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XCOM: Enemy Unknown Free Second Wave DLC

Steam News announces the release of patch 3 for XCOM: Enemy Unknown, updating the new installment in the turn-based strategy series with some bug fixes as well as new free DLC called Second Wave. Here's word:

The XCOM: Enemy Unknown Second Wave content offers a series of advanced gameplay options that unlock a new level of depth, challenge and replayability. The Second Wave content includes:

  • Damage Roulette: Weapons have a wider range of damage.
  • New Economy: Randomized council member funding.
  • Not Created Equally: Rookies will have random starting stats.
  • Hidden Potential: As a soldier is promoted, stats increase randomly.
  • Red Fog: Combat wounds will degrade the soldier’s mission stats.
  • Absolutely Critical: A flanking shot guarantees a critical hit.
  • The Greater Good: Psionics can only be learned from interrogating a psionic alien.
  • Marathon: The game takes considerably longer to complete.
  • Results Driven: A country offers less funding as its panic level increases.
  • High Stakes: Random rewards for stopping alien abductions.
  • Diminishing Returns: Increased cost of satellite construction.
  • More Than Human: The psionic gift is extremely rare.

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28. Re: XCOM: Enemy Unknown Free Second Wave DLC Jan 8, 2013, 18:51 Creston
 
Crustacean Soup wrote on Jan 8, 2013, 16:17:
Yosemite Sam wrote on Jan 8, 2013, 14:32:
Finished my first game on normal, total cake walk.

I must be terrible at this. I'm playing Normal / Iron man as my first game, and I've lost several soldiers already. I've had one failed mission that I can recall; the first time I came across a Berzerker, I managed to lose three soldiers and barely got the others out. Having a great time despite my awfulness, though

Normal is pretty easy. Build a workshop, build a satellite, go for engineers for the reward missions. Build a power generator, build a sat uplink.

As money allows, keep repeating that. In the strategy mode, all you care is about is getting satellites up.

Two things about deploying satellites: Always keep one or two in reserve in case a country gets a big jump towards leaving, but if it's nearly the end of the month and you have no countries at high panic, go and launch them. It's better to launch them and get the extra funding than to have them just sit there.

And two, don't launch a sat to an area where you can't afford to then immediately buy air cover. Don't do it. The sat will actually show more UFOs, and since you can't shoot them down due to no planes, panic will get boosted.

In research, go for weapons first, as you need the increased firepower on your squad, but especially on your interceptors. Try to squeeze in some autopsies and build a few Aim and Dodge modules, they will help when you try to take down one of the big boys.


In missions: Advance slowly, always overwatch, never run to an explored area with your last soldier of the turn, and despite what the bitch in R&D says, use grenades and rockets liberally, except when you're inside a UFO (although even there it's better to use a rocket than to die.)

Remember that a grenade / rocket are basically guaranteed damage. If you have two floaters sitting side by side, and you have two guys with grenades in range, that's a guaranteed kill. Keep the grenade guys till last and try to shoot/cap them with the others. If it doesn't work, use the grenades to take 'em out.

In terror missions, I always dash to one or two of the first civilians I see. Saving them means that unless all your guys die in the mission, it will still count as a (pathetic) success. If you fail to save any citizens, the mission will fail, no matter if you wiped out nearly all of the enemy force. Also, on terror missions it helps to have two assault guys, as the run'n'gun and the shotgun will be awesome for taking out those fucking Crysalids.

Creston

 
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