Difference between revisions of "User:Hobbes/Sandbox page"

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* Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class  
 
* Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class  
 
* Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.
 
* Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.
 +
 +
1) Maps
 +
2) Type and number of aliens.
 +
 +
The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.
 +
 +
With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.
 +
 +
{| class="wikitable" width="100%"
 +
|+ Class Builds
 +
|-
 +
! width="10%" align="center" | Class/Type
 +
! width="10%" align="center" | Corporal
 +
! width="10%" align="center" | Sergeant
 +
! width="10%" align="center" | Lieutenant
 +
! width="10%" align="center" | Captain
 +
! width="10%" align="center" | Colonel
 +
! width="10%" align="center" | Notes
 +
|- style="vertical-align:top;"
 +
|-
 +
| align="center" | Support (Medic) || align="center" | Sprinter<br>Covering Fire || align="center" | Field Medic || align="center" | Revive || align="center" | Dense Smoke<br>Combat Drugs || align="center" | Savior
 +
|-
 +
| align="center" | Support (Scout) || align="center" | Sprinter || align="center" | Smoke and Mirrors || align="center" |  Rifle Suppression || align="center" | Dense Smoke || align="center" | Sentinel
 +
|-
 +
| align="center" | Support (Rifleman) || align="center" | Covering Fire || align="center" | Field Medic<br>Smoke and Mirrors || align="center" | Rifle Suppression || align="center" | Dense Smoke<br>Combat Drugs || align="center" | Sentinel
 +
|-
 +
| align="center" | Assault || align="center" | Aggression || align="center" | Close and Personal || align="center" | Rapid Fire || align="center" | Bring 'Em On || align="center" | Killer Instinct
 +
|-
 +
| align="center" | Assault (Scout) || align="center" | Tactical Sense || align="center" | Lightning Reflexes || align="center" | Rapid Fire<br>Flush || align="center" | Close Combat Specialist || align="center" | Resilience
 +
|-
 +
|  align="center" | Sniper || align="center" | Squad Sight || align="center" | Gunslinger<br>Damn Good Ground || align="center" | Disabling Shot || align="center" | Opportunist || align="center" | Double Tap<br>In The Zone
 +
|-
 +
| align="center" | Sniper (Scout) || align="center" | Snap Shot || align="center" | Gunslinger<br>Damn Good Ground || align="center" | Battle Scanner || align="center" | Executioner || align="center" | Double Tap<br>In The Zone
 +
|-
 +
| align="center" | Heavy || align="center" | Bullet Swarm || align="center" | Shredder Rocket || align="center" | HEAT Ammo  || align="center" | Grenadier<br>Danger Zone || align="center" | Rocketeer<br>Mayhem
 +
|-
 +
| align="center" | Heavy (Rifleman) || align="center" | Holo-Targeting || align="center" | Suppression || align="center" | Rapid Reaction || align="center" | Grenadier<br>Danger Zone || align="center" | Rocketeer<br>Mayhem
 +
|-
 +
| align="center" | '''''' || align="center" |
 +
|}

Revision as of 00:18, 31 October 2012

Soldier Management

  • Use the first 3 missions to bring all the 12 initial soldiers and reveal their classes.
  • The focus is on building a poll of soldiers - it should be around 10-12 soldiers being rotated on missions, plus a number of replacements.
  • A basic setup is to have 2-3 officers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, plus an alternative build for more specialized missions.
  • To get the Squad Size increase, you can get later a Sergeant as a reward in an abduction mission.
  • Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class
  • Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.

1) Maps 2) Type and number of aliens.

The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.

With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.

Class Builds
Class/Type Corporal Sergeant Lieutenant Captain Colonel Notes
Support (Medic) Sprinter
Covering Fire
Field Medic Revive Dense Smoke
Combat Drugs
Savior
Support (Scout) Sprinter Smoke and Mirrors Rifle Suppression Dense Smoke Sentinel
Support (Rifleman) Covering Fire Field Medic
Smoke and Mirrors
Rifle Suppression Dense Smoke
Combat Drugs
Sentinel
Assault Aggression Close and Personal Rapid Fire Bring 'Em On Killer Instinct
Assault (Scout) Tactical Sense Lightning Reflexes Rapid Fire
Flush
Close Combat Specialist Resilience
Sniper Squad Sight Gunslinger
Damn Good Ground
Disabling Shot Opportunist Double Tap
In The Zone
Sniper (Scout) Snap Shot Gunslinger
Damn Good Ground
Battle Scanner Executioner Double Tap
In The Zone
Heavy Bullet Swarm Shredder Rocket HEAT Ammo Grenadier
Danger Zone
Rocketeer
Mayhem
Heavy (Rifleman) Holo-Targeting Suppression Rapid Reaction Grenadier
Danger Zone
Rocketeer
Mayhem
'