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🔥 Comments on talkstogod's guide for An Army Of Four in XCOM: Enemy Within

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XCOM: Long War EW Beta 15f3 README · GitHub


Enemy Within-inspired training roulette mod. Randomizes the abilities gained by soldiers with the four basic classes and three faction classes; Sparks are ...
Enemy Within-inspired training roulette mod. Randomizes the abilities gained by soldiers with the four basic classes and three faction classes; Sparks are ...
Training Roulette really sucks for the support class.. With the Enemy Within expansion and Mimetic Skin Genetic mod, I think you could run 6 ...


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xcom training roulette mod I'm going to take a stab at this without writing a full walkthrough of the game, so please be kind with the -1s.
MAJOR SPOILERS IN THE COMMENTS.
To get An Army of Four you need to successfully complete the final mission on Classic or Impossible difficulty read article ever buying the Squad Size upgrade in the Officers Training School.
You can use any other options you want, including Second Wave.
First, you should finish Enemy Within at least once so you know the general gameplay.
Do this even if you already finished Enemy Unknown several times: the addition of meld, the covert missions, new enemies, new grenades, altered abilities, and other tweaks make the game different enough to throw your game off.
Try to get EVERY other achievement during this first playthrough.
Basic Strategy: The basic strategy for Classic or Iron Man playthroughs is Satellite Rush - link them as fast as you can.
For the first two or three months virtually all your money should go to power stations, satellite uplinks, and workshops, and your terror missions should gain you engineers or, if that isn't an option, cash.
This strategy front-loads all the difficulty to the first three months: if you get past them, you're golden.
I typically rush so hard that I still have assault rifles and light armor at the beginning of month three, which you don't need to do, but you get the idea.
Up to you, doesn't matter.
Completing these missions makes the whole game tons easier.
Second Wave: Save Scum: An absolute must-have.
Your get-out-of-jail-free card, this lets you continually reload until your 15% shot hits and saves the day.
If it seems like cheating, that's because it is and you can feel free to never use it.
But turn it on so you have the choice.
Not Created Equally: Another minor boost, this lets you restart the game until you get a super starting team.
Rookie with 55 Will and 85 Aim?
Results Driven, Marathon, etc: These all make the game harder - obviously not.
Aiming Angles, Absolutely Critical: I normally love these but with only 4 soldiers, you aren't going to be able to split into two 3-man teams like you might normally do.
Training Roulette, New Economy: I LOVE Training Roulette; having tried it, I have trouble imagining playing without it.
It makes the game very, very different.
But it doesn't make it any easier.
New Economy is the same way but to a much lesser degree.
I think everyone should try Training Roulette at least once, so if this is potentially https://healthcareinsuranceplan.info/roulette/giochi-gratis-online-casino-roulette.html last game of EW, I'd go for it.
There are a whole lot of Roulette-specific recommendation I could make, but they're off-topic; the main one I'll throw out is that you won't have any medics so get your advance forces Adaptive Bone Marrow early on.
Starting Location: My favorite starting areas are South America and Africa.
The other option and arguably the best, but I always use New Economy, which makes it clearly worse than Africa is North America.
In any case, you should get South America ASAP.
Keep multiple saves, and if things go wrong roll back.
If they go really wrong, for example Your base gets roulette corner bet strategy while your A-team is getting psi-tested then don't be afraid to roll back several days.
Stay in one 4-man squad, or one 3-man squad + forward observer.
Teams of can european roulette gold review remarkable are too fragile.
MEC use is up to you.
Some people don't use any MECs for this playthrough I didn't but if you like them and are good with them a MEC can carry you through the first dozen missions.
Mimetic skin is a nearly game-breaking gene mod that you should eventually get for everyone.
If you do Training Roulette, you can get Low Cover and mimetic skin for assaults and heavies, which is nuts.
Get brain mods for at least the forward troopers by endgame.
Sectoid Commanders are now common late game and mind control will ruin your day.
In the normal game you can constantly rotate a newbies through your 6-man squad to get a variety of troopers, lots of psychics, etc.
The only this web page time to train up is during the first few months, so make sure you build up 6-8 soldiers then.
You will need them.
Again, there are a million things I haven't covered here.
If you've pulled this off and see a glaring omission, disagree with one of my points, link have a specific question, drop it in the comments.
Some really good tips here, especially on the extra starting options to take or leave.
Although I got 1000G on EU I am actually dreading doing this - but pretty excited at the same time.
Glad you mentioned the DLC better being on and the use of Save Scum.
Save Scum really prevented me from stressing out in reallllly bad situation.
Personally I rotate my squad until I have each member having Psi and Gene powers.
Just, the more options in combat especially when your out of ammothe better.
I find MECs are fun and powerful but too easy to be killed.
I am not using any second wave options and have one MEC of each class.
Do you think this is doable.
I click at this page they can be mindcontrolled in the final mission.
Or can I avoid this while still using mechs?
There are 4 main disadvantages to MECs.
So no arc throwers, which means you'll hurt badly for tech, but also no scopes, chitin plating, mind shields, mimic beacons, ghost grenades, etc.
They progress in aim as heavies.
This means that everyone except heavies, especially snipers, are better off turning into MECs as late as possible.
And remember that they can't use scopes.
roulette wheel game can't take cover, which is big, but they also can't use ghost armor, get mimetic skin, or carry ghost grenades which work on them.
They can't get battle scanners and they can't carry mimic beacons.
They can't even get bioelectric skin or OPEN DOORS.
MECs can't sneak up on anything.
No brain mods or mind shields.
There are other, little things, like that they can't do infiltration missions, they have very limited ammo and don't carry sidearms so you need to watch their ammo carefully, they can't fly and can only use jet boots every other turn vs muscle fiber density or grapple hooksetc.
So if you go with 4 MECs you're in for a very, very rough ride.
You can get a MEC with pretty damn good aim by chopping a Sniper colonel but omgwhy, Und dinner roulette baden casino are xcom training roulette mod />Also, North America no tutorial is superior for satellite rushing.
Mecs take too much damage in a 4 man squad.
Also im not using save scum, i find it easier as you just have to figure out which order to take the shots in.
If yo did EU on iron man, this is far easier.
ERROR SUCCESS: Read up on it more, fixed the NA recommendation.
Disagree about MECs being terrible - I think they're very solid - but everyone argues about MECs.
I ended up playing through with two ITZ Snipers, an assault with Rapid Fire and a Heavy with extra missiles and increased range.
Being a veteran of the game in both iterations it was pretty easy, but I had to laugh because I had my best end-mission of the game yet with the 4-man play through.
Some of the gene mods are amazingly useful Mimetic Skin FTW.
Made it through the ship with getting shot at, let alone hit.
For the final mission, my Volunteer was a Sniper with In The Zone and Low Profile + Mimetic Skin.
This one dude was almost unstoppable by himself.
Filled my two Assaults with Rapid Fire + Run and Gun + Mimetic Skin.
I had my fourth member as a Heavy to Shred both Sectopods at the same time.
With them all high-ranking and with all the best gear, it's a walk in the park up until the two Sectopods, but even then you can easily take a lot of damage because after the Muton Elites, you only have to kill xcom training roulette mod Uber Etherael for those who don't know; every enemy in the final room is optional except this one, so you can rush in whilst concealed with Mimetic Skin and then have everyone slug damage into the UE and you've won.
My strategy for most missions was the same minus Mimetic Skin, it's awesome but not vital.
I finished my campaign late 2015 I like to get as much research and tech developed as possiblelosing only one country and choosing not to attack the EXALT headquarters.
Tips I'd recommend including ones for people new to XCOM ; - I made my main team all Gifted and Gene Modded.
And you'll probably amount more Meld than you need, so why not spend it for more abilities, which mean more options for potential success in combat.
You get very little this roulette casino big win regret them, so wait for a Council Request that asks for some.
The reward for doing so is much much better than selling them yourself.
Overwatch can do half the mission for you sometimes, especially in EXALT missions.
Instead of having the Heavy do two shots to kill the enemy, and then putting the Sniper on Overwatch, it would instead be better to have the Heavy do one shot and the Sniper finish him off; this way you can have BOTH of them on Overwatch after already killing an enemy.
When Muton Berserker, Drones, and Chryssalids can be in a mission, you're Sniper could wipe out half the enemies in one turn and still get to activate Overwatch.
I had my Sniper kill up to six enemies in one turn and it was glorious.
Also give them Titan Armour for the max armor health increase +10which also gives them a further health increase since it's a heavy-tier armour type requires the Extra Conditioning ability which all Assaults get at Major rank.
Also give them Run and Gun + Rapid Fire so that they can flank their enemies for a major Aim increase, and then gun down the enemy with 2 shots.
Then, with Close and Personal, they can maybe take out an extra nearby enemy quite commonly.
All this makes your Assaults into juggernauts if played correctly.
Save every time you start a mission, and every time you return to base.
He also has more initial xcom training roulette mod than other soldiers, so he's a keeper.
Tips that even XCOM veterans might xcom training roulette mod useful: - Make sure you prepare for the Base Defense mission, which occurs roughly one month after you attack the Alien Base plot mission.
NOTE that all enemies will converge on the hologlobe room if you let them - so perch all your soldiers on the balcony above and spam the hell out of Overwatch for a much easier time.
Combine this with the Tactical Rigging project from the Foundry, which gives all the generic base personnel two grenades instead of one, and it's sweet.
Don't care if any of the base personnel die; you won't be seeing them after this mission anyway.
Progress, ignoring all missions and warnings, to find out the results.
If the person in particular wasn't Gifted, remove and re-add them to the list.
If one of them turned out Gifted, leave them in.
Sometimes a soldier will have better chances of being Gifted depending on what other soldiers are in the Psi Labs with him apparently.
Sorry for the long comment but hopefully it'll help people.
For anyone who doesn't know, Meszerus's psi strategy works because the game randomly determines whether or not a soldier has psionics when they first go to the Psi Labs - but it doesn't save those individual's results if you pull them before the test is complete.
I'm not a fan but it's certainly a viable strategy that can only make the achievement easier.
Actually on the final mission I took 3 meds and the volunteer which happened to be a sniper.
I had to buy 15 new soldiers just to get him and then had to stall so I could get him upgraded.
He also had gene mods.
I really wanted the mess because of the 2 sectopods at the end.
I hate those things.
You may be asking why well the answer is pretty simple.
Damage, only the sniper compares in the amount of xcom training roulette mod output.
Of course I chopped up some COL.
With the particle cannon and the kinetic strike which when upgraded does 9 damage to the sectopods.
I breezed right through the last mission on classic and remember you only have to take out the main guy.
I have a quick question, In order to get the cheevo can u purchase every upgrade in Officer Training school EXCEPT the 2 squad sizes?
Or you cannot touch these upgrades as well?
Using this method, I was often able to wipe out a handful of enemies in one turn and make tougher enemies such as the sectopod and beserker a non issue.
This can be very very handy.
For instance, in my current play, I've got Germany, U.
However, if I do any mission other than the U.
If you reload the geoscape save, the rewards will be different the next time the mission pops.
https://healthcareinsuranceplan.info/roulette/discord-russian-roulette-bot.html kinda hard to describe, but the mission will pop up on a set day for your playthrough.
Also, it probably doesn't need to be said, but you can't just switch to Classic difficulty on the last mission.
Tried that and no achievement.
Even though I switched to Classic right at the Uber Etheral, the final tally said Easy difficulty.
This is a really good guide and the comments add even more, I just thought I'd offer my squad make up for the final level because it was the part I stressed about the most.
I used 2 snipers who were both psi soldiers squad sight both had chitlin plating and S.
All the medals I earned were on these 4 soldiers.
The part i was the most worried about was the 2 sectopod part of the temple ship.
I set up my soldiers on full cover to use memetic skin for an attack.
First I used shredder rocket to hit both, then the rift to hit both of them again, then used close and personal for first shot with my assault alloy cannon then rapid fire; one down.
Double tap sniper on the other, two sectopods down without them even getting a shot off.
I didn't have to reload any shots but if you need critical shots against the sectopods and are using save scum, do it.
It was a very easy run through the temple ship, if you know where the enemies are you won't get hit.
Also one of the secrets of higher difficulties on this game, as others have said, don't spawn too many enemies at once.
If you spawn 3 make sure you don't get too close so more may spawn.
Make sure you save A LOT after each shot even, if you're using save scum makes it a lot easier.
Honestly I thought ironman + classic from the first game was harder, this is tough because you get less shots, but if you use training roulette you can get some really powerful soldiers as well Phoenix: Yeah, this is a tough achievement.
All of the people above saying it isn't that hard are comparing it to the hardest playthrough of the previous nearly identical game.
For the part you're stuck on specifically, though, there's a workaround: it's the only part of this playthrough where you don't have the 4-man limit.
If you have more soldiers trained up, they'll deploy too, which makes it much easier.
Browncoat: having done the ending over a dozen times I can run it in my sleep, demonter souris mac roulette I'm sure a bunch of people commenting here can.
For me the base build is everyone has ghost armor except the psyker and you bring 2 snipers, one with each terminal ability, and a heavy with shredder ammo.
Thanks for filling in the details.
Please do yourselves a favor and avoid damage roulette.
I took it because it sounded fun, but in reality, it just resulted in my team hitting for 1-5 damage, and aliens hitting for 9-15.
I can't tell you how many sniper headshot attempts on out of cover aliens resulted in 1-2 damage.
I did beat it, but it was fairly aggravating.
Does anyone know if you can change the difficulty at the end and wait 30 days, then complete the final mission?
If you're getting melee'd you're doing something wrong.
Only mission I brought a medkit was the final one.
The added defense and increased movement speed alone are superior, let alone cloak without worrying about high cover.
It may be nice chain killing soft stuff like chrysallids but they don't ever really pose a threat.
Headshot followed by a Disabling Shot can really neuter Sectopods.
Although once you've captured all the aliens for interrogation the support can be replaced with a heavy.
The walkthrough says assaults and bad heavies are good and I couldn't disagree more.
Zhang is nice because he joins as a Lieutenant, but if you want to play with heavies you need to keep reloading your new 'not created equal' recruits because they can't hit a damn thing if they don't start with 80+ aim.
Lightning Reflexes is also one of the best skills in the game.


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