전략 가이드 (롱 워 리밸런스)

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Strategic Layer

Research

Base Layout

Satellites & Air Game

Tactical Layer

Miscellaneous Tips (from \Localization\INT\Subtitles.int)

  • Aircraft weapons with a high penetration stat are more effective against heavily armored UFOs.
  • The aliens will improve their UFOs as the campaign continues, requiring you to upgrade your interceptors to keep up.
  • The Gray Market is a great way to earn credits quickly, but take care when selling items that can be researched. Funding Council nations may also request alien artifacts for their own research efforts.
  • UFOs will sometimes go on bombing missions against council countries in an attempt to raise panic. Damaging or shooting down these UFOs can slow or eliminate this effect.
  • Interceptors have a small chance to detect airborne UFOs even in countries without satellite coverage. This chance increases when additional interceptors are stationed on the continent.
  • The more satellites you deploy over a continent, the more money that continent will grant you each month.
  • You can increase the experience of your newer soldiers each day by instituting the XCOM Training Program from the Officer Training School.
  • Countries have a chance of leaving the council if they are above 4 bars of panic. It is a 5% chance for every 1 panic into the 5th bar. The chance is reduced by 50% if they have a satellite overhead or 20% if there is a neighbouring satellite.
  • In addition to providing money and personnel, fulfilling Council nation requests will also help that country stave off alien panic. A country's defense is represented by a shield icon in the Situation Room, which fills up as their readiness increases.
  • Aliens are constantly harvesting Earth's resources and researching upgrades. Success in certain missions can slow this down, but high aggression will cause aliens to perceive you as a threat and do everything in their power to stop you.
  • Satellite-hunting UFOs will sometimes follow scout UFOs that complete their mission, or sometimes appear when the aliens perceive a significant XCOM threat. They will abort their mission if they take sufficient damage.
  • Many facilities grant bonuses if built adjacent to other facilities of the same type.
  • Every civilian saved on an alien terror mission decreases panic both in the country and on the continent and will provide XCOM with a credit reward.
  • The XCOM project will be terminated only if all 16 countries leave the Council.
  • Your interceptor pilots improve each time they shoot down a UFO.
  • Be sure to research and build new weapon loadouts and Foundry upgrades for your Interceptors. The invaders will not relent in the sky.
  • Damaged interceptors cannot have their loadouts changed or be moved to other continents, so be careful when engaging.
  • Steam vents enable the use of Thermo Generators. It can be worthwhile to dig for one as soon as possible.
  • Adjacent Workshops provide a discount on resources expended in Engineering. Several adjacent Workshops can vastly improve your engineers' efficiency.
  • While you can build any item regardless of staffing levels, some items require a minimum number of engineers on staff before they can be built in a reasonable timeframe.
  • Aliens must be autopsied before you can conduct an interrogation of their particular species.
  • When an abduction with light alien activity occurs, consider sending more inexperienced soldiers than you normally would. Spreading promotions around can make XCOM less brittle.
  • Early in the campaign, weigh carefully whether you have a chance to defeat an enemy UFO with your current interceptor fleet. The aliens have some units which XCOM simply can't take on at that point, so aborting an interception may be worth the political consequences.
  • Since countries will give rewards for satellite coverage at the end of the month, it's often worthwhile to launch satellites just before your monthly Council evaluation. But take care: keeping satellites in reserve can help you deal with unexpected panics.
  • A UFO's altitude provides a clue to its mission. NOE (Nap of the Earth) UFOs may be preparing to land, or to bomb civilians.
  • Since alien weapons self-destruct when the owner dies, the only way to capture intact weapons for research is to stun well-armed aliens with the stun gun.
  • Meld canisters are valuable, but can be risky to secure. You'll have to decide if the dangers of locating and recovering them before they self-destruct are worth the rewards.
  • Soldiers that have undergone cybernetic augmentation cannot engage in combat unless they have a set of MEC armor equipped.
  • Soldiers need to rest after missions. Sending a fatigued soldier on a mission will cause them to be exhausted and suffer a combat wound afterward, but they will operate at full capability during the mission.
  • You can gain access to a variety of genetic modifications for your soldiers by performing autopsies and interrogations on slain and captured enemies, respectively.
  • Meld will allow the use of powerful new battlefield technologies, but the appropriate base facilities must be built first.
  • The Genetics Lab and Psi Lab count as a Laboratory for adjacency bonuses. The Foundry and Repair Bay count as a Workshop for adjacency bonuses.
  • The harder your killing blow strikes a UFO, the greater chance it will be destroyed entirely instead of crashing. Destroyed UFOs generate a cash bounty from the Council as well as alloys recovered from the wreckage.
  • Genetic modifications can be replaced with new ones.
  • Rookies cannot undergo cybernetic augmentation, so decide carefully who will become a MEC Trooper. MEC Troopers receive a new set of class abilities based on what class they were before augmentation, but they also lose their rank and experience.
  • While they cannot gain more perks, Master Sergeants gain stat bonuses every mission they go on.
  • Exalt cells will go into hiding a few days after carrying out an operation against XCOM, so consider launching covert operations to disrupt them while they are still visible.
  • Because visible Exalt cells cannot conduct anti-XCOM operations, intel scans may be worth the cost even if you don't launch any covert operations against newly revealed cells.
  • Many items you build in engineering can be damaged during missions if a soldier takes a wound. They will need to be fixed in the Repair Bay, so it may be useful to build more of a particular item than you'll take on a single mission.
  • While SHIVs don't gain experience, they can share their experience with their comrades. They also suffer minimal fatigue and are useful to take on missions when your roster is depleted.
  • Soldiers with high health can throw objects further and will spend less time in the medbay when injured.
  • Since covert operatives can only carry pistols when on mission, consider pistol upgrades in the Foundry to improve their effectiveness.
  • Only one covert operation can be in progress at a time, but Exalt cells will all go into hiding when one is eliminated.
  • During covert operations, if Exalt makes progress towards hacking one of XCOM's encoders or transmitters, that progress cannot be reversed. However, losing an encoder or transmitter may be worth reducing the chance of soldier death by pulling back.
  • Exposed Exalt cells will attempt to hide before carrying out any anti-XCOM operations.
  • Hidden Exalt cells will carry out anti-XCOM operations if undisturbed, but all cells will suspend their activities if you send a covert operative against any of them.
  • Exalt can hack your scientific research. You can build Laboratories to mitigate the damage, or send out a covert operative to freeze Exalt's operations when you have a crucial project nearing completion.
  • In addition to their effect on research times, each Laboratory you build will reduce the effect of Exalt's Research Hack operations.
  • To detect an Alien Base you'll have to orbit a satellite over an occupied country. Defeating the base results in the country rejoining the XCOM project.
  • Officers need not be promoted as soon as billets are available. As the Commander of XCOM, when and to whom to grant a commission is your prerogative alone.
  • Officer training is unlocked via purchases in the Officer Training School. Officers need to gain experience at each rank before they can be promoted again.
  • Researching plasma weapons for XCOM requires capturing the enemy weapons first. Be careful selling them, as you may need them for research later on.
  • You can gain access to some psionic abilities for your soldiers by interrogating captured enemies.
  • Each psionic ability must be trained separately in the Psionics Lab. Training success and time depends on the soldier's Will and the ability.
  • Soldiers with high will are more resistant to fatigue.
  • Soldiers must gain psionic experience on missions in order to attempt to train a new psionic ability.
  • All members of a squad share the commanding officer's officer abilities. However, there can only be one commanding officer per mission.
  • Slain officers' billets will become available again as missions are completed.
  • Officers may not undergo psionic training, and psionically trained soldiers may not become officers.
  • Officers gain access to the Command ability once promoted. As the officer gains ranks, they gain more charges of this ability.
  • You can quicken the construction of items and facilities and your soldiers' wound recovery times by using Meld.
  • Soldiers left behind during missions provide a valuable source of information to the aliens, increasing their research.
  • Some weapons are ineffective against heavily armored enemies. Don't expect a pistol to do much damage to a Sectopod.
  • Critical wounds require a soldier to take longer to recuperate after a mission.
  • The amount of Meld in the aliens' containers increases with how many resources they have collected.
  • Alien bodies can be quite useful for creating foundry or research projects. However, explosives will likely leave the corpse unusable.
  • Alien bases require a key to enter, and that key is consumed upon entering the base. You'll need to build more to assault more bases.
  • When aiming at an enemy, you can press the question mark key on the HUD to see the target's stats. Against autopsied targets, this will also show what perks that enemy has.
  • When an alien abduction occurs, you will receive a report of how intense alien activity is. Greater alien activity means you will encounter more aliens during that mission. Light abductions can still contain dangerous enemies, however!
  • The more panic there is in a given country, the more intense alien activity will be during abductions there.
  • Countries that are well-prepared against the alien threat will sometimes send extra fighters to support your UFO-intercepting sortie!
  • You can spend credits to hire repair crews for damaged aircraft. These will cut the remaining repair time in half for each crew you hire.
  • You cannot move aircraft from a continent that a UFO is currently flying over. The ferries carrying your planes would make too easy a target and surely be shot down or sunk.
  • Aliens will act very aggressively against satellites hanging over occupied countries. Losing those satellites will sharply increase panic in the rest of the continent, so be careful about deploying one to monitor occupied territory.
  • Countries that are already well-equipped against the alien threat will sometimes thank you by donating free staff, soldiers or other rewards. These donations appear as requests for medikits, which you have an infinite number of.
  • If the aliens have very abundant resources and don't perceive XCOM a major threat, they will spend them all to carefully infiltrate a single nation and forcibly remove it from the council with no warning. This will always happen to a random nation in the first few months.
  • Poor performance during a terror mission will increase panic across the country and continent. Failing to adress a terror mission will cause the victim to lose faith in XCOM immediately and withdraw from the council.
  • If a unit is shot and the text "*Vital Point Hit" pops up, it means that the unit shooting it dealt bonus damage thanks to the Vital Point Targeting perk. The same is true for "Critical System Hit" and the Critical System Targeting perk.
  • If an enemy has a blue ring extending four tiles around it, that means that it has the Close Combat Specialist perk. It will recieve an aim boost and take free reaction shots against any unit within that circle, regardless of whether they established overwatch.
  • Aliens with the Distortion perk take significantly reduced damage, thanks to their immense psionic capacity thickening and warping the air around them to slowing down incoming projectiles.
  • Enemies with dashed yellow circles around them are benefitting from a Deflection Shield. This shield engages whenever the unit ends its turn with a move, and confers penalties to aim and critical hit chance that grow more intense the further your units are from them.
  • If one of your units has orange action pips, this means that an enemy sees them and can take reaction shots against them. If you do not see any units on overwatch that can see them, it's likely that an invisible Seeker or enemy with squadsight is tracking them.
  • Soldiers with the Lone Wolf perk will have a large blue ring around them when selected. This ring shows the area that needs to have no other friendly units for Lone Wolf to confer its benefits.
  • An Ethereal's directly damaging psionic abilities have their damage lessened by a high Will score. This means that they always deal maximum damage to SHIVs, which have no willpower to resist these attacks.
  • When a UFO crashes, some of the aliens onboard will be killed by the impact, and others will crawl away wounded. When a mission involving a crashed UFO ends, the /
  • Dead Aliens/
  • count will also include the aliens that died in the crash.
  • All attacks will deal at least 1 damage, regardless of damage resistance. Aliens with Distortion are the exception to this rule; they can reduce very weak attacks such as Disabling Shot to nothing.
  • The icons representing what a soldier can do in the HUD are different colors depending on how many action points they require. Purple icons represent free actions, green icons cost one action point, and blue icons cost two action points and end the turn.
  • XCOM soldiers cannot learn mind control. Sorry.
  • Concussion grenades will affect friendly units caught in the blast! Be careful not to stun your own troops.
  • Aliens in bases are well-trained to guard their base and wait in ambush, and may shoot at XCOM units when they are revealed, even if the Itchy Trigger Tentacle option isn't enabled.
  • If a soldier takes an action near a Berserker leader or an Ethereal and suddenly sounds like they're dying, then they were likely overpowered. Every time a solider who sees a terrifying unit takes an action, their turn may immediately end if their nerves get to them.
  • If a UFO's altitude is high, then it is surely hunting for one of your satellites!
  • Destroying Exalt's headquarters will lower panic across the world.
  • Not every UFO needs to be shot down. Bombing UFOs missing half or more of their health will automatically abort their missions, and trying to engage every single UFO will leave most of your roster damaged.
  • After clearing out a downed or landed UFO, you will receive the option to hire a salvage crew to gain additional alloys and elerium. These crews are expensive, but a good way to liquidate your extra credits.
  • Your aircraft will need time to refuel after engaging a UFO, regardless of whether they were damaged.
  • Officers suffer from less mission fatigue than non-commissioned soldiers.
  • Your aircraft will go on patrols to search for UFOs in their downtime, allowing them to occasionally detect UFOs over countries you do not have satellite coverage over. The more aircraft are stationed on a continent, the more likely they are to find these UFOs.
  • Each psionic skill has a "target will". A soldier whose will meets or exceeds that number is guaranteed to learn that skill on the first attempt.
  • Alien fusion cores can only be recovered from alien bases and battleships.
  • Every slain alien will drop resources for you to recover. Tougher aliens will drop more resources.