X-COM: UFO Defense

X-COM: UFO Defense

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8 Things X-Com Had To Beat Into Me (That You Can Learn The Easy Way)
By Gifty
X-Com: UFO Defense doesn't teach -- it bludgeons you pitilessly as you desperately try anything and everything to please it. It takes self-loathing and guts to master X-Com's agonies and ecstasies, and if you're truly a sick brain you may one day grow to love its old testament punishment. As one of those twisted few, I've come back from the heart of darkness with eight commandments. I learned each and every one of these tips the hard way, but you won't have to.
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A. The Strategy Layer
1. Don't Be Afraid to Lose Guys
Everyone knows that death is an inevitability in X-Com; soldiers die often, and in large numbers. The intense feeling of dread this causes can be discouraging to new players. However, it's important to remember that your soldiers are all expendable. The whimpering rookie who's barely strong enough to hold a gun? Expendable. The cigar-chomping commander carrying Fort Knox in his backpack? Also expendable. As long as you have money to bankroll new recruits, no loss of manpower is going to cripple your game. I've played campaigns wherein I lost four or five whole planes' worth of soldiers (the plane included), and kept on trucking. Don't let it discourage you.

2. Sell Alien Loot
Nobody tells you this, but the paycheck you get from the UN council every month is worth almost nothing. Want to make some real money? Sell the priceless alien goodies you're raking in every mission! Every single gun you can pry from an alien's cold, dead hands will net you tens, or maybe hundreds of thousands of dollars (the cold, dead hands themselves are also worth some coin). Pace yourself when selling the rarer parts (like UFO components), and always keep at least one copy for yourself, but otherwise, have a bake sale. Go nuts. You'll be amazed at how much more lucrative it is than waiting for Brazil to up your allowance.

3. Don't Do Night Missions
This rule is very simple, and will dovetail nicely with number four; don't do night missions. The aliens have night-vision, and you don't. Combat is hard enough in broad daylight, but when your soldiers can't see four squares ahead of them, it's like watching chickens run around with their heads cut off. The aliens will rain plasma on you from across the map while Yakety Sax plays ponderously in the distance. Just say no; if you're raiding a crash site, wait until morning. If it's a time-sensitive terror mission, maybe don't do it at all. Which leads to the next rule:

4. If It's Too Dicey, Skip It
In the same way that excessive soldier death can be discouraging, it's easy for a new player to feel extreme trepidation if they don't do every single mission. Always remember that X-Com is about the bigger picture, and every mission is optional. So long as you're earning reasonably more points than you're losing, you can stay afloat month to month. If you lose points by skipping a mission (or screwing one up), so what? Earn them back on a mission that's more favorable, when it's broad daylight and you're better prepared. If you think one mission is a wash and will just sink your score, skip it and know that the points you're losing are nothing compared to what you'd have lost if you flew in and made a total ass of yourself. I once went an entire campaign without ever playing a terror mission, because I could mitigate the penalty by doing really well in other missions where the odds were better. The UN only cares that you're doing more good than bad, even if you have to call in sick a couple times when Brazil needs your help.

The same goes for air battles; you'll lose points for every UFO that gets away, but sometimes it's better to let them pass. If you throw all your little fighters against a big-ass battleship, and they die horribly, you'll have no craft left to fight the easy-pickins' who will come later. As long as you can earn enough points to offset the ones you're losing, you don't have to take down every craft.
B. The Combat Layer
1. Smoke The Ramp
This one is simple, but unimaginably important. The exit ramp on your troop transport is a meatgrinder; the aliens know you're there, and there's no cover -- it's a march to instant death. The way you can mitigate this is to smoke the exit ramp as your very first action in every mission. Before anyone in the plane even moves one boot, make sure one of them throws a smoke grenade onto the base of the ramp (set the timer to zero). End your turn so that the smoke will build--then, and only then, should you attempt to move your squad off the plane.

2. The Spotter/Sniper Method
A safer way to find and deal with aliens is to put your guys in a sniping position with good line of sight to the rest of the map (huddled 'round the plane often works), then make one unlucky soldier walk out and act as a spotter. If he sees something, deselect the spotter immediately and let his far-away squadmates open fire on the target. If they can't score a hit, your spotter may still have some time left to shoot or run for cover. With this tactic, you can have multiple soldiers fire on a target, while only putting one guy in danger. For added safety, you can hide your camping squad with a smoke grenade; they can see targets spotted outside of the smoke (all your soldiers share line of sight), but the aliens can't see in.

As you may guess, spotting is a dangerous job, so it's good to keep a steady supply of rookies on hand. If a spotter gets mauled, send out someone else to resume his position, or, if you feel you're taking too many losses, get back in the plane and leave.

3. Demolish All Farmhouses
Aliens, especially in the OpenXcom[openxcom.org] port (which I would strongly recommend using), love to hide in buildings. The farm tileset is where this tendency will be at its strongest, so it's a good idea to expell World War III-sized payloads at any and all hiding places before the buggers can get the drop on you. Remember: wood is brittle and vulnerable to all ordnance, but brick walls take the heavier stuff, such as explosive packs and alien weaponry.

4. Spam
There are automatic shots, snap shots, and aimed shots. It took me many failed missions to realize that aimed shots are a complete scam. Everything in X-Com is subject to lots of under-the-hood randomization, and even an 80% chance never turns out as good as it sounds, so never put all your eggs in one basket. If it's a choice between 1-2 aimed shots or a whole bevvy of snapshots, pick the snapshots every time. By the same token, always, always go with automatic fire in close-quarters situations, like UFO breaches. Typically, the more shots you can fire before the target can react, the better.
48 Comments
nidokoenig 4 May @ 8:22pm 
It's always worth bringing electroflares, smoke grenades and grenades for one very simple reason: X-Com soldiers learn by doing, and you increase throwing accuracy by throwing at least three things. So, throw one each of a flare, smoke and grenade, every soldier, every mission. Equip one in the hand and two on the shoulders

Or if you have the strength, equip three High Explosives, one in the hand and one on each shoulder. 42 packs thrown out into the night should deal with most of the aliens, leaving you to clear the ship, or to just camp the entrance

Smoke doesn't travel vertically, so if you're playing OpenXCom and thus have no smoke limit, smoke the ramp, but also inside the Skyranger, then underneath by the front wheels on your next turn
nightowlke 6 Feb @ 12:20am 
Responding to TimTheEnchanter:

Medi-kits are the best item to manufacture for sale in the early game. Laser Cannons are the most profitable per hour once you have researched it.
TimTheEnchanter 8 Jan @ 8:09pm 
Medi-kits are the best dollar per hour item to manufacture for sale. Anyone know of anything better?
kakita87 27 Jul, 2024 @ 3:47pm 
terror missions can be prevented from despawning by having ships in transit toward them including your interceptors alowing you to buy time to turn a night terror site into a day terror site

it is 100% always better to land and instant abort terror sites then ignore them point loss diference of around 300 points rather then 2000

also pack electo flares just incase a close call day mission ends up being a night mission

most farm houses and barns can be hollowed out with a high explosive pack though a window on the second floor

proximity grenades 1 tile away from a door are very useful for clearing the map with out aliens inside the ship popping in and out pot shotting your guys and can be removed with a normal grenade

if aliens are turtling hard its not a waste to have a guy enter the room with a primed high explosive pack to ensure it gets into the room
McDiel 6 Jul, 2024 @ 11:25am 
"Smoke the Ramp" ... usually I just Leeroy it. :| With OpenXCom I *never* take the big Skyranger, always the small what'sit... Skyraider? It has side doors. Perfect to open, look around, maybe take a few cheeky shots, and disembark. I miss them DEARLY on the Avenger. But I agree that smoking the ramp makes sense, I just never thought about it and will try it now. I also definitely always do the cheeky spotter/sniper combo for at least my snipers. Which leads me to spam - if you *have* a dedicated few snipers, especially in OpenXCom, oh boy do the aliens get it. Definitely want aimed shots for those. For more close combat oriented people (heavy pewpews and rifles) spray and pray definitely is the way to go though, yes xD

Also buncha helpful stuff in these there comments. I never knew you could re-throw flares...
sismir 21 Oct, 2023 @ 12:09pm 
PAIN IS LIVING!!!. Still got old childhood nightmares from the Face on the City siege missions.... I grew up on my brothers lap as he played this game at night... I took up the mantle my self and I am still rolling it every now and then these days... Not seen many games that can hold a candle to the standards this game sat!
Stormer 25 Aug, 2023 @ 8:34pm 
My first mission was a night mission and I got so rekt that I haven't touched the game in a year. I might play it now after reading this. Thanks.
Benny-da-Sheep 29 Sep, 2021 @ 12:25pm 
Electro flares on night missions are easy to use and sprinkled liberally and light up most of the battlefield if you take 2 or 3 per soldier. However... my favourite on the farm missions is to have at least 1 guy with heavy cannon . He NUKES the wheat field with incendiary ammo. Lights up the night like nothing, and also flushes out the little **** :)
rlbell.nsuid 31 Jul, 2021 @ 4:55pm 
There are many UFOs that cannot fire back at interceptors cautiously attacking with Avalanche missiles. Four interceptors aggressively attacking a battleship with Avalanche missiles, at the same time, will bring it down with less than 100% casualties among the interceptors. The dreaded green text bug can be reliably triggered by having a troop transport show up at a mission site during an interception, so make sure that every interception is resolved, before any troop ship lands.

There was a time when I did not know what electroflares were for. I fought night missions, anyways, and suffered terrible casualties. Electroflares were absolutely amazing when I started using them. You can even pick them up and throw them somewhere else and they stay lit up. During night missions, the autocannon, firing incendiary rounds, makes an awesome illumination device.
rlbell.nsuid 31 Jul, 2021 @ 4:55pm 
You can edit the names of the soldiers. Change their names to add tags for fast reactions, high strength, firing accuracy, throwing accuracy, and/or anything else you might need to know about a soldier, at a glance. Abilities improve as they are used successfully. A soldier with good reactions that manages to reaction fire will get even better reactions. There is no way to improve the reactions of a soldier with a poor reactions score, besides luck. Low reactions is not always a bad thing. Be careful about giving the rocket launcher to a soldier with high reactions. I nearly lost my best trooper when he was surprised by an alien coming through a door two squares away and he hit it with his rocket launcher.