The composition of the squad? (XCOM: Enemy Unknown)
Hello everybody! Share your experience - what is the most optimal squad composition? I liked the roster consisting of 2 snipers, 2 attack aircraft and 1 heavy and 1 support, it went well, but for a faster passage I began to use 4 attack aircraft and 1 support and a sniper each. He decided not to use the heavy ones, because their main advantage is in RPGs, and when using grenades and heavy weapons, the doctor from the base swears that she has nothing to investigate because of this ...One sniper is always enough. The perk is not for a double shot, but another, I don't remember exactly. In general, with this perk, when approaching the enemy from the rear, a shot (only if you killed someone with it) does not count as a turn. That is, if you drive to the rear with a "ghost" suit to a party of sleepwalkers, then you can shoot and send them to the forefathers until a recharge is required, and on plasma (pumped over) it is more than 5 shots. Difficult, but worth it. With the right skill and luck, a sniper can endure almost everyone.
And I only have a sniper in reserve. For accuracy is not more than 40%! Only if you fire from top to bottom, it rises to 75-80%. And so 3 attack aircraft (Russia), 2 support and 1 machine gunner.
ZY I don't keep Germans in the team))
I have 2 attack aircraft + 2 snipers + 1 heavy + 1 support the
difficulty of the imposable
builds are as follows:
attack aircraft "scout with a rifle": Aggression, Lightning Reflexes, Rapid Fire, Bring 'Em On, Killer Instinct
melee attack aircraft with a shotgun: Tactical Sense, Close and Personal, Rapid Fire, Close Combat Specialist, Killer Instinct
support "fire support": Covering Fire, Smoke and Mirrors, Rifle Suppression, Dense Smoke, Sentinel
heavy "rocketman": Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone, Rocketeer
Camper Sniper: Squadsight, Gunslinger, Disabling Shot, Opportunist, Double Tap
Mobile Sniper: Snap Shot, Damn Good Ground, Battle Scanner, Executioner,In The Zone, the
hardest part was balancing stormtrooper builds
The most difficult thing is to predict the actions of the enemy, sometimes he does not appear at all on the side, you have to swap the soldiers and on this you lose the move (
RIPxxx:
Absolutely the same tactics, although sometimes in missions with dropped saucers I take a second sniper instead of a machine gunner.
I take
2 - Support
1 - Heavy Infantry
2 - Stormtrooper
1 - Thunder (BMP from extraterrestrial alloys)
Here are the weapons that I give to the fighters
2 - Support: Plasma Rifles, Plasma Pistol, Target, Chitin Shroud, Titanium Armor;
1 - Heavy Infantry: Plasma Machine Gun, Blaster Launcher, Target, Titanium Armor;
2 - Stormtrooper: Alloy Cannon, Plasma Pistol, 1) Target 2) Arc Thrower, Titanium Armor;
1 - Thunder: Plasma weapon (almost always hits);
I go through missions quickly if enemies immediately appear and usually destroy them immediately.
And I forgot, sometimes I take a sniper
Here are his weapons: Sniper Plasma Rifle, Plasma Pistol, Target, Archangel Armor;
By the way, the ability of Stormtroopers to make a shot when the enemy is within 4 cells is just super! Especially when you are fighting against a bersek.
1 Sniper
3 Assault
2 Supports
It turns out like this, a sniper in the back, an assault in front, support after an assault in the middle, while 1 sniper, 1 from support, and 1 assault are psionics, and by rank colonels, and you get a good team
1 shtrovik - for reconnaissance to be smeared on it 1 time
1 support with 3 first-aid kits, just in case,
4 heavy ones with 3 rocket skills and grenades for taking out everyone and everything with BLASTERS
1) 2 snipers - usually sit on rooftops, or hang in the air (Arkhangelsk armor) and take out one with a 75-95% chance of hitting, and the other always with 100% (if they do not use accuracy-reducing abilities, etc.) , 2) support medic, 3) support biotic, 4) attack aircraft with a shotgun (ghost armor and deafening garbage, used mainly to sneak up and take the alien alive), 6) heavy attack aircraft. And this is my composition for each mission, I basically do not change it, well, if someone is lying down for a couple of days, I replace it with an BMP (the one that can fly, I forgot the name).
all fighters in ghosts 2 snipes 3 assaults 1 support - the armor of a ghost is just imba ... I go through all tasks without injuries and quite quickly (though I don't know how on hard) ... I didn't like heavy infantry at all ... if the attack aircraft are properly steered they bend just not childishly.
1 assault psyker in a ghost, 2 psi-heavy (one in titanium, the other in a ghost) with plasmas, a psionic support with plasma in a ghost, 2 snap psionics in ghosts with plasmas%))) (all colonels)
without the main apt had to to bathe for a long time, but such a composition and thunderbolts on all bases and thermal fuzz are worth%)))
+ ghosts are useful in them and the next shot is 100% crit.
I play on madness (it gives more enemies and, accordingly, things there)
2 snipers for double tap, 1 attack aircraft, 2 heavy (1 - 2 missiles, 1 - mayhem), 1 support.
2 heavy = 5 missiles (including a shredded one, which demolishes walls and obstacles, just like a regular one).
Missions with ships - stupidly the ship is taken into a cordon, the walls are demolished with missiles (and with the one who is inside), the sniper headshots are left inside. After the appearance of a plasma bazooka, so generally a must have, they carry away in batches.
Madness passed by such a composition.
The support is a controversial point, in fact, it is useless if you play very carefully and swing one of the snipers to the light. But for me, extra pharmacies insure against extra 100,500 reloads of saves (actually on madness).
All 6 colonels. 1 sniper in psi armor (good thing) !!. 1 hev in titanium and a plasma rocket launcher. 3 support in titanium with medkits and 1 assault in titanium and all with plasma. All psycho abilities are available. that's why now it's not just casualties, but I don't get any wounds at all. and did not lose one in the whole game. but I don't want to attack the temple. it's boring there
I didn’t cut the chips to blow up everything in its path; from the very beginning there were three attack aircraft and three snipers in the team. The first thing I did was swing weapons, first lasers, then plasma. I take armor only with an increased number of cells per turn, after all, running nine instead of seven is very useful. I use saves, I like to replay moments - in the end I endure everyone practically without injuries. Attack aircraft have arc throwers, snipers have targets. Snipers work in the spaces, attack aircraft with their ability to double-fire and shoot after a dash are finishing off the undead - as a result, the enemy does not even have time to shoot. They do not climb into the sniper's plates, there are enough attack aircraft. The main thing is to hold on with one fist, so that all the fighters have time to hit the enemy in one turn.