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Xcom enemy within second wave best options
Xcom enemy within second wave best options







xcom enemy within second wave best options

These critters can be killed in a single shot and they know it (unless Second Wave options mock you with a low damage roll). Besides, at that point in the game you’d have Mutons or Cyberdiscs lurking elsewhere, and the last thing you want is to trigger them by running all over the place. Giving it more targets to shoot at lessens the likelihood of a soldier going down in a single turn. 1: Get into cover within Mechtoid’s visual range Should a Sectoid successfully Mind Merge with one, the Mechtoid gets a Psi Shield that provides another 6 HP and reduces any incoming damage. Armed with two Plasma Mini-Cannons and a copious amount of health points, a Mechtoid can easily shred cover and troopers alike by firing twice in a single turn, provided it doesn’t move. Well not anymore! Tired of simply being drops for weapon fragments, you’ll find that Sectoids will be accompanied by a Mechtoid midway through the game. Sectoids are just adorable little buggers, aren’t they? Scampering around the map with their wrist-mounted Plasma Pistols and their Mind Merge tricks, these grunts of the invasion usually end up being target practice before getting replaced by their meatier cousins. *A quick note that some of the older aliens have had some changes but what those are will not be touched upon here. Remember: a dead alien isn’t a scary alien. It’s time to take a look at the opposition in XCOM: Enemy Within and how to deal with these newcomers. Fun as they sound, it just wouldn’t be an XCOM game if the enemy didn’t get their own batch of shiny new toys to rain death and destruction with. We covered the new additions to the friendly roster in Part I last week.









Xcom enemy within second wave best options