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kierany9's video: XCOM Unpossible: Episode 1 - A Paradox Answered

@XCOM Unpossible: Episode 1 - A Paradox Answered
The story begins. The Fermi Paradox has been answered, extraterrestrial life is right here and about to take humanity for a collective rear-end probing with nothing but a bunch of hapless rookies and a commander at his wits end between them and their goals. Timestamps: 00:00 - Mission 1 02:55 - Mission 2 09:24 - Mission 3 10:24 - Mission 4 14:33 - Mission 5 Music Used: Main Menu* - X-Com: UFO Defense Soundtrack Combat Music 9* - XCOM: Enemy Unknown Soundtrack Thwomp Caverns - Mario & Luigi: Partners in Time Soundtrack Thwomp Volcano - Mario & Luigi: Partners in Time Soundtrack Green Hill Zone - Sonic the Hedgehog (Genesis) Soundtrack Jeopardy Theme* - Jeopardy Studiopolis Act 2 - Sonic Mania Soundtrack Combat Music 8* - XCOM: Enemy Unknown Soundtrack Okey Dokey - Mario & Luigi: Bowser's Inside Story Soundtrack Astronomia - Vicetone & Tony Igy Diabolical Adrenaline Guitar - Half Life Soundtrack The Objective - Counter-Strike: Global Offensive Soundtrack Final Fall - Fall Guys Ultimate Knockout Soundtrack Everybody Falls - Fall Guys Ultimate Knockout Soundtrack *Unofficial name The music used list is only the overdubbed music, some in-game soundtracks are not listed. FAQ: Q: That looks like bullshit. A: It is. Q - Battlescape: How do you not squadwipe the first mission on Impossible? A: If you've played Classic, you know the key is controlling your activations and only fighting one group, or 'pod', of aliens at a time. Impossible introduces the caveat of most aliens being far tankier and generally outmatching XCOM in a fair fight. The easiest way to deal with a pack of sectoids is to either get lucky on the rolls with a good flank from a safe position or just double grenade them. Grenades have perfect accuracy, and while they don't oneshot anything like on Classic, two of them can get rid of a whole pod if you're lucky. Q - Battlescape: Classes in I/I? A: All classes are viable, but early-game Heavies are the best. Heavies have awful aim progression when they rank up, topping out at 75 aim at Colonel, but rockets are an absolute life saver (with 6 damage, a giant AOE and 90% accuracy) early on and Bullet Swarm grants them two shots from as early as Corporal (compare assaults at lieutenant, snipers at colonel and supports never). Assaults can get reliable kills thanks to the shotgun but early on they can be a liability if you make a bad move. Once Snipers reach Corporal they're decent, and Supports are good but not exceptional from the get-go. Q - Geoscape: What's your month 1 research path and why? A: Weapon Fragments → Experimental Warfare → Alien Materials → Beam Weapons. Experimental Warfare unlocks the Foundry and will let you do the Tactical Rigging project, which will let you carry two items per soldier. In practise this means two grenades which will let you double-grenade aliens far more reliably. In my experience, going Weapon Fragments → Beam Weapons is completely unviable, Beam Weapons takes forever to research especially in Enemy Within and when you finally get them, you need to do two more projects to even be able to use lasers on your snipers and heavies. Outside of leaving ayymats for after beam weapons, the only other research path I'd even consider is starting with Meld Recombination and rushing MECs as hard as possible from there, which as you can see by my zero meld and extremely cautious playstyle, didn't happen but I've heard is viable. Q - Geoscape: Starting continent and bonuses? A: Asia, Asia, Asia, Asia. 1/2 Foundry and OTS price is absolutely great early-game when you're most likely low on cash and really need to get Tac Rigging and Squad Size 1 up and running. Getting a free engineer at the end of the month is also nice, since if you only get one engineer reward, you'll get the fifth engineer needed for the next satellite uplink at the end of the month. Africa and Europe are also not awful starting locations, Africa for the income bonus and Europe for the cheap labs/workshops which can help speed up research and sat production by a lot, but keep in mind that by the time you get the four sats needed to cover Asia, you won't be able to make much use of its bonus. Besides handling panicked countries, satellites should ideally go over Africa for the 30% income bonus and SA to cut down on research time immensely, as they have the best bonuses per satellite ratio.

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This video was published on 2020-11-08 02:30:02 GMT by @kierany9 on Youtube. kierany9 has total 4.9K subscribers on Youtube and has a total of 219 video.This video has received 64 Likes which are lower than the average likes that kierany9 gets . @kierany9 receives an average views of 7.6K per video on Youtube.This video has received 17 comments which are lower than the average comments that kierany9 gets . Overall the views for this video was lower than the average for the profile.

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