
Xcom Enemy Unknown
Contents XCOM Database “Maintaining an adequate number of troops is crucial to ensuring XCOM is able to respond to the alien threat. If soldiers are lost in combat, replacements can be hired in the Barracks.
Additional highly specialized soldiers are sometimes offered as a reward for assisting a nation in distress.”– XCOM Database, XCOM: Enemy UnknownPurposeAs first and last line of defense against the, XCOM's soldiers are deployed by the Commander (player character) to engage in. They fulfill a variety of roles based on their and to complete the objectives at hand.Recruiting. When recruited, a soldier's gender and nationality are randomly selected. When acquired as a mission reward, a soldier originates from the country where the mission took place. Gender and nationality restrict the possible outcomes for a soldier's randomly-generated name and physical appearance. Upon attaining the of, soldiers also receive a nickname, randomly selected from a list pertaining to their and gender.Other than for an medal option in, a soldier's nationality is completely inconsequential to gameplay. Gender is also trivial, except for when obtaining the 'Flight of the Valkyries'.
While a soldier's most inconsequential attributes are random, factors related to combat such as initial and, are fixed.The player can customize a soldier's name, nickname, voice, and appearance, but their nationality and gender cannot be changed. Additional appearance options (such as armor decoration and tinting or new hair/helmet choices) are available through purchasable, such as the, or by editing the game's file.Ranks and ExperienceSoldiers start out as with. As they earn experience (XP) by killing and completing, soldiers increase in rank, rewarding them with increased and additional (based on the soldier's ).The ranks soldiers progress through are:, and.To be available for purchase, upgrades at the require that XCOM have at least one soldier at Sergeant rank or higher.XP Rewarded XP RewardedEventXPComplete Mission60Complete Storyline Mission120Complete Mission Without20Enemy Killed30 Soldiers ranked Sergeant or lower earn an additional 50% XP. Grants an additional 25% XP per kill.
The medal can grant +25% XP for mission completion to all squad members ranked or lower.XP Required Per Rank XP Required Per RankRank( / only)502550 Soldiers obtained as a mission reward join XCOM ranked Squaddie or higher. Automatically promotes new and existing Rookies to Squaddies.ClassesSoldiers have several specializations available, known as classes. Upon receiving a promotion to the rank of, soldiers are randomly assigned one of four classes (weighted slightly towards the class XCOM has fewest of) that determines the and they can use:Specializes in close combat.
Uses, and.Specializes in using explosive weapons. Uses and.Focuses on taking enemies out from afar. Uses and., and allies; provides fire. Uses and.Operators of, these soldiers act as heavy fire support and destroyers, and can be built to excel in close combat.In addition, soldiers may become members of the following sub-classes:Soldiers can possess a supplemental set of. To test for psionic capabilities, a soldier must spend 10 days in the.allow soldiers to be genetically engineered in the, granting up to five modifications that provide superhuman.A special temporary assignment in which a soldier is selected to complete a.Notes. Becoming a MEC Trooper requires the conversion of a soldier from their base class via the. Each class results in a different type of MEC Trooper; all are ineligible to be, or.
Genetically modified soldiers retain the possibility of being (unless the 'Mind Hates Matter' option is enabled) and, but cannot become. The position of Covert Operative can be filled by any soldier, except a Heavy or MEC Trooper.Abilities. Soldiers have access to a variety of and in combat. General abilities allow soldiers to perform basic actions such as initiating, tossing a, or using a.
Saving the world ain't easy. It takes strategy, preparation, determination and more than a little luck. So don't be thinking you can just fire up XCOM: Enemy Unknown and see alien corpses pile up.
Class-related abilities allow soldiers to perform specialized actions such as a pinning down an enemy with while protected by a, or a using to take out an alien that an has out into the open.In, the option 'Training Roulette' randomizes which abilities soldiers can receive after Squaddie rank, minus certain skills which remain class-locked.AttributesSoldiers' attributes affect their survivability and effectiveness in combat:AttributeDescriptionHPHow much damage the soldier can take.WillResistance to. Also a factor in, and the successful use of.How accurate the unit is.How difficult the unit is to hit.Critical Hit ChanceChance that a successful hit will be a.Critical Hit DamageCritical hit damage.MovementMovement ÷ 1.625 = Maximum number of tiles a soldier can move each turn. A hidden stat, the only way to determine it in-game is by observation.Sight RadiusXCOM soldiers have a 27-tile sight radius. Hidden stat.Base Attributesstart with the following stats:AttributeInitial StatHPDetermined by the.
Easy: 6, Normal: 5, Classic: 4, Impossible: 3Will40Aim65Movement12Sight Radius27A soldier's innate Defense, Critical Hit Chance, and Critical Hit Damage stats are zero. Factors such as weapons, equipment, abilities, and position on the battlefield contribute to their score.Attribute IncreasesWhen a soldier gains a, in addition to obtaining a new they are also granted attribute increases:. to HP and Aim based on. Randomized 2-6 point Will increase. This is calculated at the end of the mission.
A method of ensuring the maximum stat increase is to save the game during the mission that will end with a soldier's promotion, then re-load the save until the soldier's will increases by the desired amount.Options and UpgradesThe following game options and upgrades modify how soldiers' attributes are generated or increased:Option/UpgradeTypeDescriptionoptionRandomizes initial Will, Aim, and Movement stats.optionRandomizes HP, Aim and Movement stat increases.upgradeGives 2 to 6 additional Will when soldier ranks up.Equipment. Soldiers have four equipment slots available to them, and their gear load-out can be managed in the Barracks or while selecting a squad for a:.: The primary armor worn by the soldier. Some armor types grant. Primary: A primary weapon based on their class. Secondary Weapon: A / for or a pistol-type weapon for the other classes.: An extra item such as a, or that is unavailable in the previous slots.In, fulfill a composite equipment role for.
MECs use the Body Armor slot but are upgraded with that fulfill roles similar to Secondary Weapons and Items. SquadsInitially, soldiers are fielded in squads of one to four units. The and upgrades available at the increase the squad size to a maximum of five and six soldiers, respectively.The composition of a squad for any given mission is left to the discretion of the Commander, with the exception of the mission in. The choice of units deployed in the field greatly influences the that are most efficient to complete the objectives.The is determined when selecting soldiers to board the before embarking on a mission. If one soldier is higher in rank than any other in the squad, the role of squad leader is assigned to them.
If two or more soldiers share the highest rank, other criteria such as position in the squad selection screen, number of missions completed, or number of kills are considered. The squad leader can be identified by a yellow star over their rank icon in battle. The upgrade allows them to substitute their Will for that of all nearby lower-Will squadmates.Mortality. Soldiers involved in combat are susceptible to injury and death.
Whenever a soldier incurs damage exceeding that of the HP bonus granted by their, the soldier is flagged as wounded. Upon return to base, they become unavailable for subsequent missions while recovering in the Infirmary. Procuring the training from the greatly reduces the amount of time soldiers spend out of action due to injuries.InjuredIf a soldier is injured during combat, for the remainder of the mission they are subject to a Will, visible as 'Battle Fatigue' when viewing the soldier info interface. If injured by less than 50% of their total health, the penalty is -5 Will.
If injured by more than 50% of their total health, the penalty is -10 Will.Critically WoundedWhen a soldier loses all of their HP during a mission, they either die or become critically wounded. Soldiers of a higher rank are more likely to be critically wounded instead of dying. Critically wounded soldiers must be stabilized or with a or they will bleed out and die in three turns (including the turn they were injured), if the mission is not completed by then.
Critically wounded soldiers, even if saved, incur a permanent -10 (-15 on ) reduction to Will. In, this penalty can be avoided with the.Critically wounded soldiers are not targeted by, but can be killed before bleeding out in the event of an explosion. Take care while fighting enemies that are equipped with explosives or explode upon death (such as ), as well as near combustible objects in the environment (such as vehicles).Gravely WoundedWhen a soldier is heavily (but not critically) wounded, they are considered to be gravely wounded. Other than an increased recuperation time in the Infirmary, this status is the same as wounded. It does not require stabilization or entail critically wounded's Will reduction penalty.DeathWhen a soldier dies during a mission, that soldier is permanently removed from the unit roster and their information is recorded on the Memorial Wall in the Barracks. This information includes the soldier's rank and name (and nickname if applicable), total kills, total missions performed, the name and in-game date of the mission they died on. In XCOM: Enemy Within, the information also includes how the soldier was killed and lists any they may have received.
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Their medals are returned to XCOM and can to be reissued to another soldier in three days.Fellow are subject to a 'Fallen Comrade' penalty of -5 Will if they witness a soldier being killed in action during a mission. In the event of multiple deaths, the penalty is -5 Will per soldier killed.Tactics Main article:. Soldier roles and team composition often define the ideal play style and tactical approach for missions.
should be in the rear and in, with a clear line of sight towards the enemy. Also, a viable late-game strategy is to provide a Sniper with the ability Gunslinger and a fully-upgraded Plasma Pistol.
(or an assault team consisting of two or more Assaults) should be deployed on the front lines with heavy so they can move in for the kill, or should be kept on the so they can use to sweep in to take out weakened enemies.
XCOM is back! And as you've probably realised from our, it's brilliant, capturing everything we loved about the original game, but with lots of clever modern ideas thrown into the mix. The new game is different enough from the old one that even X-Com veterans could do with a few tips, never mind rookies. Thankfully I'm here to help.
After spending many, many hours in the game, I've assembled this guide, collecting all the best tips I can offer to help you deal with the alien menace. What's more, you can also find Chris' video guide to surviving Ironman mode embedded above.But, before we get started, here are some other XCOM tips you might be interested in. Building your BaseRestart after the tutorial – The XCOM tutorial is very handy for learning the basics of the game, but it's also very linear. Starting again after you've finished it will give you the freedom to plan your base how you like, and ensure you don't lose three men on the first mission.Win the space race – If I could only give you one tip, it would be this. Build satellites.
There are no second bases in Enemy Unknown, so it's vital that you launch satellites and buy interceptors in order to spot UFOs around the Earth. Secondly, each satellite you launch will provide extra resources and calm the nation it's launched over. Thirdly, when you complete the satellite coverage of a continent you'll get the same bonus you would if you put your base there. This is why it's pointless to set up in South America, since you'll only need two satellites to do the same job as a whole base.Mine for steam – Thermal generators are way better than regular power generators, but they can only be built on steam vents.
So the best way to produce power is to quickly mine down to the steam, build a thermal generator and then surround it with regular generators for the adjacency bonus.Engineers are better than Scientists – Every item in Enemy Unknown requires a minimum number of engineers to build. Conversely, a single scientist can research everything in the game, extra ones just make it go faster. So if the game offers you a choice between engineers and scientists, go for the engineers. I've never built a single laboratory while playing this game, I've just never needed the speed boost.
Workshops, on the other hand are very useful, granting you access to more items and refunding your resources.Weapons versus armour – This one is a tough call. Armour is generally faster to research, as there are several different guns for each class, while one suit of armour fits all. If you've got veterans to protect, I recommend prioritising armour. If you're dealing with a squad of rookies (often the case if you're an iron man player) then I'd go for weapons instead.
The upgraded rifles make noobs far more likely to actually kill something.Train your officers – Building an officer training school gives you access to some powerful upgrades. You can improve experience gain, increase your squad size and make your soldiers more likely to survive. All essential if you're going to develop a veteran squad.
Combat TipsKeep your ears open – As you move across the battlefield, you might notice sound waves coming from off screen. These are little clues as to where the aliens on the map are positioned, Firaxis' solution to all those old X-Com missions which ended with a half hour search for the final alien. As an extra bonus, the sound clip that plays at this point hints at what kind of alien you'll find.
Stomping and Darth Vader breathing means Mutons, while skittering insectiod movement means Chyssalids.Overwatch is key – Overwatch is XCOM's version of X-Com's reaction fire, and it's one of the most powerful weapons you have at your disposal in the field. Always have at least one or two men on overwatch to cover the rest of the squad before moving or ending your turn. The only reason not to have someone on overwatch is if you've already spotted the enemy and are busy filling him full of lasery death.Exploit enemy movement – Whenever an enemy spots you, they are allowed one move action.
Ranged units will panic and dash for cover, while melee units charge forwards. You can exploit this movement by putting your whole team on overwatch before moving the last man forward, this way if you provoke an enemy, they'll run right into your firing arcs and get horribly slaughtered.Use stealth – That enemy movement I spoke about? It happens when they spot you, not when you spot them. This means that by using a Ghost Suit's invisibility, or the Sniper's Battle Scanner you can spot the aliens while they're still clustered together and they won't react until you've dropped a grenade right in the middle of them.Make your own door – Back in the original X-Com, opening a door was suicide.
Things aren't as bad these days, since you can now fire from cover at either side of the door. Still you can often surprise the enemy by simply blowing a hole in the wall with a grenade and making your own entrance.Exploit explosions - Blowing up a UFO power source does some serious damage, but if you do it, you won't be able to salvage it at the end of the mission. However if you're using thermal power, you don't actually need that many, so you can happily use it to magnify take out the enemy. The same trick also works with cars, which is why you should never stand next to a burning one.