If I don't bring a MEC I'll usury bring another assault. The Official Sabin of the Dissident 012 Duodenum Board You think a minor thing like the end of the world was going to do me in? The support guy is used for scouting ahead with sprinter, and the grenades keep him relatively safe.
Depends on what stage I'm in the game, and even then its rarely fixed. I take more heavies and Mess earlier, as explosives are more effective compared to guns at that stage. Later, I tend to phase out Mess for prions, and keep less heavies around as guns grow more effective and explosives and the MEC's flamethrower/kinetic strike get side lined. I also only take one support, ideally a psionic one, for med kits and live captures.
The lack of ability to fire twice per turn is crippling--twice per overwatch just isn't good enough. I run 1 squad sight sniper, 2 assaults both built defensively(one shotgun 1 rifle), 1 support with med kit, arc thrower, increased mobility and ghost armor for saves/captures, 1 heavy MEC with power fist for smashing people(grenade and pro mine launchers) and usually one heavy with suppression and the increased blast radius for smashing enemy cover. I find it works well in most situations, I make the shotgun assault the chosen one if possible.
Yo we gonk rush the enemy -Sun Tau Besides, blowing **** up is fun. And high level sniper doesn't get bad RNG as often as others to begin with.
I find that good old cookie-cutter Squad sight archangel still works better than hipster alternatives. It was pretty under powered in vanilla, and now with addition of Mess and Training Roulette they are completely screwed.
While Supports undoubtedly get the shortest end of the proverbial stick, I have to say that Smoke Grenades have saved my characters' butts in a few crucial situations. Also, I think Training Roulette actually helps Supports more than it hurts them, since they can now get things like Rapid Fire, Bullet Storm, Low Profile, Aggression, etc.
Assault for ship crashes and abductions, sniper for terror sites and most council missions. Tobias_Is_Queen posted... Also, I think Training Roulette actually helps Supports more than it hurts them, since they can now get things like Rapid Fire, Bullet Storm, Low Profile, Aggression, etc.
Which is okay, and sometimes can save the squad indeed (although one could argue that the new stealth grenades are way better in that regard). But they no longer have suppression and medic+savior, so that means they are no longer guaranteed to fill that “ultimate support” role. Sure, they could get lucky to roll some great abilities like Bullet Swarm, Resilience, etc.
To improve their damage dealing and tackiness, but even if they would, they're still stuck with the worst weapon and no defined role. I can't decide what's better though, fully upgraded and genetically modified troops, or MESS, I haven't used them and have no idea what they are good for.
As a squad -based game, success in COM : Enemy Unknown depends upon the proper use of strategies and tactics. It can be useful to set the game camera pointing upwards in line with the axis to remember the main route the squad is following.
Safe areas with full cover are best, since they allow soldiers to set Overwatch traps, conduct flanking maneuvers, reload their weapons, heal themselves, or fall back. Unexplored and out of sight areas of the map where aliens might be present, either dormant or active: As the squad moves away from the Sky ranger soldiers start revealing more of the map and risk either activating dormant alien pods or ambushed by their Overwatch traps.
2nd action: Assault either fires, goes on Overwatch, or tactically retreats Heavy advances to a better position for the next turn (if did not fire rocket 1st action) Support either Overwatches, or uses a Smoke Grenade to cover the Assault and/or Heavy Turn ends This combines the synergy of the different classes and their abilities efficiently, without taking unnecessary risks.
To evaluate the situation, the player should consider how many enemies will be left standing after COM completes its turn, according to the following guidelines: When a squad faces a seemingly impossible situation to which there is no reasonable firing solution that won't result in one or more dead soldier(s), immediately fall back.
Many videos of Impossible difficulty mission failures could have been avoided by simply disengaging and moving to a better position. Deployment Strategies refer to the methodology employed in determining how troops are grouped and sent into battle.
There is no one universal strategy; their use depends on squad structure, weapon loadouts, and combat environment. The inherent risks of taking point create a need for constant and extreme operational alertness.
For smaller or ill-equipped teams, this may be the only means of survival and effectiveness, as no one soldier is capable of bringing significant force to bear on an aggressor. Point and punch breaks the squad into two elements: a pair of rifle scouts, usually Assault class soldiers with Run & Gun (and possibly Lightning Reflexes), out front to detect enemies (the point) and trigger Overwatch, followed by heavier weapons in the hands of the rest of the squad (the punch).
The Blaster Launcher gives this doctrine a new lease on life as Heavies can blow major targets away without having line of sight on them, sparing an extra turn of getting into position. It consists of simply posting the Sniper at an elevated position with good line of sight, and keeping them there while using any of the above tactics.
Buffs can increase a Sniper's Aim to 100%, and Opportunist can make life hellish for any would be ambushed. Nearly all members of the squad use medium-ranged weapons and Skeleton Suits or Ghost Armor (that grant movement & defense bonuses plus grappling hooks).
This mobility allows all members to easily bridge cover gaps, storm objectives, flank enemy troops, and duck out of danger if wounded. Assaults (with Run & Gun and Rapid Fire) and Supports (with Sprinter) form the backbone of this strategy.
For long-term payoff include Snipers in the squad, making sure to get the Gunslinger perk to improve their on-the-move damage potential; however in COM : EnemyWithin once a Sniper is a Colonel and has 105 Aim, the player may want to augment them to a MEC Trooper with Kinetic Strike Module, Jet boot Module, Advanced Fire Control, Reactive Targeting Sensors, and the Advanced Servomotors Foundry upgrade to create a devastatingly mobile Hunter-Killer MEC. Including one rocket-spec Heavy in the squad, while not central to the theme, can often help diffuse the occasional swarm situation.
This tactic is well suited for time-sensitive objectives such as saving civilians in Terror Site missions, defusing bombs, or capturing Meld. Scouting Assault/Support/Snipers can aggressively advance and efficiently identify alien pods without the danger of activating them, allowing fully-informed decisions on the best time and position to sweep-and-clear them with the rest of the squad.
The strategy revolves around the use of all specialist classes with Assault soldiers slowly but consistently moving forward, and items such as S.C.O.P.E.s or Nanoweber Vests to heighten either accuracy or survival. A Support can be used as either a bridge to provide Overwatch between the Assaults or Heavies, or stay back and be used as a medic with Rifle Suppression.
The final slots can be used either for a Sniper to kill priority targets or have additional Supports/Heavies/Assaults based on the map layout. This tactic, although requiring some degree of consistency, is highly versatile as teams can be split into pairs or trios and can move down separate sides of the map.
It is also highly inclusive to Rookies as they can be used similarly to the Support troopers and can get the trickle of experience needed to become Squad dies. Remember that the tide of a battle can turn instantly due to a few lucky shots from the enemy, particularly at higher difficulty levels, so minimizing risk while maximizing potential is key.
Two-by-Two formations involve the squad being broken down into small parties for searching an area, maintaining interlocking fields of fire and staggered movement point use. Two-by-two is an inadvisable strategy for primary combat, as it does not bring enough firepower to handle possible threats.
Advancing cover is used by a fire team to push forward into an unknown area without exposing itself to unnecessary risk, while giving itself the opportunity to respond to threats. Advancing cover provides protection and the ability to take down an enemy for a small fire team.
Additionally, take care to scout hallway branches lest the team be hit on the flank by a bypassed enemy. While a common and valuable tactic for real-world militaries, bounding has a single, specialized use in COM : capturing live enemies.
This process is repeated until a soldier equipped with an Arc Thrower is able to close the gap and effect the capture. Note : This is not a viable strategy for the capture of Outsiders ; their weak health means that should the suppressing fire connect for damage, they will almost certainly be killed.
It also makes flanking difficult for enemies when the squad's backs are turned to the edge of the map. On the other hand, following this strategy frequently means failing time-sensitive objectives (Meld) or rescuing civilians on Terror Site missions.
It also creates a slower gaming experience which some players may find tedious, especially on larger maps. Nevertheless, it is extremely effective at ensuring the safety of a squad, and is therefore recommended for Iron man mode and/or Impossible difficulty.
This particular tactic is more specifically designed for situations where smaller groups of infantry withdraw from an engagement of a much larger force. The slanting motion of the tactic is designed to deter the opposition and gives the impression of increasing numbers of infantry joining the battle.
Mouse-holing (also known as breaching) is a tactic used in urban warfare, in which soldiers create access to adjoining rooms or buildings by blasting or tunneling through a wall. This tactic is used to avoid open streets where advancing infantry, caught in enfilade, are easily targeted by machine-gun and sniper fire.
With mouse-holing, soldiers are able to move around an urban battlefield undercover, without needing to expose themselves to enemy fire or observation. Large, unrestricted holes can compromise the structural integrity of the building, and offer little cover from opposing forces.
Keep them in the safest cover, have them take first crack at any enemy that will be focus fired, have them use grenades to get the last hits if you have to. If you Overwatch here, you can engage patrolling aliens at great advantage, then after they are dealt with, your squad can move through all the sight lines of the snipers to clear the stationary groups.
Furthermore, you can also use explosives to give snipers sight lines to support the cleanup operation in a pinch. Double tap allows you to wound multiple high health enemies without always killing them outright.
As EXP would be wasted on your Colonel sniper, this is ideal to rapidly dole out promotions to the rest of your squad. The carry technique is the secret to how players emerge victorious in Iron man/Impossible runs despite 30+ COM soldiers in the memorial.
That way you can ensure you can react and potentially save teammates who discover aliens but have missed their shot or ran out of actions to be taken. After contact with the enemy is established, a line formation is used to secure the squad's location and prevent the aliens from advancing or flanking units.
Soldiers are spread in a line behind cover, with sufficient space between them to avoid several units being hit by Alien Grenades or a Thin Man'poison Spit. The line formation allows flexibility to deal with threats from multiple directions and to perform frontal assaults.
However, it may not be possible to establish a line if the whole squad finds itself in the middle of a danger zone or if the aliens are threatening to outflank it. The main emphasis of a file is to avoid contact/engagements with the aliens, by moving/dashing through secure locations, with one or more units moving ahead of everybody else to scout the path to the rest of the squad.
Assaults can be one of the best units for this role since their Run & Gun ability allows them to respond to any threats found within the axis of advance. Assaults are also typically found on the flanks of a squad to try to outflank the aliens, and can quickly switch to this role.
Fire teams allow for high flexibility, but require that each individual soldier be capable of delivering an appreciable amount of firepower. When fighting tougher enemies, flanking should be limited in favor of delivering maximum firepower in the shortest amount of time.
The added advantage is that should the enemy still be a threat when suppressing fire ammunition is exhausted, the Heavy can unleash a rocket, although this shot should only be taken if there is no chance for the rifles to take down the target, when they have already fired to soften up extremely tough robots such as Cyberdiscs or Seconds when they are near full health (HEAT Ammo is especially helpful in such circumstances). Fire teams also prevent the entire squad from being caught in an ambush's kill box.