So we gon ignore Xcom enemy unknown

Strick_9

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Had to bump this. This game to me seems like a blend of Starcraft and FF Tactics. The battle system is difficult, but every time I tanked a mission it was because I was making reckless decisions. Firm, but fair. I've restarted my game 4 times, and i'm still addicted. That should speak volumes.
 

Supreme

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Got this joint. Any tips for a newcomer to the series? Fastest way to level, best routes to take, that type of thing. :ld:
 

PrnzHakeem

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Gonna buy. Brings back memories of playing the OG, and Terror from the deep in high school. The rest of them were quite wack.
 

Strick_9

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Got this joint. Any tips for a newcomer to the series? Fastest way to level, best routes to take, that type of thing. :ld:

The most important things to do in the first couple of months are build up at least 15-20 Engineers, build satellites and uplinks, get the two perks from the officer training school that adds 2 more members to your squad, and get the carapace armor. As far as leveling, get the scope upgrade and put that on the person you want to level up, and let them get most of the kills in a mission. The officer training school has a perk that will give 25% more experience per kill, which also helps. Finally, when you're moving around on the maps, you should almost NEVER move so far ahead that you go into dashing mode. Stay in the blue areas, take cover, and if nothing else go into Overwatch mode.
 

daze23

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it seems cool. I played the demo and it just made me want to play Jagged Alliance (the new one) again
 

Supreme

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The most important things to do in the first couple of months are build up at least 15-20 Engineers, build satellites and uplinks, get the two perks from the officer training school that adds 2 more members to your squad, and get the carapace armor. As far as leveling, get the scope upgrade and put that on the person you want to level up, and let them get most of the kills in a mission. The officer training school has a perk that will give 25% more experience per kill, which also helps. Finally, when you're moving around on the maps, you should almost NEVER move so far ahead that you go into dashing mode. Stay in the blue areas, take cover, and if nothing else go into Overwatch mode.

:salute:
 

Ice Cold

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I was gonna make a thread about this, I have a big back log right now though I'll cop when it drops to 40 And I still have to beat Vallaria chronicles
 

Dirty Mcdrawz

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Game was great. I'm about to play on iron man mode. I need some dlc though felt a little short.


Sent from my iPhone using Tapatalk
 

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Assault Abilities
Squaddie
Run & Gun: Allows firing or Overwatch after Dashing. Two turn cooldown.
Corporal
Tactical Sense: Confers +5 Defense per enemy in sight (max +20)
Or
Aggression: Confers +10% critical chance per enemy in sight (max +30%)
Sergeant
Lightning Reflexes:Forces the first reaction shot against this unit each turn to miss.
Or
Close and Personal:Confers +30% Critical Chance against adjacent targets – bonus declines with distance from target.
Lieutenant
Flush:Fire a shot that causes enemies to run out of cover.
Or
Rapid Fire:Take two shots against a single target in quick succession. Each shot carries a -15 penalty to aim.
Captain
Close Combat Specialist: Confers a reaction shot against any enemy who closes within 4 tiles.
Or
Bring ‘Em On: Adds 1 damage on critical hits for each enemy the squad can see (max 5).
Major
Extra Conditioning: Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Colonel
Resilience: Confers immunity to critical hits.
Or
Killer Instinct: Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Support Abilities
Squaddie
Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 Defense to all units, and lasts through the enemy turn.
Corporal
Sprinter: Allows the Support to move 3 additional tiles.
Or
Covering Fire: Allows reaction shots to trigger on enemy attacks, not just movement.
Sergeant
Field Medic: Allows medkits to be used 3 times per battle instead of once.
Or
Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
Lieutenant
Revive: Allows medkits to revive critically wounded soldiers at 33% of max health, instead of just stabilizing them.
Or
Rifle Suppression: Fire a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Captain
Dense Smoke: Smoke Grenades have increased area of effect and further increase units’ Defense by 20.
Or
Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10 critical chance for all units in the cloud.
Major
Deep Pockets: Confers an additional item slot in inventory.
Colonel
Savior: Medkits restore 4 more health per use.
Or
Sentinel: Allows two reaction shots during Overwatch instead of one.

Heavy Abilities
Squaddie
Fire Rocket: Fire a rocket using an equipped launcher. This ability cannot be used after moving more than once per mission.
Corporal
Bullet Swarm: Firing the primary weapon as the first action no longer ends the turn.
Or
Holo-Targeting: Shooting at or suppressing enemies also confers +10 Aim to any allies’ attacks on those enemies.
Sergeant
Shredder Rocket: Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns.
Or
Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Lieutenant
HEAT Ammo: Confers +100% damage against robotic enemies.
Or
Rapid Reaction: Confers a second reaction shot if on Overwatch and the first reaction shot is a hit.
Captain
Grenadier: Allows 2 grenades in a single inventory slot.
Or
Danger Zone: Increases AoE on Suppression and all rocket attacks by 2 tiles.
Major
Will to Survive: Reduces normal damage taken by 2 if in cover and not flanked.
Colonel
Rocketeer: Allows 1 additional standard rocket to be fired per battle.
Or
Mayhem: Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.

Sniper Abilities
Squaddie
Headshot: Fire a shot with +30% critical chance and extra damage on critical hits, based on the tech level of the sniper rifle. Two turn cooldown.
Corporal
Snap Shot: Removes the sniper rifle’s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Or
Squadsight: Allows firing at targets in any ally’s sight radius.
Sergeant
Gunslinger: Confers 2 bonus damage with pistols.
Or
Damn Good Ground: Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Lieutenant
Disabling Shot: Allows the Sniper to fire a shot that causes the target’s main weapon to malfunction. The shot cannot inflict a critical hit. Two turn cooldown.
Or
Battle Scanner: Deploy a canning device that creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Captain
Executioner: Confers +10 Aim against targets with less than 50% health.
Or
Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major
Low Profile: Converts partial cover to full cover.
Colonel
In The Zone: Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Or
Double Tap: Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.

What are the best skills to go with?
 
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