Master XCOM: Enemy Unknown interceptor armaments like the Fusion Lance and learn essential combat tips for cover, overwatch, and dealing with Exalt.
Walkthrough
- 1Late game, each hanger should have one advanced fighter armed with a plasma cannon. If you're paranoid, have two in each hanger.
- 2Later in the game, you can get the best interceptor armament, the fusion lance (craftable only from alien battleship components), but it's not necessary.
- 3If you find yourself stressed for UFO components, try equipping your crafts with EMP cannons.
- 4Interceptors with laser cannons are fairly good. Interceptors with plasma cannons are really good.
- 5The fusion lance can only be equipped on the new fighter craft (Firestorm).
- 6Plasma Cannon or EMP are weapons that can handle any UFO threat in the game.
Tips:
- Always have your troops in cover (using terrain for defense) and ready to defend themselves. Use overwatch (a stance where soldiers automatically fire at enemies that enter their line of sight) liberally or move your soldiers one at a time, reserving an action point for each one so they can shoot if they spot enemies.
- High cover gives 40 defense, Half cover gives 20 defense. Elevation gives only an aim bonus of 20. Close range bonus ranges from 0 to 52. Snipers get a negative close range bonus. Units in flight also receive 20 defense. Hunkering doubles the defense bonus the cover gives.
- Overwatch fire has a -20 aim penalty for normal movement and a -40 aim penalty when the target is dashing.
- Suppression confers a -30 aim penalty for the unit being suppressed. Suppression takes a lot of ammo and should only be used when you are attempting to capture that unit or are sure you won't be able to kill that unit at the end of your turn.
- Dashing (moving twice your normal distance) should be done sparingly and should never be done to explore or to perform recon.
- Thin Men are usually the most hated and most dangerous unit in the game, even when you can reliably kill them. They are no match if you face them one squad at a time.
- Seekers generally do not attack on the turn after they activated.
- Fight the enemy one squad at a time. Avoid battles that involve even numbers.
- Accept council missions that aren't bomb disposal because they can be very easy and don't involve high levels of difficulty. You may wish to ignore bomb disposal missions. Never ignore missions called Gangplank, Friends in Low Places, or Progeny, as they will NEVER come back.
- Take your time on all missions. Advance only when your squad has ample ammo, no enemies in sight, and can all move in the same general direction (i.e., every member of the squad should advance at the same time). As long as you advance slowly, you should be able to get Meld containers (special resources) on time.
- Usable items (like grenades and rockets) are replenished after missions. Don't be afraid to use them as you don't have to pay for them. Ammo expenses are also non-existent.
- Later on, there will be enemies who drop meld upon death. These enemies will become commonplace.
- MEC kinetic strike is powerful enough to kill most enemies in the game in one hit. Upgrading it allows the MEC punch to kill some of the advanced enemies in the game. It also never misses.
- Alien terror missions only require you to rescue one civilian for a positive result. Treat this like a normal mission. DO NOT MAKE CHANGES TO YOUR TACTICS JUST TO SAVE SOME USELESS PEOPLE.
- The Exalt are first referenced during the DLC (downloadable content — extra missions or items released after launch) mission Progeny. By the time Exalt becomes active, you should have most countries soon to be covered by satellites. Exalt is one of the few threats in the game that could theoretically cause a country to leave from panic. Ironically, Exalt is a good source of money and comedic relief.
- When Exalt become active, you will gain access to the covert operations section of the situation room. Accessing this room will show a prompt at the top right of the global screen that says
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