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Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both [[Difficulty (EU2012)|difficulty]] modes.
== Two shot hypothesis ==


=Tactical=
The simple difference is this, an [[Assault Rifle (EU2012)|Assault Rifle]]'s damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it's 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it's 100% of requiring two shots, ignoring crits. Further onto Mutons, Beam Weapons again require at least two shots ignoring Crits but is the same in Classic. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike. (Not to mention that in Classic, soldier HP is often outside of non Crit damage range, making Impossible the only difficulty where XCOM is actually behind)
* XCOM soldiers start with base 3 HPs (and +1 from [[Body Armor (EU2012)|Body Armor]]), a reduction that will have effects during all missions but making them very susceptible to KIAs from [[Sectoid (EU2012)|Sectoid]] Plasma Pistols at game start.
* The [[Alien Life Forms (EU2012)|aliens]] will deploy on bigger numbers (usually 1 additional pod) during the 1st mission and specially on Terror Sites/UFOs. It can be a challenge to know how many pods are still inactivated.
* The AI will use [[Alien Grenade (EU2012)|grenades]] more, specially when facing Muton Elites or Heavy Floaters. After the aliens start fielding grenades the full cover positions in most maps will be very risky to use, since it will be blown away.  


==General Warnings==
The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included in grey are Sectoid and Mind Merged Sectoid shots at a 4HP soldier.
# Missions at the beginning of each month are the most dangerous since usually new aliens will be introduced. April will bring Floaters, Mutons (initially equipping with LPR) in May, Cyberdiscs come in June and Beserkers in July.
# Expect several of the alien heavy units on the same mission. Terror Sites with 5 Sectopods can be pretty terrifying.
# Staying out of enemy Line of Sight (LOS) is crucial for the survival of XCOM soldiers. If they are seen they will be fired upon, grenaded and poisoned, and usually killed by a single plasma shot, specially in the first months.  
# During Abductions/Terror Sites/UFO [[Missions (EU2012)|missions]] the aliens will have a number of packs tied to certain locations while others will be patrolling across the entire map. During the beginning of the mission and depending on the map you may expect to have those packs activated right in front of you.
# When there are no active aliens, good [[Maps (EU2012)|map]] knowledge is crucial to know the possible locations of inactive alien packs.


==Panic Management==
{| class="wikitable" width="100%" style="margin:auto;text-align:center"
It is possible, if exeedingly difficult, to last out the first month (and hopefuly, a campaign) without losing any countries in Impossible. Required is luck, extreme skill and knowledge of the game, and probably a ''lot'' of save-state abuse.  
|+ Chance of lethal based on shot type and number of shots taken
* You starting country; either Africa for the starting money, or Europe for cheaper Workshops.
|-
** Alternatively, if you're just out for not losing the Contienent Bonuses and don't mind one or two losses; start in Asia or Europe, and let them take a hit.
! Shot type
* The biggest threat is, naturally, the two Abduction missions: Since Asia and Europe have 4 countries each, any passed Abduction mission each means 6 panic total, while South America with 2 countries can suck it up untill you get your sattelites in.
! colspan="6" | Flanked(+50 Crit)
*Normally, with those two Missions, and helping one country each, that means (with luck) 4 countries exactly that'll be at full panic by the end of the month
! colspan="6" | Low Cover(20 Defence)
! colspan="6" | High Cover(40 Defence)
! colspan="6" | Overwatch(.7 penalty, 0 Crit)
|-
! # of shots
! colspan="2" | C
! colspan="2" | I
! style="color:grey" |S
! style="color:grey" |M
! colspan="2" | C
! colspan="2" | I
! style="color:grey" |S
! style="color:grey" |M
! colspan="2" | C
! colspan="2" | I
! style="color:grey" |S
! style="color:grey" |M
! colspan="2" | C
! colspan="2" | I
! style="color:grey" |S
! style="color:grey" |M
|-
| 1
| colspan="2" | 56.33%
| colspan="2" | 47.67%
| style="color:grey" | 55%
| style="color:grey" | 67.5%
| colspan="2" | 31.5%
| colspan="2" | 18%
| style="color:grey" | 22%
| style="color:grey" | 31.17%
| colspan="2" | 17.5%
| colspan="2" | 10%
| style="color:grey" | 14%
| style="color:grey" | 19.83%
| colspan="2" | 30.33%
| colspan="2" | 15.17%
| style="color:grey" colspan="2" | 17.5%
|-
| 2
| colspan="2" | 81.68%
| colspan="2" | 75.62%
| style="color:grey" | 83.75%
| style="color:grey" | 90%
| colspan="2" | 54.9%
| colspan="2" | 40.05%
| style="color:grey" | 50.05%
| style="color:grey" | 58.3%
| colspan="2" | 32.5%
| colspan="2" | 21.25%
| style="color:grey" | 30.45%
| style="color:grey" | 38.03%
| colspan="2" | 53.77%
| colspan="2" | 37.23%
| style="color:grey" colspan="2" | 42.44%
|-
| 3
| colspan="2" | 92.53%
| colspan="2" | 89.34%
| style="color:grey" | 94.89%
| style="color:grey" | 97.03%
| colspan="2" | 71.11%
| colspan="2" | 58.86%
| style="color:grey" | 70.84%
| style="color:grey" | 76.41%
| colspan="2" | 45.16%
| colspan="2" | 32.5%
| style="color:grey" | 45.92%
| style="color:grey" | 53.31%
| colspan="2" | 70.30%
| colspan="2" | 56.78%
| style="color:grey" colspan="2" | 65.59%
|-
| 4
| colspan="2" | 97.01%
| colspan="2" | 95.53%
| style="color:grey" | 98.36%
| style="color:grey" | 99.14%
| colspan="2" | 81.87%
| colspan="2" | 72.88%
| style="color:grey" | 83.87%
| style="color:grey" | 87.21%
| colspan="2" | 55.70%
| colspan="2" | 43.05%
| style="color:grey" | 59.08%
| style="color:grey" | 65.49%
| colspan="2" | 81.36%
| colspan="2" | 71.54%
| style="color:grey" colspan="2" | 79.91%
|}


'''The key is the Council Mission/Request, that needs to happen before the 16th'''
Some observations:
===Option A: Panic Reducing Council Mission===
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you've ever thought one or the other was somewhat good, here's the surprising news.
**panic reduction in withdrawing country, 3 left, one Uplink, get requisite 10 engineers before 16th, build 2nd Uplink, 3 satts for the 3 remaining countries
* There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at high/low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an Overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.
*flexibility to let second Abduction Mission be for cash or scientists
* The amount of reserve shots for a particular play will dictate whether it's a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.
* Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Sectoid is already a coin flip. Their numbers (S: 75 Aim, M: +25 Crit) included for context.


===Option B: Council Mission/Request w/Engineer reward===
The point being, knowledge of game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. '''Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay.''' The qualifier "almost always" being made only because of certain "bad" maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].
**both abductions with max engies, need 20, either build 1 generator (or cheat with Difficulty Change, I guess- doing this on EW to unlock last Second Wave options--- woulda been nice if they carried over), so you can have two Uplinks, thus up to 6 Satts, and start April well-off.


===Supreme Luck: Sgt. Carlock Escort===
== There's just more enemies ==
*Money, Engineers, and possibly Panic Reduction in an at-risk nation. (aaaaaaaaalmost got that, too)


*Either way, you'll be selling most corpses, and should dump elerium into grey market
Compared to all other difficulties, Impossible [[Difficulty (EU2012)#Impossible|difficulty]] simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.
*danger; your research will be slow as consequence (and thus, your armor/weapons R&D),  particularly in option B


(''In Progress, just saving my spot while I gather my thoughts and continue, format a little better'')--[[User:Xuncu|Xuncu]] 03:24, 3 December 2013 (EST)
This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.


== Know The Map ==
It is crucial to understand that cumulative shots stack up lethality chance. '''More aliens means more shots at soldiers means increased lethality chance'''. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.
Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover:
*  [[Boulevard (EU2012)|Boulevard Euro]]
*  [[CemeteryGrand (EU2012)|Cemetery Grand]]
*  [[CommercialStreet (EU2012)|Commercial Street]]
*  [[Demolition (EU2012)|Demolition]]
*  [[FastFood (EU2012)|Fast Food]]
*  [[HighwayBridge (EU2012)|Highway Bridge]]
*  [[Museum (EU2012)|Museum Euro]]
*  [[PierA (EU2012)|Pier A]]
*  [[RooftopsConst (EU2012)|Rooftops Const]]
*  [[SmallCemetery (EU2012)|Small Cemetery]]
*  [[StreetHurricane (EU2012)|Street Hurricane]]
*  [[StreetOverpass (EU2012)|Street Overpass]]
* [[TrainStation (EU2012)|Train Station]]


Other Abduction maps are more favorable, with much better cover, more movement options and/or easy roof access.
== Patience ==
* [[Bar (EU2012)|Bar]]
* [[Commercial Alley (EU2012)|Commercial Alley]]
* [[ConvenienceStore (EU2012)|Convenience Store]]
* [[GasStation (EU2012)|Gas Station]]
* [[Industrial Office (EU2012)|Industrial Office]]
* [[LiquorStore (EU2012)|Liquor Store]]
* [[OfficePaper (EU2012)|Office Paper]]
* [[ResearchOutpost (EU2012)|Research Outpost]]
* [[SlaughterhouseA (EU2012)|Slaughterhouse A]]
* [[Trainyard (EU2012)|Trainyard]]
* [[Truckstop (EU2012)|Truckstop]]


==Take Cover==
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.
# Hunkering behind full cover is the key to survive, specially on the first missions.  
* Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.
# If your soldiers in full cover can be seen by the aliens, hunker down. It will give them a total of +80 Defense and reduce a Sectoid's chance of hitting to  
* Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.
# Only go on Move, [[Overwatch (EU2012)|overwatch]] or Fire if that soldier can survive the return fire from any active aliens with LOS on the soldier.
* After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it's better to not expose any soldiers until next turn.
# Learn which [[Cover (EU2012)|cover]] cannot be removed by alien gunfire or explosives. Destructible cover can give a very wrong sense of protection and get soldiers killed.  
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.
# Pull back whenever outnumbered, specially right after two or three alien packs activate all of a sudden.
# If your rookie is feeling brave and sure of hitting with 65% odds, consider what may happen when that alien(s) is still alive after he/she misses:
## A single Alien that needs 2 shots to kill one of your soldiers is a nuisance.
## 2 or more Aliens that need 2 shots to kill one of your soldiers are a threat. The same for 1 Alien that only needs 1 shot and has your soldier on its sights.
## 2 or more Aliens that need only 1 shot to kill a soldier is risking disaster for the entire squad.


==Move Softly==
== Common tactical questions ==
# When scouting with a unit starting on a location in full cover, don't advance to the maximum of moving range during the 1st Action. That way you'll be able to go back, not to your starting location in view of any aliens, but to a square next to it, that prevents the aliens to have Line of Sight in your unit.
# If choosing between spending the 2nd action to move to full cover or to hunker down behind half cover, go for the latter. Hunkering down gives you +40 [[Defense (EU2012)|Defense]] (like full cover) and prevents critical hits (unlike full cover).
# Move very, very slowly when you're sure to approach the location of aliens, either active or inactive. In many occasions it is better to only have 1 unit moving on each turn. This allows to have the entire squad prepared to deal with any hostile encounters.
# Roofs are essential to move without alien interference. Be aware that some alien packs may be waiting for activation on roofs, though.
# Aliens overwatching are more deadly: a Sectoid can kill a Rookie when firing on Overwatch, and LPRs can kill Sergeants, if they are not carrying vests.
# Advancing through dashing will usually result in:
## The activation of further alien packs.
## Your soldier missing the shot and/or not killing the alien.
## Your soldier being killed by the reaction of any active aliens. 
## All of the above.


==Strike Efficiently==
=== Rifle or Shotgun on Assault? ===
# When a soldier reaches a full cover position where it is [[Flanking (EU2012)|overflanking]] an alien but the odds don't ensure a kill, Hunker Down or go on Overwatch. With the last option, the alien will usually 'freeze' (technically this is a bug/exploit and doesn't work 100%) and will not take any action during its turn, as long as all XCOM units on its LOS are in full cover.
# Cars will blow up when hit by a Rocket or two Frag Grenades and add an additional 6 Damage points to any aliens huddled against them.
# Besides the Damage they inflict, Frag Grenades and Rockets can be used to remove any cover and leave the aliens exposed. Firing at an unit that just got exposed by an explosion gives the attacker a +20/40 Aim boost (depending whether the alien was behind half or full cover), plus a +50% bigger chance to inflict a [[Chance to Hit (EU2012)|Critical Hit]].
# One key ability is to be able to kill all or most of a alien pack before or when it's activated, through Rockets, Grenades or Overwatch shots.
# The longer you take to kill the last active alien, the likelier the odds of an passive pack being activated and forcing you to pull back.
# Keep a close eye on the squad's ammo levels. If a soldier or the squad is not engaged in combat have all of them reload their weapons. Reload to 100% ammo before activating an alien pack.


==Squad Equiping==
Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.
# When equipping during the initial months, the choice is between [[Frag Grenade (EU2012)|grenades]] or [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]]. The first means the ability to remove cover, and weaken/kill single or clustered aliens. The second the ability to survive a single Plasma Pistol or [[Light Plasma Rifle (EU2012)|LPR]] shot.
#Completing the [[Slingshot DLC (EU2012)|Slingshot]] Missions not only gives you early access to the [[Officer Training School (EU2012)|OTS]] but also to a [[Shaojie Zhang (EU2012)|Lieutenant Heavy]] and the ability to capture the [[Plasma Rifle (EU2012)|Plasma Rifle]] from the [[Muton (EU2012)|Mutons]] that appear during the missions. You can also capture a [[Thin Man (EU2012)|Thin Man]] you get his [[Light Plasma Rifle (EU2012)|LPR]] which allow you to skip the [[Phoenix Cannon (EU2012)|Phoenix Cannon]] and [[Laser Cannon (EU2012)|Laser Cannon]] completely by going straight to the [[Plasma Cannon (EU2012)|Plasma Cannon]] – Just remember that none of the missions give Panic Reduction as a reward, and the rewards are static and not affected by the [[Second Wave (EU2012)|Second Wave]] option High Stakes.
##Zhang is considerably better than any other heavy of his rank with his health surpassing that of a Colonel Heavy.


== Classes ==
For more general tactical information, see [[Tactical Layer (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|Tactics]].
* The [[Heavy (EU2012)|Heavy]] is the best starting class because of the [[Rocket Launcher (EU2012)|Rocket Launcher]] and the Bullet Swarm ability.
# The Rocket Launcher is a life saver during the first months due to its ability to kill clustered aliens with 1 shot. By adding Shredder Rocket each Heavy can carry the equivalent of two grenades, with even better range and damage abilities.
# Bullet Swarm is arguably the best second best perk at the beginning. It allows the Heavy to Fire and Hunker Down in the same turn, protecting it from alien counterfire.
* [[Sniper (EU2012)|Snipers]] are also very useful if they have Squad Sight, allowing them to fire without being exposed to the aliens.
* [[Assault (EU2012)|Assaults]] need to be carefully used. Run & Gun allows to outflank and overwatch aliens but long dashes can provoke the activation of more aliens.
* [[Support (EU2012)|Supports]] are underpowered until [[Laser Rifle (EU2012)|Laser Rifles]] or [[Light Plasma Rifle (EU2012)|LPRs]] are available.
# The [[Assault Rifle (EU2012)|Assault Rifle]] has a limited damage and crit ability compared to the other classes weapons. 
# The [[Smoke Grenade (EU2012)|Smoke Grenade]] can only be used once or twice (if they have Smoke & Mirrors]] and doesn't give the same protection (+20 Defense) as hunkering down (double, or +40 behind full cover]].
# Sprinter is useful for spotting aliens and running away from trouble.


=Aliens=
== HQ ==
==Game Start==
* Sectoid HPs are increased to 4 HPs, preventing them from being killed by single Frag Grenades, although a well placed frag can tale out the cover of three Sectoids, injure them and then leave them open to the rest of your squad
* Floaters and Thin Men HPs are increased from 4 to 6, making Assault Rifles even more unreliable to kill them, however, their Aim remains the same as in Classic. Rocket Launchers still retain their 'kill with 1 shot' ability against both aliens.
* Outsiders have 90 Aim, 10 Defense and 17 Mobility (the same as Bezerkers). Be very careful with activating Outsiders on Impossible by mistake - a single one on the loose will wreck havoc amongst your troops with their high Aim and Movement.
* Chryssalids remain the same as Classic but Zombies are the bad news. They have 14 HPs (10 in Classic) and their Damage bonus is increased by 4 (+2 on Classic).


==Mid Game==
=== Engineers vs. Scientists vs. Credits ===
* Muton and Cyberdisk stats remain the same as in Classic.
* Drones HP is increased to 7 HPs on Impossible, 2 more than in Classic, turning them into a bigger nuisance. It also prevents Drones from being killed in 1 shot by suppressing them with a Heavy Plasma with HEAT Ammo and Mayhem.
* Sectoid Commanders HP is increased from 10 to 14 HPs on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them even better odds on Mind Control attempts.
* Bezerkers health is upgraded 25% from 20 HPs to 25 and they deal 2 extra points of Damage on Impossible (for a total of 11 base damage).


==Late Game==
Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily "free"/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.
* Muton Elites have +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health is increased on Impossible from 14 to 18 HPs, while their Defense remains at +30. This combination of high stats, their Heavy Plasmas and their numbers (just facing 3 can be a nightmare) makes them the most dangerous aliens on all situations.  
* Heavy Floaters health is added 2 HPs to a total of 16. Their mobility and bigger usage of Alien Grenades (3 tossing grenades at one soldier with deal 15 points of damage) makes them also very dangerous.
* Both Elite Mutons and Heavy Floaters now can't be killed with a single plasma shot that isn't ability enhanced (i.e. Headshot, Shredder, Bring Them On) since it will deal a maximum of 15 damage with a critical hit.
* Ethereals have +5 HPs and a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.
* Sectopods stats remain the same as in Classic. However, you'll face more of them during missions instead of just 1. Sectopods also seem to use more their Cannon to blow terrain.


=Enemy Within=
It's the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you'll have enough Engineers for next month's Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.
*Among the known additions/modifcations that the [[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within]] DLC will bring, is that both Classic and Impossible will both receive upgrades in difficulty. This may be simply additive, or will scale (ie; for however much harder Classic becomes, if Impossible become moreso by the same, or a multiplied amount).
*Alien squad numbers may also change, either in number of squads, or if aliens will deploy in squads of more than three.
*If Impossible Terror Missions will still be mostly Sectopods: with the Second Wave option; "Training Roulette", it may be possible to build a balanced squad of soldiers-- that could all have the HEAT Ammo ability.


=See Also=
=== Abduction choice & Satellite placement ===
 
Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.
 
You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.
 
Often it's a balance between competing approaches depending on the situation.
 
==== Panic approach ====
 
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries
* Deploy on red countries
* Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it "saves" Panic and reduces the total rise)
 
==== Engineer/Investment approach ====
 
* Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following
* Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)
 
==== Scientist/Research approach ====
 
* Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following
* Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)
 
=== Cancelling Workshops & Satellites ===
 
If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won't be deployed at the end of the month. You should always build satellites individually for this reason.
 
Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.
 
=== Tips ===
 
* Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It's also just better to sell corpses over the other items.
* Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April's UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.
 
== Enemy Within ==
 
=== HQ ===
 
Due to the increased research times, it may not be such a good idea to go for Experimental Warfare research in March just for Phoenix Cannons. Without any additional Scientist rewards from Council missions or requests, Beam Weapons would come too late for May.
 
The reduced Uplink cost in EW, while clearly intended to offset Meld buildings, also means there is a lower barrier to building Alien Containment in March compared to EU.
 
== See Also ==
* [[Alien Stats (EU2012)|Alien Stats]]
* [[Alien Stats (EU2012)|Alien Stats]]
* [[Survival Guide (EU2012)|Survival Guide]]
* [[Survival Guide (EU2012)|Survival Guide]]
* [[Tactical Layer (EU2012)|Tactical Layer]]
* [[Tactics (EU2012)|Tactics]]


[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]
[[Category: Guides (EU2012)]]

Latest revision as of 15:19, 7 May 2025

Two shot hypothesis

The simple difference is this, an Assault Rifle's damage ignoring crits has a 66% chance of lethal against a Classic Sectoid if it lands. On Impossible, it's 33% chance of lethal, 66% chance of requiring two shots. There is a similar correlation, Squaddie weapons do 3-5 damage and against Classic 4HP Floaters and Thin Men, 66% for lethal. On Impossible, it's 100% of requiring two shots, ignoring crits. Further onto Mutons, Beam Weapons again require at least two shots ignoring Crits but is the same in Classic. Why does Impossible look more balanced and the difficulty curve is more steady? It is possibly the intended difficulty. In comparison, Classic looks strange as to why there is a sudden jump from mostly one shot aliens in the first two months to two shot Mutons in the third month, though they are provided more resources, due to it being Classic difficulty, to handle that spike. (Not to mention that in Classic, soldier HP is often outside of non Crit damage range, making Impossible the only difficulty where XCOM is actually behind)

The following is the chance of lethal considering 1-4 65 Aim shots at a full HP Classic(3HP) vs Impossible(4HP) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots. Included in grey are Sectoid and Mind Merged Sectoid shots at a 4HP soldier.

Chance of lethal based on shot type and number of shots taken
Shot type Flanked(+50 Crit) Low Cover(20 Defence) High Cover(40 Defence) Overwatch(.7 penalty, 0 Crit)
# of shots C I S M C I S M C I S M C I S M
1 56.33% 47.67% 55% 67.5% 31.5% 18% 22% 31.17% 17.5% 10% 14% 19.83% 30.33% 15.17% 17.5%
2 81.68% 75.62% 83.75% 90% 54.9% 40.05% 50.05% 58.3% 32.5% 21.25% 30.45% 38.03% 53.77% 37.23% 42.44%
3 92.53% 89.34% 94.89% 97.03% 71.11% 58.86% 70.84% 76.41% 45.16% 32.5% 45.92% 53.31% 70.30% 56.78% 65.59%
4 97.01% 95.53% 98.36% 99.14% 81.87% 72.88% 83.87% 87.21% 55.70% 43.05% 59.08% 65.49% 81.36% 71.54% 79.91%

Some observations:

  • For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you've ever thought one or the other was somewhat good, here's the surprising news.
  • There is a much higher lethality chance in Classic but another way to look at it is this: there is about a 10-15% chance difference between Classic and Impossible for shooting at high/low cover and Overwatching. This is the hard data that what may have worked in Classic will give the aliens a 10-15% higher chance of living and firing back. Shooting at cover or gambling on an Overwatch trap are all bad plays. From Sectoids on, the aliens only get tankier.
  • The amount of reserve shots for a particular play will dictate whether it's a good play or not. Impossible roughly requires one more shot than Classic to have even a similar lethality chance within the given chart.
  • Instead of chance for lethal, consider the reverse: all but the four shots at a flanked 4HP Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to survive another turn. This is not taking into account all other aliens and the amount of shots they will fire in return. Consider the concept that aliens outnumber soldiers, not just for the first mission but every mission, and this chart, receiving three shots in full cover from a Sectoid is already a coin flip. Their numbers (S: 75 Aim, M: +25 Crit) included for context.

The point being, knowledge of game mechanics and other tactics must be exhausted before considering the naive option of just pressing Fire. Every shot an alien takes at a soldier that is not Hunkered down in full cover is frankly almost always a misplay. The qualifier "almost always" being made only because of certain "bad" maps where high cover and avoiding LoS may not be infinitely available, such as in corridor maps: Street Hurricane, Train Station (cover is easily destroyed), Highway Bridge.

There's just more enemies

Compared to all other difficulties, Impossible difficulty simply has more enemies. Abduction missions contain 2 additional aliens for the same threat level compared to all other difficulties with Very Difficult containing 4 pods and the maximum of 3 aliens per pod, as well as removing Easy and very unlikely for Moderate to show up early. Similarly for almost all UFOs.

This may be one of the bigger contributors to the steepness of Impossible, with stat changes or reduced resources being a bit overstated. Had the first Impossible mission been 6 Sectoids, a player might get away with using 1 Grenade for 1 Sectoid of each pod, kill it, take one shot from the remaining Sectoid of each pod, and Hunker down until it moves to low cover to gamble a 72% lethal 4 man focus fire. If not, one might still win the gamble 4 against 1 behind high cover with enough retries.

It is crucial to understand that cumulative shots stack up lethality chance. More aliens means more shots at soldiers means increased lethality chance. It can not be stressed enough that the game revolves around this, reducing their lethality chance as well as possible or not giving them a shot at all, and not exactly around your own hit chances. Soldiers will always be outnumbered every mission, and so there is always the threat of taking one too many non-1%s. This will remain constant throughout Impossible with the scale only gradually tipping as the game goes on.

Patience

If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.

  • Taking a full distance blue move without retreat options nearby, which upon pod activation will leave that soldier defenceless. This will further pressure the player to go on the offensive to try to salvage that mistake, potentially leading to a death spiral.
  • Not taking a full turn or multiple turns to reposition the squad. When changing the direction of travel, it may be necessary to spend a few turns just to reposition/reorient the Squadsight Sniper(s) and/or the rest of the squad to restore combat effectiveness before proceeding.
  • After combat, stepping on an unsafe tile with remaining actions. If unsure of which periphery tiles are safe, it's better to not expose any soldiers until next turn.
  • Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.

Common tactical questions

Rifle or Shotgun on Assault?

Tactically speaking, Shotguns work on most Abduction maps, Rifles much better for UFO/Terror/Bomb Disposal missions. However, advanced Shotgun research is often locked behind advanced Rifle research, making advanced Rifles available earlier, as well as advanced Rifles being good enough damage wise and much safer. Despite this, consider the basic Shotgun for April even in UFO/Council missions as the Assault Rifle is too weak for the bump to 6HP Floaters and Thin Men.

For more general tactical information, see Tactical Layer and Tactics.

HQ

Engineers vs. Scientists vs. Credits

Unless you chose Europe as the starting continent for their continent bonus, Expert Knowledge, the 4 Engineers act as an investment and outvalue the §200. This is due to Workshop building/maintenance costs, excavation costs, Access Lift building/maintenance costs and Power building/maintenance costs adding up well over that amount over a few months. The only time you should really pick credits to build Workshops is when you know what you are doing with Europe, or when other factors offset the immediate cost of a Workshop, i.e. you were able to build a Thermo Generator early and therefore power/excavation is momentarily "free"/cheap, or later in the game the value of the rebate on Alloys/Elerium is considered more valuable.

It's the same idea for Scientists and their Labs, but in exchange for research instead of implied credits. If, in the mid game, you think you'll have enough Engineers for next month's Workshop, consider Scientists or credits if there is plenty of income/power/space for Labs. The research is somewhat useful in terms of keeping up for Firestorm research, if HQ is still your primary concern and not combat.

Abduction choice & Satellite placement

Every unchecked Abduction country will receive 3 additional Panic with every neighboring country on that continent receiving 1 additional Panic. Without Council or Terror missions to reduce Panic, and with every country starting off with level 2 Panic, it is inevitable to have four level 5 Panic countries (two countries from each of the two Abduction events) at the end of every month.

You can usually save all four countries during March (North America) with the Investment approach mixed with Panic approach, and with enough loot from the first Abduction/UFO. However, the Uplink after in April will provide only 3 Satellite slots, leaving one country behind. The only way to potentially save all countries is to get lucky in March or April with Panic reductions from Council or Terror missions, then lean more towards the Panic approach. Later in the game when Engineers are no longer necessary or Panic is not a concern, switch to the Research approach.

Often it's a balance between competing approaches depending on the situation.

Panic approach

  • Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries
  • Deploy on red countries
  • Hold off on deploying for non red countries (if an Abduction shows up on a high Panic country next month, it "saves" Panic and reduces the total rise)

Engineer/Investment approach

  • Choose Engineer Abduction reward, if unavailable choose credits or ignore countries of the following
  • Deploy on countries that provide Engineers and/or in a continent with implied investment benefit (Africa or North America)

Scientist/Research approach

  • Choose Scientist Abduction reward, if unavailable choose credits or ignore countries of the following
  • Deploy on countries that provide Scientists and/or in a continent with implied research benefit (South America or Europe)

Cancelling Workshops & Satellites

If failing a mission means lacking the required Engineers for the planned Uplink, cut your losses by cancelling the Workshop and any satellites that won't be deployed at the end of the month. You should always build satellites individually for this reason.

Similarly, if succeeding a mission with Engineer rewards means a pending Workshop is no longer required, cancel the Workshop to save maintenance costs and keep credits liquid.

Tips

  • Holding off on Xeno-Biology research before building March Uplink retains 4 Sectoid corpses for their Grey Market value, which is more than what 5 Weapon Fragments would be worth, in case it is needed. It's also just better to sell corpses over the other items.
  • Going for Experimental Warfare research during March allows Phoenix Cannons for April. Only one ship equipped with Phoenix Cannon is needed to beat a Large Scout. On the other hand, if there are extra funds in March, switching to Xeno-Biology research (and building Alien Containment) right after starting March Uplink will have the possibility to complete Arc Thrower research before April's UFO to start captures. Two ships with Avalanche Missiles is needed to beat a Large Scout.

Enemy Within

HQ

Due to the increased research times, it may not be such a good idea to go for Experimental Warfare research in March just for Phoenix Cannons. Without any additional Scientist rewards from Council missions or requests, Beam Weapons would come too late for May.

The reduced Uplink cost in EW, while clearly intended to offset Meld buildings, also means there is a lower barrier to building Alien Containment in March compared to EU.

See Also