Xcom Enemy Unknown Arc Thrower

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Hi, I just wanted to share some of my strategy thoughts regarding the early game.I’ve used this tactic to a great success – finished classic ironman and now making my way through impossible (about to assault alien base, have all available satellites, 3 continent bonuses, most needed foundryofficer school upgrades and light plasma for all squads on month 4)So here goes:Starting place:Choose either Africa or South America as starting point, tracking the one you do not choose as primary target for satellites. Africa gives a straight up awesome +30% monthly funding, while South America’s research boost is awesome for teching. I feel that choosing Africa is a little better, as it is easier to cap South America (only two countries).Research timing:Our goal here is to rush to laser weapon tech, as a couple of rifles make battles a lot easier on classic and are practically a must to survive terror on impossible. With that aim in mind:1) Choose weapon fragments as the first research. As well as being necessary for laser, it also gives a straight up boost in term of a Scope (you should really consider it for a sniper and maybe heavy straight away).2) You can only research laser after your first UFO mission. Before that get started on alien materials, but switch to laser as soon as it becomes available.3) When you get laser start on the alien capture tree. Get Alien Biology and arc thrower and start raking in the captives4) Do not research any bodiesmake interrogations until you get the South Africa bonus.

  1. Xcom Enemy Within Long War Arc Thrower
  2. Xcom Enemy Unknown Arc Thrower Manual

/r/Xcom is a subreddit for anything related to the XCOM games, past and present. Early game build order for classic impossible. Rush xeno biology and arc thrower. Build 1 sat at T -21d; Capture a sectoid ASAP and get beam weapons research going.

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If everything goes well you should get it by the end of the second month. When you do go through all the autopsies and interrogations (they will be instant).5) After the interrogations are done you should have earned good credit on many research fields. Start working on alien materials and get carapace armor.6) Next is tricky. If you were good with your captures you should have bunch of light plasma rifles by now.

However, the research timing for light plasma without the Muton interrogation bonus is much too high (35 days for me), so don’t start it until you can get one of those guys.7) Meanwhile start working on the advanced fighter craft tech (alien computer, alien power source, new fighter craft) – you would really need it starting from month 4 to get the bigger baddies down. However, once you get your hands on a Muton, get back to those light plasma.8) By now every one of your guys should have carapace, scopes and light plasma. I do not get laser weapons for heavies and snipers, going straight for plasma. This build should keep you pretty comfortable in the field, so now your task is to get air superiority ASAP.

I suggest researching plasma cannons (you can get it after light plasma) and new fighter craft.9) After that you can pretty much relax. Get plasma, plasma sniper and plasma heavy to fully kit out the squad. Titan armor next for hp. Afterwards – up to youProduction General base layoutproductionmission tips:1) For maximum efficiency you want to plan your sat uplinks to form a square (yep, you get the adjacency bonus for vertical links, not just horizontal). So the layout should look something like this:X S S L X X XX S S L X X X2) Satellite uplinks take 15 days to build.

The number of satellites only counts during council review at the end of the month, so there is really no point to build them earlier than when there is 15 days remaining till the end of the month. The main limiting resource for a satellite uplink is the number of engineers.3) Satellites take 20 days to build. Never start a satellite earlier than 20 days before the end of the month, as you might get missionsrequest that grant you engineers, which would make the production cheaper.

Plan ahead and only order that many satellites that you will be able to support with uplinks at the end of the month (don’t forget to account for adjacency bonus).4) When choosing abduction missions try to always go for engineers as they are vital to keep your uplink production up. Other matters to consider are countries – try not to go to countries that you plan to cover with satellites this month, as the panic there would be reduced anyway. Apart from South America and Africa try to get Asia bonus, as it will really help in mid-game.Month 11) After the initial mission check out you base layout. If there is a stream vent in close proximity (no more than 1 level down and 2 drills away) go for it.

Otherwise get a normal generator, making sure to place it away from your first uplink2) Do not start any satellitesuplinks yet. Wait for the first abduction, choose engineers. When there are 20 days left till the end of the first month order a satellite (you need 10 engineers for the first uplink, so you would probably not get it in the first month).3) After the first UFO raid sell all computerspower sources.

They won’t be necessary for a while and rake up quite a bit of cash4) At the end of the first month use the satellite to either save one of the South AmericaAsia countries or, if you are lucky and these did not get affected, go for the one with the biggest income.Month 21) Again, wait for the abduction mission to come before making satellites. If it does not come until the 20 day mark, order 3 satellites anyway.2) Sell all UFO loot from month 2 as well to fund the activity.3) By now you should get your laser rifles research finished. Kit out your squad (usually alloys would be the restricting point, not cash)4) Make sure you get enough gens to power the upcoming uplink5) When 15 days are left you should definitely get the second abduction. Get Engineers and order the second uplink, adjacent to the first.6) Do not start an officer school yet. You won’t be able to afford anything.7) You can get an alien containment though. Sell some corpses if you have to (on impossible selling corpses is actually really good, as you get a lot of them)8) At the end of the month you will have 3 satellites ready to launch. This should be enough to get South America and to placate another country.

Start working towards Asia9) As soon as you get South America get ready for a huge knowledge boost – research all bodies and interrogate all the aliens you have got.Month 31) Well, now we finally have some breathing room. 5 countries with Africa bonus should net you 450-500 income, so we finally got some cash to spend.2) Keep satelliteuplink production in check (you should send out 3 more at the end of this month), but get an officer school for that squad size (if you can get Asia this month do not buy any other upgrades).3) Get a bunch of interceptors (at least 2) in all areas under control4) By now you should have researched carapace, so kit your guys out with that.Month 41) If all went well you should have 8 countries under control which means a lot of funding. Get the foundry (reload and first aid are a must; arc upgrade is good for raking in Mutons for heavy & normal plasma).2) Get max squad size, iron will and other stuff from officer school.3) By now you should really be struggling with UFOs. Get a lot of interceptors and do no be afraid to pop a couple of power-ups for each battle.4) Work towards the final uplink.

Xcom Enemy Within Long War Arc Thrower

You shouldn’t need more than 4 on impossible. On classic consider getting a nexus.5) You should be able to kit your guys with looted light plasma. After that concentrate your research on shipsMonth 51) If you made it this far you should be ok.

By now you should have a 1200+ income, so go crazy. Get heavy plasma, sniper plasma, titan armor and lot’s of new ships.Hope that helped. No you don't, I usually get +2 or +3 with Europe, Asia, Africa, and South America. I haven't tried starting in the US in CI yet. Be prepared to sell everything though.It's possible but very risky to get +4 satellites in the first month with Africa, I found out by screwing up and forgetting the workshop on day 5-20 - (days before the report), take the engineer mission, you need a ufo before this for income, build 4 satellites-15 - You need a council mission, that rewards 1+ engineers (the risky bit) this brings you to 10+, built uplink-0 - 5 satellites overall, huge first month income, and your close to guaranteed to cover the ever country by month 4. Concerning asia:I do not get officer school till month 3, otherwise there is not enough money for sats and uplinks, so their bonus does no really kick in till later. And usually by the time I get the school and foundry, I've got enough money to get all I need regardless of the bonus (I'd say that squad size, reload and medkit are the only ones that you simply must have.

Xcom Enemy Unknown Arc Thrower Manual

All other are just nice)America gives you more starting income, true, but I find the bonus just too useless in early stages.Overall I try to feel that africa & asia are simply must get in order to maximise your total success and starting somewhere else is just too much of a gamble (especially in impossible, where you are pretty much guaranteed to lose 3 countries the first month and 2 the next, if you are lucky)I though about going workshop first, but overall considered it to be a bigger strain on resource than I could handle. Might try it on next time though. I won classic ironman with no country losses on around my 12th try. Here was my build order when I won:.General strategy:. Start South America and make use of your massive research advantage to stay ahead on tech. Money doesn't matter as much if you can win every mission with minimal losses. Almost always take engineer missions (Aside: I wish this decision was more interesting; I hate the hard engineer requirements for things.