User:MythrilZenith

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MythrilZenith's XCOM:EU Picks & Tips

I figured that, if there's any place to post my own opinions about things in XCOM on the UFOPaedia, it would be on my own user page. This may be right, it may be wrong, but either way it is my opinion on everything in-game.

Classes

  • sniper
    • A high-ranking sniper with squad sight and some forward support is nearly unstoppable, 1-shotting almost anything in his or her path.
      • Unfortunately, a good sniper takes a lot of kills to train, and rookie snipers don't perform well, especially without either squad sight or snap shot.
    • A squad-sight sniper is best in wide-open, small-medium missions, while a snap-shot sniper is good for mobile missions, or the tight spaces of smaller UFOs.
    • End Score: Situational. They're fantastic in the right circumstances, but in other missions they can be pretty useless, especially if you bring one without snap-shot or gunslinger into a mission where they can't effectively lock down on one position.


  • Support
    • A well-rounded class, its damage falls off compared to others (being locked into rifles), but their unique abilities make them absolutely vital to your squad.
    • It tends to be more useful to have 3 medkits than 2 smoke grenades, but if you already have a medic support, don't be afraid to try out a smoker; the last-minute cover they provide can save your soldiers' lives, particularly if they're locked down in degrading cover by sectopods, and it's preferable to avoid getting hit at all, rather than spending time healing back damage done.
    • End Score: Absolute necessity. There are few times when you won't need a support. They offer a wide range of abilities, from multi-use medkits to suppression to free, mobile cover. They may not be as accurate or powerful as the other classes, but their utility cannot be overlooked.
  • Assault
    • The ultimate front-line, they dash in, flank aliens, then shred them with shotguns. Rifles are also an option, but if I'm using a rifle I'd rather have the utility of a support.
    • The assault class is strong throughout the game, although it can be dangerous to train in wide-open areas. They are effectively the opposite of a sniper, being highly mobile, and wanting to get as close as possible to their target.
      • You can take a defensive-focus or an offensive one, and both work very well. Rapid-Fire is usually better than Flush, although with its extra accuracy a Flush shot can down weakened enemies with high frequency, or simply do the weakening for an arc-thrower to step in.
    • End Score: Vital. You can get away without having them, but if you're in the confined spaces of a UFO or building complex you'll miss their insane damage and mobility.
  • Heavy
    • At first glance they don't seem as effective as other classes, getting the lowest aim bonus of any other class, but their explosives can definitely turn the tide of battle.
    • Very effective early-on when fighting aliens that go down in one rocket, and later when their HEAT ammo and AoE attacks can break even the toughest of aliens. While they don't shine quite as much mid-game, they still are an important asset.
      • Be aware that overuse of heavies may affect the loot you get. While 1-2 weapon fragments may not seem like a big deal, it adds up quickly, and can cripple your tech.
    • Free-aiming abilities are a massive benefit, because if you can get close, you're almost guaranteed damage, even if the enemy is on overwatch behind heavy cover.
      • On the same note, heavies are even more necessary on higher difficulties, where the aliens' passive boosts and smarter AI can make previously simple situations into complete nightmares. The 90% hit of a rocket on a cluster of enemies and their cover is a lot better than 25% or lower hit chances that may or may not do enough damage to kill anything.
    • End Score: Vital. While you can make do without explosives, especially on lower difficulties, there are some situations that just require you to blow something up, and Heavies do just that.