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Two shot hypothesis: include regular sectoid numbers
 
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==Two shot hypothesis==
== Two shot hypothesis ==
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. When you go further to Mutons, Beam Weapons again require at least two shots ignoring crits. 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 when it comes to Mutons to Impossible numbers, though they are provided more money to handle the spike.


The following is the chance of lethal considering 1-4 shots at a full hp Classic(3hp) vs Impossible(4hp) Sectoid, that are all either Flanked, at low/high Cover, or Overwatch shots.
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)
{| class="wikitable" width="100%"
 
| align="center" style="background:#f0f0f0;"|'''Shot type'''
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.
| align="center" colspan="2" style="background:#f0f0f0;"|'''Flanked(+50 Crit)'''
 
| align="center"  colspan="2" style="background:#f0f0f0;"|'''Low Cover(20 Defence)'''
{| class="wikitable" width="100%" style="margin:auto;text-align:center"
| align="center"  colspan="2" style="background:#f0f0f0;"|'''High Cover(40 Defence)'''
|+ Chance of lethal based on shot type and number of shots taken
| align="center"  colspan="2" style="background:#f0f0f0;"|'''Overwatch(.7 penalty)'''
|-
! Shot type
! colspan="6" | Flanked(+50 Crit)
! colspan="6" | Low Cover(20 Defence)
! colspan="6" | High Cover(40 Defence)
! colspan="6" | Overwatch(.7 penalty, 0 Crit)
|-
|-
| align="center" style="background:#f0f0f0;"|'''# of 65 Aim shots'''
! # of shots
| align="center" style="background:#f0f0f0;"|'''C'''
! colspan="2" | C
| align="center" style="background:#f0f0f0;"|'''I'''
! colspan="2" | I
| align="center" style="background:#f0f0f0;"|'''C'''
! style="color:grey" |S
| align="center" style="background:#f0f0f0;"|'''I'''
! style="color:grey" |M
| align="center" style="background:#f0f0f0;"|'''C'''
! colspan="2" | C
| align="center" style="background:#f0f0f0;"|'''I'''
! colspan="2" | I
| align="center" style="background:#f0f0f0;"|'''C'''
! style="color:grey" |S
| align="center" style="background:#f0f0f0;"|'''I'''
! style="color:grey" |M
|- align="center" a
! colspan="2" | C
| 1||56.33%||47.67%||31.5%||18%||17.5%||10%||30.33%||15.17%
! colspan="2" | I
|- align="center"
! style="color:grey" |S
| 2||81.68%||75.62%||54.9%||40.05%||32.5%||21.25%||53.77%||37.23%
! style="color:grey" |M
|- align="center"
! colspan="2" | C
| 3||92.53%||89.34%||71.11%||58.86%||45.16%||32.5%||70.30%||56.78%
! colspan="2" | I
|- align="center"
! style="color:grey" |S
| 4||97.01%||95.53%||81.87%||72.88%||55.70%||43.05%||81.36%||71.54%
! 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%
|}
|}
Some observations:
Some observations:
* For the first mission, Overwatch shots and shots at Low Cover are practically the same. If you ever thought one or the other was somewhat good, here's the bad news.
* 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 the way you should look at it is like this: there is about a 10-15% chance difference between Classic and Impossible for shooting at low cover and overwatching. This is the hard data that the same way you played on 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.
* 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. 50% is not really good enough, but if you were to base off of that, Impossible often requires one more than Classic to meet that 50% threshold.
* 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 thinking of chance for lethal, consider the reverse: all but the four shots at a flanked Sectoid have less than a 90% chance of success, meaning there is a 10-85% chance, depending on the play, for the Sectoid to live and get another turn. Consider the concept that aliens outnumber you, not just for the first mission but every mission, and this chart, taking four shots at full cover yourself is already nearing a coin flip (not to mention these are actually the wrong numbers for them, they have 75 aim and Mind Merge crit chance boost potential. Three shots may be significant enough).
* 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: [[StreetHurricane (EU2012)|Street Hurricane]], [[TrainStation (EU2012)|Train Station]] (cover is easily destroyed), [[HighwayBridge (EU2012)|Highway Bridge]].
 
== There's just more enemies ==
 
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.
 
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 ==


==Patience==
If anything, the most important lesson of XCOM and Impossible Ironman is patience. Here are a few commonly made choices due to impatience.
If anything, the most important lesson of XCOM and Impossible Ironman is a lesson in 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.
* 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 full offense to try to recover from 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.
* 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.
* 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.
* Firing first without considering defensive plays, such as breaking LoS and/or Hunkering down.


==Tactical==
== Common tactical questions ==
* 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.
=== Rifle or Shotgun on Assault? ===
* The AI will use [[Alien Grenade (EU2012)|grenades]] more, specially when facing [[Muton Elite (EU2012)|Muton Elites]] or [[Heavy Floater (EU2012)|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.  
 
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 (EU2012)|Tactical Layer]] and [[Tactics (EU2012)|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 ====


==General Warnings==
* Choose the Abduction country that will yield the lowest total Panic rise and/or the least amount of level 5 (red) countries
# Missions at the beginning of each month are the most dangerous since usually new aliens will be introduced. April will bring [[Floater (EU2012)|Floater]], [[Muton (EU2012)|Mutons]] (initially equipping with [[Light Plasma Rifle (EU2012)|LPRs]]) in May, [[Cyberdisc (EU2012)|Cyberdiscs]] come in June and [[Beserker (EU2012)|Beserkers]] in July. August brings [[Heavy Floater (EU2012)|Heavy Floaters]], and [[Sectopod (EU2012)|Sectopods]] and [[Muton Elite (EU2012)|Muton Elites]] will start appearing in September.
* Deploy on red countries
# During [[Alien Abductions (EU2012)|Abductions]]/Terror Sites/[[UFOs (EU2012)|UFO]] 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.
* 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)


==Don't Panic==
==== Engineer/Investment approach ====
[[Panic (EU2012)|Panic]] management can be one of the biggest pains during the starting months on Impossible. The 2 [[Alien Abductions (EU2012)|Abduction]] missions that take place will leave the 4 unattended countries with a level 5 panic meaning that those 4 countries will leave the project at the end of the month. There are two main methods of dealing with this issue:
*'''Let It Ride''' - build only 1 [[Satellite (EU2012)|satellite]] during March and launch it over the country that offers the biggest funding or to be able to secure a continent during April. This is the usual method if you are planning to do an April Base Rush strategy, where the main goal is to assault the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] as quickly as possible for the panic reduction and the loot.
** '''Advantages''' - You'll be able to use the credits to get the [[OTS (EU2012)|OTS]]/[[Foundry (EU2012)|Foundry]]/[[Alien Containment (EU2012)|Alien Containment]] up and running and advance through your research or get some squad upgrades or [[S.H.I.V. (EU2012)|S.H.I.V.s]] quickly.
** '''Disadvantages''' - Your funding will not increase much in April, forcing you to sell a lot of [[Alien Artifacts (EU2012)|alien artifacts]] later on. You risk losing one or more useful continent bonuses.
*'''Satellite Of Love''' - build 3 sats before March 10th and get 5 engineers as quickly as possible before the 16th to build the 2nd [[Satellite Uplink (EU2012)|Satellite Uplink]]. This allows you to cover 3 countries with sats and reduce their panic and, if you are lucky, a [[Missions (EU2012)#Council Missions|Council mission]] will take place in one of those level 5 countries, meaning 0 defections on March. This method is usually the first step into the Satellite Rush strategy, where the main goal is to get at least 8 satellites on orbit as quickly as possible.
** '''Advantages''' - a lot of needed credits in April and keeping most or all options available regarding continent bonuses for later on.
** '''Disavantages''' - you'll need §200 by the 10th to pay for the sats and an additional 6 engineers by the 16th. While it is easy to get the credits, it's also possible not to get an engineer reward on the 1st Abduction mission, sending this plan crashing back to Earth. And even with the first engineer award, the 2nd Abduction mission may not happen before the 16th, but to anticipate that possibility you can always try building a [[Workshop (EU2012)|Workshop]] as quickly as possible. All of this means that there will be few credits left for any squad upgrades.


===Make Your Own Luck===
* 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)


You lost a key Abduction mission or got 0 engineers, failed to capture an alien on time or got a [[Bomb Disposal (EU2012)|Bomb Disposal]] Council mission and decided to skip to prevent getting trashed by [[Thin Man (EU2012)|Thin Men]]. Things went wrong, either by bad luck or mistake and you were too late to complete a necessary step of any of the previous strategies. 
==== Scientist/Research approach ====


Start responding - cut your losses by cancelling satellites you won't be able to launch (you should always build them in batches of 1 for this purpose) and spend the money elsewhere. Think about what you need to do to get two satellite uplinks up in April, such as workshops, power and excavation. Or reinvest the cash in to squad upgrades and start thinking about what you need to take down the Alien Base at the end of April as a substitute for launching satellites. Or both, since it is even possible to build the second uplink and hit the base if you play your cards right.
* 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)


Above all, '''don't panic''' - losing 3 countries in March isn't catastrophic; no continent bonus is indispensable and you can live without 7 countries as long as you stabilise things before losing the 8th. As they say, sometimes it is necessary to sacrifice a few to save the rest. And remember this definition of luck: "to be prepared when the opportunity presents itself".
=== Cancelling Workshops & Satellites ===


== Know The Map ==
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.
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.
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.
* [[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===
=== Tips ===
# Hunkering behind full cover is the key to survive, specially in the first month. 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 1% without range bonuses.
# 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.
# Pull back whenever outnumbered, specially right after two or three alien packs activate all of a sudden.


==Squad Equiping==
* 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.
# 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.
* 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.


== Classes ==
== Enemy Within ==
* 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 critical chance 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 ===
====[[Sectoid (EU2012)|Sectoids]]====
* 7 tile blue move.
* HP increased to 4, preventing them from being killed by single Frag Grenade, although a well placed frag can take out the cover of three Sectoids, injure them and then leave them open to the rest of your squad.
====[[Floater (EU2012)|Floaters]]====
* 7 tile blue move.
* HP increased from 4 to 6, making Assault Rifles even more unreliable at killing them, however, their Aim remains the same as in Classic. Rocket Launchers still give 1 shot kills against both aliens.
====[[Thin Man (EU2012)|Thin Men]]====
* 9 tile blue move.
* HP increased from 4 to 6, making Assault Rifles even more unreliable at killing them, however, their Aim remains the same as in Classic. Rocket Launchers still give 1 shot kills against both aliens.
====[[Outsider (EU2012)|Outsiders]]====
* 11 tile blue move.
* If not surrounded from two orthogonal directions at distance on activation, the Outsider will position offensively, allowing itself to be easily flanked unlike other non-flying ranged aliens. Or, at the very least, be in close proximity for an explosive.
* Also continues positioning aggressively after activation, though continued combat with an Outsider isn't preferable considering their shots against high cover have a 50% hit chance.


====[[Chryssalid (EU2012)|Chryssalids]] and [[Zombie (EU2012)|Zombies]]====
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.
* Chryssalids have a 13 tile blue move. Stay 14-16 tiles away (firing range) or more if you have the option.
* On their third turn, Zombies will erupt and be replaced by a white Chryssalid utilizing that turn. Without proof of when a Zombie spawned, don't risk it. If you can, stay at least 14 tiles away anyway.
====[[Muton (EU2012)|Mutons]]====
* Remain the same as in Classic.
====[[Cyberdisc (EU2012)|Cyberdiscs]]====
====[[Drone (EU2012)|Drones]]====
* HP increased to 7 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 (EU2012)|Heavy Plasma]] with HEAT Ammo and Mayhem.
====[[Berserker (EU2012)|Berserker]]====
* HP increased to 25 from 20 on Classic and they deal 2 extra points of Damage on Impossible (for a total of 11 base damage).
====[[Sectoid Commander (EU2012)|Sectoid Commanders]]====
* Similar to Outsider, but it seems once they start spawning two, Outsider or Sectoid Commander, only one goes offensive, the other positions normally but within vision.
* HP increased from 10 to 14 on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them even better odds on Mind Control attempts.
====[[Muton Elite (EU2012)|Muton Elites]]====
* +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health increased from 14 to 18 on Impossible, 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.
* Can't be killed with a single plasma shot that isn't ability enhanced (i.e. Headshot, Shredder, Bring 'Em On) since it will deal a maximum of 15 damage with a critical hit.
====[[Heavy Floater (EU2012)|Heavy Floaters]]====
* Added 2 HP for 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.
* Can't be killed with a single plasma shot that isn't ability enhanced (i.e. Headshot, Shredder, Bring 'Em On) since it will deal a maximum of 15 damage with a critical hit.
====[[Sectopod (EU2012)|Sectopods]]====
* 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.
====[[Ethereal (EU2012)|Ethereals]] and [[Uber Ethereal (EU2012)|Uber Ethereals]]====
* +5 HP and +10 Will (25 on Classic), allowing them better odds on Mind Control attempts.


==[[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]]==
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.
*Muton Elites Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).
*No longer possible to abuse the Overwatch exploit to get aliens to freeze.


==See Also==
== 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]]
* [[Tactics (EU2012)|Tactics]]


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