Impossible Difficulty (EU2012)
Revision as of 16:41, 7 August 2013 by Hobbes (talk | contribs) (Created page with "Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both difficulty modes. ==Ta...")
Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both difficulty modes.
Tactical
- XCOM soldiers start with base 3 HPs (+1 from armor), a reduction that will have effects during all missions but making them very susceptible to KIAs from Sectoid Plasma pistols at game start.
- Aliens will deploy on bigger numbers (usually 1 additional pod) during the 1st mission and specially on Terror Sites/UFOs. It can be a challenge to know how many pods are still unactivated.
- The AI will use grenades more, specially when facing Muton Elites or Heavy Floaters.
Game Start
- Sectoid HPs are increased to 4 HPs, preventing them from being killed by single Frag Grenades.
- Floaters and Thin Men HPs are increased from 4 to 6, making Assault Rifles unreliable to kill them, however, their Aim remains the same as in Classic. Rocket Launchers still retain their 'kill with 1 shot' ability against both aliens.
- Outsiders have 90 Aim, 10 Defense and 17 Mobility (the same as Bezerkers). Be very careful with activating Outsiders on Impossible - a single one on the loose will wreck havoc amongst your troops.
- Chryssalids remain the same as Classic but Zombies will be tougher to kill. They have 14 HPs (10 in Classic) and their Damage bonus is increased by 4.
Mid Game
- Muton and Cyberdisk stats remain the same as in Classic.
- Drones HP is increased to 7 HPs on Impossible, 2 more than in Classic. This prevents Drones from being killed in 1 shot by suppressing them with a Heavy Plasma with HEAT Ammo and Mayhem.
- Sectoid Commanders HP is increased from 10 to 14 HPs on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.
- Bezerkers health is upgraded from 20 HPs to 25 and they deal 2 extra points of Damage on Impossible.
Late Game
- Muton Elites have +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health is increased on Impossible to 18 HPs, while their Defense remains at +30.
- Heavy Floaters health is added 2 HPs.
- Ethereals have +5 HPs and a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.
- Sectopods stats remain the same as in Classic. However, you'll face more of them during missions.