone has the same battle tactics, I still highly recommend it
XCOM 2 assaults and 2 snipers in your squad.
perks long run + double tap for assault
perk perk second shot for sniper changes game
Shoot first, best defense is to take out your enemy as soon as you spot them, keep your squad close to each other so you are able to use all of your turns to take out as many aliens as possible, AI is pretty good they know how to flank or grenade crowded soldiers and they have plasma guns that would turn you into dust.
Plan and build facilities same type next to each so you get bonus effects such as extra satellite bandwidth, extra power, more efficient production, faster research.
Equip your interceptors with EMP cannons, they are highly effective and they do minimal damage to alien UFO when it gets shot down.
Build structures of similar type next to each other and receive bonus power, production, bonus research or addition satellite output for free.
Make extra cash by selling spare and damaged UFO components, as well as alien corpses and wrecks, it will help you get ahead in the game.
Limited with just 4 soldiers poorly equipped with conventional assault rifles and grenade vs fully trained allien sectoids with plasma rifles is a serious disadvantage, but as your team kills aliens and successfully completes missions, they reveal their (random) gifted specialty towards a class of weapons they are good with, Assault, Sniper, Heavy and Support each specialty class comes with his own individual perk trees. 8 perk total that are so freaking awesome and with right team and tactics you can get yourself out of any situation without death in your team.
Abilities and Perks:
1.1 Rire rocket – you get standard rocket damage with damage 6
2. Bullet Swarm – fires the primary weapon as the first action no longer ends turn, main you can fire twice
3. Shredder rocket – does reduced aoe damage of 4, and all enemies take +33% from all sources for 4 turns.
4.1 Heat ammo – +100% damage to robotic enemies. Sometimes you would fight 2 big alien robots and you want to kill them before they have chance to turn you into dust.
4.2. Rapid reaction – confers a second reaction shot if on overwatch and first reaction shot is a hit. Good idea but heavy has bad aim and so don’t bet on it.
5.1 Grenadier – allows 2 grenades
5.2 Danger zone – increases area of effect on suppression and all rocket attacks by 2 tiles.
6 Will to survive – normal damage taken reduced by 2
7.1 Rocketeer – allows 1 additional standard rocket to be fired per battle. If you won’t pick Shredder rocket, get this one, rockets are fun to use and helpful.
7.2 Mayhem – confers additional damage based on weapon tech level to suppression and all area-effect abilities. About +2 damage
1.1 Headshot – Fires a shot with 30% critical chance cooldown 2 turns
2.1 Snapshot – removes sniper rifle restriction, allows +Overwatch after moving. -20 Aim penalty but you can compensate with S.C.O.P.E. +10 Aim until perk you get later called opportunist and snipers still have better chance to kill enemy with reaction shot
2.2. Squad Sight – allows fire at target spotted by ally. Nice but your team will always be traveling together and 90% of times in range. Trade of for snapshot will mean you’d have to Overwatch with pistol.
3.2 Damn Good Ground – confers +10 Aim +10 Defense against target from hire ground, stacks with other bonuses. And when you’d get archangels armor you can just jetpack in the air and shot to prompt the perk.
4.1 Disabling shot – does 2 damage and causes enemy weapon to malfunction, doesn’t stop grenades but for some reason causes target to run for cover, also helpful when you need to inflict small damage and neutralize alien you are trying to capture
5.1 Opportunist – eliminates the aim penalty on reaction shots, and allows reaction shots to cause critical hits.
6 Low profile – Makes partial cover count as full, highest chance of enemy to miss sniper
7.1 In the zone – most OP perk. Filling a flanked or uncovered target with the sniper rifle doesn’t cost an action. Ability to keep shooting as long as you kill and have ammo. I scored 6 kills in one turn and had to reload.
1 Run and Gun – Allows firing or Overwatch after dashing at max range. 2 turns cooldown
2.1 Tactical sense – confers +5 defense per enemy in sight. +20 max.
2.2. Aggression – +10% critical chance per enemy sight +30% max.
3.1 Lightning reflexes – Force first reaction shot against this unit to miss 100%, passive.
4.1 Flush – reduced damage shot that causes target to run out of cover
4.2 Rapid fire – Takes two shots to a single target, -15 Aim penalty.
5.1 Close Combat Specialist – Confers reaction shot to any target who closes to within 4 tiles. Doesn’t require overwatch. Ideal for front line assassin and guarding doors.
6 Extra Conditioning – Heavier armor increases bonus health.
7.2 Killer instinct – Activating Run & Gun gives you +50% Critical damage
7.1 Resistance – immunity to critical hits (very good defensive skill, however if like to be aggressive Killer instinct is way assassinate your enemy)
Grenades and Missile Launchers
Good AOE damage, explosion destroys almost any cover used by aliens. Alien AI like to use and shoot from cover and multiple accurate shots with guns may destroy the cover but best way to clean up is to chuck a nade under their feet and blow up everything else.
Standard grenade does base damage 3 in radius of 2 tiles Standard missile does 6 damage and best part they are free. There no ammo limit, it just unless you have perks for it, you get one per battle.
Alien grande damage 5 in 2 tiles radius
Good at mid range, good chance of missing targets that are too close, certain aliens manage to to dodge MG fire much easier. MG can suppress your opponent as they carry a lot of damage they often destroy object that aliens use for cover.
Standard MG: damage 4-6, 0% critical chance
Laser MG: damage 6-9 0% critical; cost: 17$ 13x alloy, requires: 12 engineers
Plasma LMG: damage 9-13, 0% critical; 163$ 19x elerium 19x alloy 25 engineers
Good at close and mid range. Rapid fire is what make those guns be able to do more damage than anything else in a single attack.
Standard assault rifle: Damage 3-4, 10% critical chance.
Laser rifle: damage 5-7, 10% critical; cost $14 12x alloys, requires 12 engineers.
Light plasma rifles: damage 5-7, 10% critical; cost $77 9x elerium 12x alloys, requires 20 engineers.
Plasma rifle: damage 7-10, 10% critical; cost 124$ 12x elerium 18x alloy, requires 20 engineers.
Close range. Most of the time I would find the ineffective, because of range. They are good if have a chance to get closer, but it takes good strategic mind and balls to use them in battle right way.
Standard shotgun: damage 4-6, 20% critical chance, very limited range
Scatter laser: damage 6-9, 20% critical, cost $17 14 alloys, requires 12 engineers. Limited range.
Alloy cannon: damage 9-13, 20% critical; cost:130$ 13x elerium 32 alloys, requires 25 engineers. Limited range.
Good at mid and long range targets, aim is worse at close range, very high chance of critical damage. Plasma rifles are so awesome, you have no idea.
Standard sniper rifle: damage 4-6, 20% critical chance
Laser sniper rifle: damage 6-9 30% critical; cost 14 alloys, requires 12 engineers.
Plasma sniper rifle: damage 9-13, 35% critical; cost: 163$ 16x elerium 19x alloys, requires 25 engineers
Good at close and mid range. Heavy doesn’t get it though. You will have to use pistols eventually. Because you will run out of ammo and you will need to switch weapons to get someone, or do small amount of damage to increase chance of stun with arc thrower. Good thing there is no action cost for that, and you should get your self those very cheap laser pistols, they are really good.
Standard pistol: damage 1-1,10% critical chance.
Laser pistol: damage 2-3, 30% critical; cost $5 5x alloys, requires 10 engineers.
Plasma pistol: damage 3-4 20% critical; cost $62 6x erelium 12x alloys, requires 20 engineers.
Specs and Perks
Carapace armor – is not good, manage until Skeleton suit is researched. Bonus +4 hp, cost 14$ 8x alloys, require 10 engineers
Skeleton suit – Grappling hook helps you climb quite easily, armor is cheap and worth getting until better one is researched. Bonus +3 hp, +10 defense, “Grapple” ability – uses grappling hook and one action to quickly get on elevation, cost: 17$ 5x alloy, requires 15 engineers.
Titan Armor – is good armor but I wouldn’t invest into it, maybe skipped it altogether because next one is too awesome.Bonus +10 hp, Poison and fire immunity. Cost 97$ 6x elerium 22x alloys 25 engineers
Archangel armor – Makes you fly. There is a steam achievement for killing an alien dude while using jet pack. Simple to use and fun to get around. Bonus +8 hp, no elevation position bonuses, “Flight” ability – jet pack with fuel for 6 turns, upgradable. Cost: 142$ 24x elerium 35x alloys, requires 35 engineers.
Ghost armor – so awesome. get it for every assault and turn those aliens into dust. You may activate ghost mode at any time and watch them miss. Bonus: +6 hp, Defense +20, movement speed is increased (like 2 or 3 additional tiles), Ghost mode – makes soldier invisible to enemy can be activated 4 times, doesn’t cost an action, Grapple – uses grappling hook and one action to quickly get on elevation. Cost 185$ 37x elerium 29x alloy, requires 40 engineers.
Utilities slot extra armor: goes in grenade slot, but I would recommend something more useful in that slot like a S.C.O.P.E or a grenade or a med kit, even combat stim pack, because they work better, it is still a great way to get a better tank with an extra armor plate.
Nanofiber vest: bonus +2 hp, 10$
Chitin plating: bonus +4hp, reduces damage from melee attacks, cost 50$ 5 alloys 4x Chryssalid corpse, requires – 15 engineers.
Combat stims: Strengthens Will against panic, reduces incoming damage by 50% and provides immunity to critical hits for 2 turns, Increases mobility 2 turns
Cost: 29$ 2x alloys 1 berserker corpse, requires 15 engineers.
Medkit: Restores 4hp, upgradable, Stops bleeding, neutralize poison in an alley
Holding medkit gives poison immunity.
S.C.O.P.E. – it also increases Aim and with foundry upgrade chance of critical hit. 10$
S.C.O.P.E upgrade – critical chance.
Ammo conservation – more ammo.
Alien grenades – more damage easy switch.
Improved arc thrower – helps in capture of tougher late game aliens.
Improved pistol 1 – increase critical.
improved pistol 2 – increased aim.
Advanced “Flight” – Increases flight time for archangel armor, also reduces research time by 50%; cost: 325$ 50x elerium 50x alloy 2x heavy floater corpse 2x cyberdisc wrecks, requires 25 engineers.
S.H.I.V – heavy weapons platform – not really good, invest into making your crew stronger and better, Yes they are good, you may use them as mobile cover for your soldiers, it does good damage, you can even repair it during combat, but you can have only one at a time, and not in addition to your team, but instead of one soldier. So focus your time and resources on training badass team with psychic powers, it will be more fun
Alien AI depend on level of difficulty
Scouts, easy to kill with anything really
Weapon Plasma pistol, Light plasma rifle
: +1HP, +25% Critical chance
Go for a multi-kill with a grande or a rocket
Two for one, kill sectoid that used Mind Merge and it will also kill the boosted sectoid.
mindfray one shot from any cover
UFO guard. Normally spawns when XCOM team reaches UFO helm.
Weapon Light plasma rifle, Critical chance 0-10%
When it spawns it runs for cover, it will only attack at end of a turn. Single assault with Run and Gun and Rapid fire can easily execute him.
Really nasty aliens, they may look like humans, but they act like them
Weapon Light plasma rifle, Critical chance 0-10%
Allows thin man to leap onto roof of a two story building during movement
It ignores any cover. It creates a poison cloud about 3 tiles in diameter poisons everyone who crosses it for 2 turns, and those who did get poisoned and receive 1 HP damage per turn for 3 turns. Unless immune while carrying a med kit or wearing Titan armor suit.
Don’t kill them from up close when thin man dies it creates and poison cloud.
Go for multi kill with grenades and rockets
One shot them with mindfray
Weapon Light plasma rifle, Critical chance 0-10%
While airborne enemy fire suffers -20 Aim penalty.
It moves Floater to anyplace on the map, takes all action of a turn. Cannot be used indoors.
Sometimes it is close to impossible to kill them while they use Evasion. Recommend Rapid fire from medium range.
If possible to hit them with a grenade or a rocket, and to use pistol or mindfray to finish them off.
Anyone who dies to Chryssalid turns into zombie the next turn, nasty and fast little buggers, they are common in terror attacks on Earth and they are common on large UFO crew. As terror mission starts all Chryssalids would seek out and kill civilians implanting them with eggs to make more Chryssalids. I had a terror mission where I couldn’t find aliens for a few turns and found myself fighting 9 Chryssalids with an army of zombie resident evil style. I ran out of grenades, bullets and practically failed rescue mission because there were no civilians left alive and I lost a couple XCOMs.
Allows to leap onto roof of a two story building during movement
Wounds and poisons overtime.
Implant Victims: are implanted inside XCOM or a civilian and if target dies from that attack Chryssalid egg will hatch in 3 turns.
Hardened Reduces the chance of suffering a critical hit by 60%.
Stun Immune Arc Thrower will not work on them
Combat: Best to have 2-3 assaults with trained Close Combat Specialist perk ahead of your the group. Because they will do reaction shots every time a Chryssalid or a zombie would go for a melee attack.
Overwatch is quite effective, if you do miss one dodgy bastard do focus fire one at a time, odds are on your side after you miss.
Weapon melee, 0-10% Critical.
Stun Immune Arc Thrower will not work on them
High threat aliens, you will see them soon after you receive
Weapon: light plasma rifle, Plasma Rifle, 0-10% Critical, alien grenade.
Suppression: -30 Aim penalty, reaction shot at suppressed target only.
Blood call: inspires near by Mutons for more mobility, aim
Intimidate: Chance to panic XCOMs, mutons would react to inflicted damage that doesn’t kill them,
They like to attack XCOM with grenades if there is a small chance of successful shot, of if two of your XCOMs are close enough to each other they will attack you with grenades.
Psi attacks ignore any physical cover. Robotics are Immune.
5 damage to HP, Aim, Will, Mobility for 2 turns, cool down 1 turn.
I like to use it as a last hit – fatality.
removes panic and mindfray within 3 tiles, +30 to Will for 2 turns. Cool down 4 turns.
Cause target to panic on the following turn. Cool down 2 turns. It helps to weaken Will and allow next psi operative to have your next more successful psy attack more successful.
it distorts and deflects incoming attacks, +40 Defense to allies and enemies within the field. Cool down 4 turns. It may help as a cover for ally in grave danger, but aliens like to grenade xcom that are too close to each other, and field does protect you from AOE
Take over target for 3 turns. Cool down 5 turns.
Both phy operative and the puppet are free to do anything for 3 turns, at the end of 3rd turn puppet will attack you unless you do a nice thing and have him throw a grenade under his own feet and take himself out martyrdom style.
Addictive and organic
Casual turn based system allows you to break from game at any moment to pick up a phone call, answer the door and get a pizza.
Smooth and quality graphics.
No lag, quick load.
No ammo or fuel to worry about reload as much as you like, later you get “ammo conservation” foundry upgrade that helps quite a bit.
Highly addictive, when I started playing the game I realized I was hungry and it was 4:30 am, and next night I stopped playing at 5:00 am.
“Missed” – the missing shots will happen a lot, you will love it and you will hate it until plasma launcher and *8psy attack abilities come to play and it will will be glorious.
Game is a bit small on content 40-60 hours of gameplay, old games lots of content, it would take a very long time to win, so I was a bit disappointed.
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