
一份深入的《幽浮》士兵职业指南,详细介绍了所有士兵职业及其属性和能力。无论你是新玩家还是《幽浮》老手,本指南都能帮助你充分发挥小队成员的潜力! 本职业指南分为八个部分:一部分介绍新兵职业,一部分介绍每个士兵职业,一部分介绍灵能者。第七部分包含一些通用游戏技巧以及一些高级策略思路,最后一部分则提供了游戏中部分最难成就的获取技巧。 新兵 每个加入XCOM计划的士兵最初都只是一名新兵。这些缺乏经验的年轻人仅配备一把基础突击步枪和一枚破片手榴弹,若想生存下去,就必须机智且谨慎。

ROOKIE STATSEasyNormalClassicImpossibleHealth6543Aim65656565Will*40404040Defense0000* Will is increased by 1-6+2 for every rank up, plus an additional 1-4+2 with the Iron Will perk ** The information in this table does not apply if the Second Wave modifier Not Created Equally is selected upon starting a new game RECOMMENDED BACKPACK ITEMSNano-Fiber Vest[xcom.wikia.com] [Health +2] / Chitin Plating[xcom.wikia.com] [Health +4, melee damage taken reduced by 50%] S.C.O.P.E.[xcom.wikia.com] [Aim +10] Frag Grenade[xcom.wikia.com] Medikit[xcom.wikia.com] [if squad lacks dedicated Support] Making sure your rookies stay alive should always be your top priority. Even if they don't fire a single shot over the course of a mission, they will still receive experience points and ultimately climb in rank if they take part in successful missions. To that end, it is probably best to equip your rookies with Nano-Fiber Vests. It probably won't save them from dying to a critical hit, but early on that +2 bonus to health can easily make the difference between injury and death. If you fancy a more offensive playstyle, equipping your rookies with a S.C.O.P.E. to improve their aim is a good idea. Those Sectoids you encounter early on can be hard to hit when they are in high cover or far away. Alternatively, giving your rookies Frag Grenades can make surviving early missions considerably easier. Rookies may have poor aim, but they can lob a grenade just fine. Use them to either destroy the aliens' cover or kill them outright. A solid tactic, but don't expect Dr. Vahlen to be happy about it: "You may want to instruct your men to exercise restraint when using explosives. While certainly effective at killing aliens they also destroy the artifacts we're hoping to recover from their bodies. Just something to consider". Only ever give a rookie a Medikit to hold if your squad does not have a Support soldier. Giving it to anyone else will effectively waste their valuable item slot, hurting their chances. Assault The aggressive Assault class is great for recon, flanking, blitz tactics and capturing aliens alive with the Arc Thrower[xcom.wikia.com]. They are not as durable as the Heavy, but their nimbleness paired with their defensive abilities keeps them alive even if they get caught in alien crossfire. Though they prefer the shotgun, an Assault soldier can also carry assault rifles into battle. ASSAULT STATSRankHealthAimSquaddie+1+5Corporal+0+3Sergeant+1+3Lieutenant+0+3Captain+1+3Major+0+3Colonel+1+4* The information in this table does not apply if the Second Wave modifier Hidden Potential is selected upon starting a new game ASSAULT ABILITIESRankAbilitySquaddieRun & Gun Allows firing or Overwatch after dashing on the turn Run & Gun is activated. 2 turn cooldown.CorporalTactical Sense Confers +5 defense per enemy in sight (max +20). Aggression Confers +10% critical chance per enemy in sight (max +30%).SergeantLightning Reflexes Forces the first reaction shot against this unit each turn to miss. Close & Personal Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.LieutenantFlush Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.CaptainClose Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Bring ‘Em On Adds 1 damage on critical hits for each enemy the squad can see (up to 5).MajorExtra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.ColonelResilience Confers immunity to critical hits. Killer Instinct Activating Run & Gun now also grants +50% critical damage for the rest of the turn. Squaddie: Run & Gun - every Assault promoted from rookie status acquires the Run & Gun ability, and it is awesome. Being able to fire (even Rapid Fire!) after dashing really helps when trying to flank an enemy, and it's also great for closing the distance on enemies that are hard to reach otherwise. Corporal: Tactical Sense - Although Aggression is nice, Assaults generally have plenty of crit chance as it is, especially when flanking or attacking from stealth with Ghost Armor[xcom.wikia.com]. Also, to reach Aggression's full potential the Assault has to be within line of sight of three aliens, which can be very dangerous indeed. Being front-line fighters, Assaults need all the extra defense they can get, especially on higher difficulties where aliens receive bonuses to Aim. This makes Tactical Sense a much better choice. Be advised that Tactical Sense has no effect against melee enemies such as Chryssalids. Sergeant: Lightning Reflexes - Lightning Reflexes is hands-down the best ability here. With it you can force an enemy in Overwatch to waste its reaction shot on you without taking any damage. This in turn allows cornered squadmates to retreat to safety. The importance of Lightning Reflexes' many possible applications cannot be overstated. Close & Personal is a solid choice for a second, more damage-oriented Assault, especially if you did not take Aggression at corporal rank. Lieutenant: Rapid Fire - Rapid Fire is great in tandem with Run & Gun; run straight up to the enemy and blast them in the face twice at point-blank range. The damage potential is huge, and at short distances the -15 penalty to Aim is negligible. By itself, Flush does terrible damage compared to Rapid Fire. It has some situational uses, such as forcing a well-fortified enemy out of cover while the rest of your squad is on Overwatch, but chances are good said alien will just take cover somewhere else straight away. Captain: Close Combat Specialist - Close Combat Specialist will save your hide on terror missions, when you are surrounded by Chryssalids and Muton Berserkers. You can even trick Berserkers into charging you by shooting them from a distance; if they close to within 4 tiles you get a shot at them for free. Vital. Bring 'Em On is a solid choice for the more offensive Assault, especially if you went with Close & Personal at sergeant rank. The enemies don't even have to be in the Assault's direct line of sight for the damage bonus to work, making this a potentially powerful offensive ability. Major: Extra Conditioning - all Assaults that attain major rank gain Extra Conditioning. Have your Assault wear either Archangel[xcom.wikia.com] or Titan Armor[xcom.wikia.com] for the full +4 bonus to Health. Ghost Armor will give you +2 Health with this ability. Colonel: Resilience - no matter how careful you are, at some point your Assault is going to get shot. At higher difficulties, chances an alien will score a crit against you increase dramatically. Resilience makes the Assault immune to critical hits, even when flanked. Take this ability and never look back. However, if you went with Close & Personal and Bring 'Em On before, you have to take Killer Instinct here. If you use Run & Gun to dash right up to the enemy and then Rapid Fire at point-blank range, this deadly combination of abilities pretty much guarantees two critical hits at 150% damage, plus 1 damage for each enemy your squad can see. That's about 15-25 damage per shot with an Alloy Cannon[xcom.wikia.com]. Boom. RECOMMENDED BACKPACK ITEMSNano-Fiber Vest[xcom.wikia.com] [Health +2] / Chitin Plating[xcom.wikia.com] [Health +4, melee damage taken reduced by 50%] Arc Thrower[xcom.wikia.com] Combat Stims[xcom.wikia.com] [Will +40, Mobility +3, 50% damage reduction and crit immunity for 2 turns] Assault troops usually fight in the vanguard, exposing them to enemy fire. Good defense is a necessity and because of this, equipping your Assault with either a Nano-Fiber Vest or Chitin Plating is a must. Chitin Plating is an absolute no-brainer on terror missions and will help you deal with those pesky Chryssalids. Of course, you will have to kill one before you can make any. The Assault's close proximity to the enemy makes them ideal candidates for carrying the Arc Thrower into battle. Be advised that the Arc Thrower isn't considered a weapon and therefore cannot be used with the Run & Gun ability. Soften enemies up from a distance and rush in with the Assault to take them in for 'questioning'. Combat Stims are another great choice for Assaults to carry, especially for those that prefer offensive abilities. Note that using it ends the Assault's turn. Heavy The Heavy is a hulking powerhouse, capable of dealing massive amounts of damage to synthetic enemies.. and pretty much everything else around them. Armed with a light machine gun and a rocket launcher, these bad boys carve a path through obstacles like no other.

HEAVY STATSRankHealthAimSquaddie+1+2Corporal+0+1Sergeant+1+1Lieutenant+0+1Captain+1+1Major+0+2Colonel+1+2* The information in this table does not apply if the Second Wave modifier Hidden Potential is selected upon starting a new game HEAVY ABILITIESRankAbilitySquaddieFire Rocket Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.CorporalBullet Swarm Firing the primary weapon as the first action no longer ends the turn. Holo-Targeting Shooting at or suppressing enemies also confers a +10 Aim to any allies’ attacks on those enemies.SergeantShredder Rocket Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket’s blast is weaker than a standard rocket’s. Suppression Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.LieutenantHEAT Ammo +100% to damage against robotic enemies. Rapid Reaction Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.CaptainGrenadier Allows to carry 2 grenades in a single inventory slot. Danger Zone Increases hit area of rockets and suppression by 2 tiles.MajorWill to Survive Reduces all normal damage taken by 2 if in cover and not flanked.ColonelRocketeer Allows 1 additional standard rocket to be fired per battle. Mayhem Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. Squaddie: Fire Rocket - The Heavy's signature weapon is the rocket launcher. Use it to dispose of cover, exposing the enemy, or to blow up explosive objects such as cars. Everything caught in the blast will die, including your squadmates. Make sure you have a medic standing by. Corporal: Bullet Swarm - This ability allows you to fire your weapon and then move, shoot again, go into Overwatch or reload. Needless to say, Bullet Swarm is a versatile ability that's easily more useful than its counterpart Holo-Targeting. Sergeant: Shredder Rocket - Every once in a while, especially on terror missions, you are going to get swarmed. Whether facing a zerg rush of Chryssalids or a small army of Mutons, Shredder Rocket is your ticket out of a sticky situation. Use it to soften up the masses and then clean up with a grenade. The Shredder Rocket also doubles nicely as a terraforming tool. Suppression is not a terrible ability, but it consumes ammo both when you activate it and if the Heavy takes a reaction shot. This could mean you start your next turn with an empty gun, and that's a pretty afwul situation to find yourself in. Lieutenant: HEAT Ammo - This ability DOUBLES all damage you deal to synthetic enemies; that includes Cyberdiscs and Sectopods. With HEAT Ammo your Heavy will one-shot Cyberdiscs every time, and if you took Bullet Swarm your Heavy can single-handedly topple a Sectopod in one turn as well. HEAT Ammo isn't just good, it's vital. Rapid Reaction is terrible because it relies on the first reaction shot to hit. Heavies have terrible Aim and on top of that, there's an Aim penalty on reaction shots. Even if by some miracle the first shot connects, your special second shot can and very likely will miss, making this a godawful ability. Captain: Danger Zone - This ability is pretty great, but it's also a double-edged sword. Being able to catch more enemies in one rocket's blast radius is awesome, but the increased damage radius also means it's easier to hit your own guys with it. It also makes it a bit trickier to blow up cover without killing the aliens cowering behind it; the raw damage potential more than makes up for these little drawbacks, however. Don't take Grenadier. You will need a S.C.O.P.E. on your Heavy to compensate for his terrible Aim and on top of that, if you take Shredder Rocket and Rocketeer you will have a total of 3 rockets available on every mission. Use any more explosives than that and you will find yourself wanting for salvage before long. Major: Will to Survive - If you position your Heavy with care, this ability will really help him survive. With this, chances are good the Heavy won't get hit for more than his armor can shrug off, meaning no more visits to the infirmary! Colonel: Rocketeer - This is a tricky one. The extra damage on rockets from Mayhem is nice if you don't use more than one or two of them per mission, but if you didn't take Suppression (and I recommend that you don't) the usefulness of this ability is seriously hampered. Rocketeer gives you one extra standard rocket per mission. Point for point, that is more bang for your buck than the damage bonus from Mayhem, making Rocketeer a solid choice, especially in combination with HEAT Ammo (yes, it applies to rockets too!) and Danger Zone. RECOMMENDED BACKPACK ITEMSS.C.O.P.E.[xcom.wikia.com] [Aim +10] Combat Stims[xcom.wikia.com] [Will +40, Mobility +3, 50% damage reduction and crit immunity for 2 turns] Heavies are terrible shots. Early on, when you have to make do with one rocket and your LMG, you will want to make every shot count. The +10 Aim bonus of a S.C.O.P.E. is a godsend for inexperienced Heavies. Later on, when your Heavy has attained colonel rank, trading that S.C.O.P.E. for a Stim Pack allows for some interesting tactics. Your Heavy, already a pretty durable unit, can soak up damage like a sponge with the Stim Pack's 50% damage reduction and crit immunity. On top of that, the +3 Mobility bonus allows the Heavy to run farther, enabling him to get in close and shoot the enemy from point-blank range, negating the need for that S.C.O.P.E. altogether. And the best part? With Bullet Swarm you can fire AND use the Stim Pack all in one turn! Sniper Snipers are the most terrifying addition to any XCOM squad. They can kill without being seen, or disable enemy weapons from a distance. Scaling buildings or taking to the skies in Archangel Armor to find that perfect vantage point, they oversee the entire mission area. Your whole squad will rest easy knowing that their Sniper is up there somewhere, looking out for them.

SNIPER STATSRankHealthAimSquaddie+0+10Corporal+1+3Sergeant+0+3Lieutenant+1+3Captain+0+4Major+1+7Colonel+0+10* The information in this table does not apply if the Second Wave modifier Hidden Potential is selected upon starting a new game SNIPER ABILITIESRankAbilitySquaddieHeadshot Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.CorporalSnap Shot Removes the sniper rifle’s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. Squad Sight Allows firing at targets in any ally’s sight radius.SergeantGunslinger Confers 2 bonus damage with pistols. Damn Good Ground +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.LieutenantDisabling Shot Allows the Sniper to fire a shot that causes the target’s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty. Battle Scanner Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.CaptainExecutioner +10% Aim against targets with less than 50% Health. Opportunist Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.MajorLow Profile Makes partial cover count as full.ColonelIn The Zone Killing a flanked or uncovered target with the sniper rifle does not cost an action. Double Tap Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. Squaddie: Headshot - The Sniper's signature ability is also one of its best. Once every three turns you can fire a shot with a 30% increased crit chance and extra damage based on weapon tech. It's pretty much a guaranteed crit if you flank an alien or catch one out in the open with it. It pairs really well with Double Tap and Ghost Armor[xcom.wikia.com] for landing two massive crits in a row. Corporal: Squad Sight - Squad Sight defines the Sniper class. With it your Sniper can fire on any alien your squad can see, provided there are no obstacles in the line of fire. Without it, you have to waste valuable time setting your Sniper up on a good vantage point. Squad Sight means your Sniper spends less time running and more time killing aliens. Essential. Paired with Archangel Armor[xcom.wikia.com] this ability is godlike. Snap Shot, although not without its uses, really is more trouble than it's worth. Using it properly means flanking aliens with your Sniper and that means getting in dangerously close, exposing yourself. Being able to fire the Sniper rifle after moving is nice, but Snap Shot does hurt the Sniper's impeccable accuracy. Sergeant: Gunslinger - This ability is a godsend in confined spaces, and early on when the Sniper is still lacking some of his best abilities. With Gunslinger your Sniper will do surprisingly decent damage using a Laser[xcom.wikia.com] or Plasma Pistol[xcom.wikia.com], and it works just fine with Double Tap for those times when one shot just isn't enough. Damn Good Ground is a nice ability in its own right, but Snipers have great Aim to begin with, especially on higher ground. The Defense bonus is nothing to write home about, either, and if you play your Sniper right he should not be exposed to enemy fire to begin with. Lieutenant: Disabling Shot - On higher difficulties, sometimes you just know you won't be able to kill that last alien on this turn. Disabling its weapon is a pretty good alternative at that point. Disabling Shot allows you to waste the alien's turn by making it reload to fix its gun. It's also great for 'prepping' targets you want to stun with the Arc Thrower, minimising the risk of getting your soldiers killed should the stun fail. If your Sniper took Snap Shot earlier, you might like Battle Scanner. It's great for peaking around corners without exposing yourself, but it has limited uses and does not work as well for Snipers that like to keep their distance. It will work with Squad Sight, which is nice. Captain: Opportunist - Taking reaction shots that can crit without suffering an Aim penalty? If that sounds overpowered to you it's because it is overpowered. Opportunity turns your squad's line of sight into a murder zone. Any alien careless enough to step within range is going to get its head blown off. It works beautifully with pistols too, even over long distances. The Executioner ability does not even begin to compare to this. Major: Low Profile - This ability means you can set your Sniper up anywhere you like. It lets you save obstacles that provide full cover for squad members who really need it, and makes ledges, balconies, rooftops and lorry trailers that much more attractive as vantage points. Colonel: Double Tap - This is it; the hardest choice your Sniper will ever have to make: In The Zone or Double Tap? In The Zone is excellent for those whide open spaces where you are going up against Cyberdiscs, Floaters, Drones, Chryssalids, Zombies or Berserkers, pretty much any enemy that does not take cover. As long as you can kill them with one shot and the shot connects, you can keep firing until you've emptied your rifle. It's hugely powerful, but very situational. On the other hand, Double Tap lets you fire twice every other turn. There's a little less potential damage here, but it is much more reliable and less dependent on the situation. Double Tap works just fine with all special shots and if you use it with Ghost Armor and Headshot, you can score two huge crits in a row. More than enough to kill a Sectopod, or even the Uber Ethereal, in one turn. If you went with Snap Shot earlier, pick In The Zone here. If not, I would strongly recommend taking Double Tap. Actually, I would always recommend it. It's both powerful and reliable and that makes it really hard to beat. RECOMMENDED BACKPACK ITEMSS.C.O.P.E.[xcom.wikia.com] [Aim +10] The S.C.O.P.E. is probably the only item your Sniper will ever need. Early on, it's vital to compensate for the Aim penalty on reaction fire, and it negates the Aim penalty on Disabling Shot completely. It will also help you make the most of In The Zone and Double Tap, making the S.C.O.P.E. the obvious choice. Support Sometimes things can get ugly; soldiers start taking hits and go down, or panic in the face of overwhelming odds. The Support is there to patch them up, strengthen their resolve and help them get back into the fight. These strong-willed warriors have good aim and run like the wind, providing covering fire for their squad or going the distance to flank enemies. SUPPORT STATSRankHealthAimSquaddie+1+5Corporal+0+3Sergeant+1+3Lieutenant+0+3Captain+1+3Major+0+3Colonel+1+5* The information in this table does not apply if the Second Wave modifier Hidden Potential is selected upon starting a new game SUPPORT ABILITIESRankAbilitySquaddieSmoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.CorporalSprinter Allows the support to move 3 additional tiles. Covering Fire Allows reaction shot to trigger on enemy attacks, not just movement.SergeantField Medic Allows medikits to be used 3 times per battle instead of once. Smoke and Mirrors Allows 1 additional use of Smoke Grenade each mission.LieutenantRevive Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. Rifle Suppression Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.CaptainDense Smoke Smoke Grenades have increased area of effect and further increase units’ Defense by 20. Combat Drugs Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.MajorDeep Pockets Confers an additional item slot in inventory.ColonelSavior Medikits restore 4 more health per use. Sentinel Allows two reaction shots during Overwatch, instead of only one. Squaddie: Smoke Grenade - Smoke Grenades are essential for those times when you need a soldier to get in position where there is no full cover to benefit from. It's a great ability, but you only have one per mission, so make it count. Corporal: Sprinter - +3 to Mobility may not sound like much on paper, but it makes a huge difference. You could use it to flank an enemy that is pinned down, close in on an enemy to stun him with the Arc Thrower or leg it to stabilise a friendly that was shot down across the battlefield. Sprinter is a subtle, but powerful ability. Covering Fire is not bad, especially on higher difficulties, but it has one major flaw: your Support will only take a reaction shot after the enemy has fired, meaning it could well be too late already. It pairs well with Sentinel later on, but it's not nearly as versatile as Sprinter. Sergeant: Field Medic - Getting 3 uses out of your Medikit per mission instead of just 1 makes this an absolutely essential ability. Watching a wounded soldier bleed out because you used your one Medikit on a paper cut is rough; don't put yourself in that position. You could argue that having 2 Smoke Grenades per mission would allow you to prevent those wounds in the first place, but relying that heavily on Smoke Grenades is risky, especially on higher difficulty levels where the aliens receive bonuses to Aim. Lieutenant: Revive - No medic can do without Revive. It's essential, especially in those Ironman games where every veteran soldier is worth his weight in gold. Not only can you prevent them from dying, you can actually put them straight back into the fight. Awesome. Rifle Suppression uses up a lot of ammo and unless you took Covering Fire earlier, you are probably not going to get much use out of it. A suppressed alien knows better than to move when under fire, and at higher difficulty levels chances are good they will still hit you, even at a -30 penalty to Aim. Captain: Dense Smoke - This is a pretty tough choice, but Dense Smoke is the slightly better choice here because the area of effect on it is bigger than that of Combat Drugs, and because +20 Defense is generally better than +20 Will and a +10% crit chance, which is negligible. Defense works against all enemies, whereas Will only really helps you against psionic abilities. That said, Combat Drugs is not without its uses and having a second Support with this ability could be a great idea. You could use it to empower your gifted soldiers or keep soldiers with a low base Will stat from panicking in the face of terrible danger. Major: Deep Pockets - It may be a passive ability, but Deep Pockets is a-ma-zing. You could carry both a Medikit and an Arc Thrower, or Chitin Plating and a Mind Shield, or any other combination of offensive, defensive and utlity items. Deep Pockets is a defining ability for the Support and it makes them the most versatile class by far. Colonel: Savior - Again, this is a very tough choice because both abilities are pretty great. Savior is fantastic because it doubles the effectiveness of your Medikits. If you completed the Improved Medikit project in the Foundy, this bumps your Medikits up to +10 Health per use. Awesome. Sentinel is great too, as it allows you to fire from Overwatch twice. Unlike the Heavy's Rapid Reaction ability, the first shot does not even have to be a hit for it to work. Sentinel is great when you're trying to lure enemies into a murder zone, but it has one major flaw: the second shot will never trigger on enemies that you run into for the first time. RECOMMENDED BACKPACK ITEMSMedikit[xcom.wikia.com] Arc Thrower[xcom.wikia.com] Every Support should carry a Medikit. Supports are the best at healing squad members and their Deep Pockets ability allows them to carry another, more directly beneficial item as well. Also, the Medikit grants immunity to poison, which is excellent when fighting Thin Men. The Arc Thrower is another great item choice for Supports, especially if you took the Sprinter ability. Supports can run long distances, making it easy for them to get into stun range. Should the stun fail, you could use your Assault to run in and clean up so nobody gets hurt. Later, when capturing aliens alive is no longer a priority or even completely unnecessary, you could replace the Arc Thrower with any item you want. Chitin Plating is great for defense, especially on terror missions. Mind Shield will help your Support overcome psionic attacks. Combat Stims could improve their own psionic powers, etc. Take your pick, they are all solid choices. Psionic After building the Psionic Labs, you can test your soldiers for 'the Gift'. All classes can become Psionics and they will get a special purple class icon to convey that they are gifted. Psionics can get inside the minds of their enemies, causing them to panic and fire on their allies. The most powerful Psionics can even deflect bullets with their mind, or make an alien do their bidding. Note that Psionic soldiers can only gain ranks and access new abilities by actively using their powers. Use psi powers often and well to unlock new, even stronger powers more quickly.

灵能能力 等级 能力 新手 心灵冲击 使目标失去现实感,造成瞄准、意志和移动力惩罚,基础伤害5点。机械单位免疫。持续2回合。冷却1回合。 专家 灵能鼓舞 移除3格内所有友军的心灵冲击和恐慌状态,并在2回合内增强他们的意志+30。冷却4回合。 心灵恐慌 若目标意志被压制,使其在下一回合陷入恐慌。机械敌人免疫。冷却2回合。 特工 心灵动能场 创建一个持续到敌方回合的固定心灵动能场。该场扭曲并偏转 incoming 攻击,为场内友军和敌人提供+40防御力。冷却4回合。心灵控制 非常困难的灵能技巧,若成功,可控制目标3回合。机械敌人免疫。5回合冷却时间。 灵能者:心灵冲击 - 每个有天赋的士兵初始都拥有此能力。心灵冲击是一项出色的能力,因为它不受距离或掩护影响,是对抗处于完全掩护状态敌人的理想选择。其对瞄准和机动性的惩罚使其成为压制的绝佳替代,而意志惩罚则使敌人更容易陷入恐慌或被心灵控制。 专家:灵能激励 - 此能力在对抗 Sectoid Commander 和 Ethereal 等敌人时能发挥最大作用。增强小队对精神攻击的防御至关重要,提升他们的意志以防止恐慌也同样重要。你甚至可以用它来强化其他灵能士兵的能力,提高他们成功施展心灵控制的几率。 心灵恐慌是个还不错的技能,但恐慌本身作为战斗策略太不可靠了。根本无法预测恐慌的敌人会做什么:他可能会害怕地逃跑,攻击自己的盟友,或者变得狂暴并再次向你开火。使用心灵恐慌就像掷骰子,我不建议使用它。 特工:心灵动能力场——这可能是安全但无聊的选择,但别搞错了;心灵动能力场非常强大。它能在已有的防御加成基础上再增加40点防御,而且作用范围很大。这个技能能在异形入侵结束前多次拯救你的小队,使其免受 Sectopods 和 Muton Elites 的威胁。但要记住,敌人也能从中受益,所以请明智使用。 心灵控制是一种极其强大的能力,确实能扭转战局。通过合适的装备、物品和能力组合,你甚至可以用它来控制一个 Ethereal,成功的话将获得成就。这确实非常酷,但它也有缺点。与心灵动能场不同,它可能会失败,一旦失败,接下来五回合内你将无法再次使用。在激烈的交火中,五回合就像永恒一样漫长。 如果你的队伍中有不止一名有天赋的士兵,让其中一名学习心灵动能场,另一名学习心灵控制。两名灵能士兵协同作战对异星人而言意味着灾难。

RECOMMENDED BACKPACK ITEMSMind Shield[xcom.wikia.com] [Will +30] Combat Stims[xcom.wikia.com] [Will +40, Mobility +3, 50% damage reduction and crit immunity for 2 turns] Chitin Plating[xcom.wikia.com] [Health +4, melee damage taken reduced by 50%] The Mind Shield's description can be deceptive. It's intended purpose is to shield the wearer from offensive psi attacks, but it can also be used to power the user's own Psionic abilities. Use it together with Psi Armor[xcom.wikia.com] to have a real shot at mind controlling those darn Ethereals. You will have to kill one before you can build it, though. Going with Combat Stims is good if you can't build the Mind Shield yet. The +40 bonus to Will is excellent and the damage reduction certainly does not hurt either. You can use this to empower your Mind Control ability, but remember that it takes up a turn to use it. Don't leave your soldier exposed while the stimulants take effect. Of course, you could argue that a Psionic has plenty of mental defenses as it is, especially if wearing Psi Armor. You could therefore decide to bolster his physical defense, and that's where Chitin Plating comes in handy. +4 to Health is nice, especially considering Psi Armor is medium-class and only provides +6 to Health, rather than Titan Armor[xcom.wikia.com]'s +10 Health bonus. A NOTE ON PSI ARMOR After clearing the Overseer Crash Site[xcom.wikia.com], XCOM's second essential story mission, you will have the opportunity to research Psi Armor[xcom.wikia.com]. I strongly recommend developing it at the earliest possible convenience. Psi Armor grants a +20 bonus to Will, making it that much more likely your Psionic powers will work succesfully. Tips, Tricks & Tactics In this section you will find some tips that all tie in directly to your squad members and their abilities in some way. I will try to keep adding to this section over time, and I will see about adding some images or videos here and there to visually represent more complex ideas. SQUAD SET-UPThere are four different classes in XCOM: Enemy Unknown, and there's a total of six spots on your team. All classes have their merits, and as such the core of your team should simply look like this: 1 Assault 1 Heavy 2 Support 1 Sniper I strongly recommend taking 2 Supports on your team wherever you go. They aren't the strongest fighters, but they are accurate and their versatility makes them an excellent addition to your team. Ideally, you will want one of them to focus on healing abilities, and let the other one take perks like Combat Drugs and Sentinel. For terror missions and abduction missions, consider taking a second Assault. They are the best in close-quarters combat and any enemy stupid enough to run into striking range will be torn apart by their Close Combat Specialist ability. Assaults are the perfect counter against Chryssalids and Berserkers, and with Ghost Armor they make excellent spotters for your Sniper, too. For council missions and UFO crash/landing sites, consider taking a second Sniper. Give them both Squad Sight and maybe a suit of Archangel Armor, and use the rest of your team as spotters. Snipers can deal a stupid amount of damage from afar and if one of them specialises in Double Tap and the other one takes In The Zone, they can lay waste to an entire army of aliens between the two of them. COMBAT TACTICS#1 rule: always have a backup plan! Soldiers can and will miss shots despite great odds at the absolute worst of times, and you will want to make sure they don't get caught with their pants down. Think about a move before you make it, and think about what could go wrong beforehand. Never dash. Seriously, just don't do it. You could argue that dashing is safe unless you are already engaged in a fight, but it's a bad habit regardless. Always move all of your soldiers once before committing to a second action with any of them. Make a habit of moving your Assault(s) first. If any aliens are on Overwatch beyond your line of sight, you have a good chance of wasting their reaction shot with the Assault's Lightning Reflexes. Always move your Sniper last. Should your squad stumble upon some aliens, taking an 'active' shot before the end of your turn is always more efficient than reaction fire from Overwatch, especially so if your Sniper knows In The Zone or Double Tap. Don't charge into unrevealed territory when you are already in a fight. Chances are more uninvited guest will crash your party, and that is going to make life really hard for you on higher difficulties. Check all your soldiers before firing a single shot. If your Sniper can hit only one alien and your Assault can hit three, make sure you don't have your Assault kill that one alien your Sniper could have killed instead. Take a turn to reload ALL guns after a firefight. If you don't, your soldiers could be out of ammo halfway through the next firefight, just when they're up against a Sectopod and a small army of Mutons. Similarly, never patch up soldiers in the middle of a fight. Doing so would likely expose your medic, risking more injuries or even death. It's better to pull injured soldiers away from a firefight and keep them away until the threat is dealt with.

建议根据士兵职业进行颜色编码,以便在战场上更容易区分他们。 不要分散火力。受伤的外星人依然能轻易杀死你。 如果外星人躲在完全掩体内畏缩不前,就用手榴弹或火箭筒炸毁掩体。如果无法做到,那就直接用爆炸物炸他们。 穆顿和赛博碟如果有机会,会对你使用这种战术,所以面对它们时,不要让士兵过于聚集。 汽车、卡车和UFO能量源是很好的爆炸物。如果有两个或更多外星人在它们周围,抓住机会用一枚精准的爆炸物将它们全部炸成碎片。 新兵用步枪射击时,就算外星人坐在他们肩上也打不中。不过,他们是很棒的掷弹兵。新手只需一次击杀就能升级,所以那枚手榴弹应该就够用了。 别忘了使用【卧倒】技能!如果你需要靠近外星人以便在下一回合包抄或击晕他们,通过在掩体后卧倒可以将受伤风险降到最低。卧倒能使你的掩体加成翻倍,并获得暴击免疫,这本身就能带来天壤之别。 即使处于完全掩体内,你仍然可能会被击中。士兵要想真正安全,就需要完全脱离敌人的视线。 使用你的手枪!它们非常适合削弱你想要击晕和捕获的敌人,而拥有【枪手】技能的狙击手可以用手枪一击杀死很多敌人。手枪也不消耗弹药,对付较弱的外星人时效率很高。请密切留意士兵说出类似“你听到什么动静了吗?”这类话时周围的声响。学会识别外星人发出的声音,能为你提供即将面对何种敌人以及威胁来源方向的重要线索。 给你速度最快的士兵装备幽灵护甲,让他潜行侦察前方。这样你就能让狙击手从尽可能远的“天行者”登陆点开始逐个消灭外星人。 在恐怖任务中,要在不使士兵面临巨大风险的前提下尽可能保持进攻姿态。任务完成得越好,事后获得的恐慌值降低效果就越明显。 成就

Ain't No Cavalry Comin' 让一名士兵在完整游戏的每一个任务中存活下来。 你可以在任意难度下完成这个成就。在简单难度下很轻松,但我在普通难度下用三名士兵也能顺利完成。只需要让初始四人小队中的一名士兵参与整个游戏流程中的每一个任务。如果你好好照顾你的狙击手,让他远离危险,这个成就应该不难获得。 注意,如果你依赖的士兵住院了,只要他在下一个任务开始前回到现役,你仍然可以完成这个成就。

泽维尔 控制一个以太族单位。仅限单人模式。 这是一个较难的成就。你的灵能士兵必须拥有极高的意志力属性才有可能做到,即便如此,也需要大量增益效果才能有不错的成功几率。灵能护甲是绝对必需的,心灵护盾也是如此。如果可能的话,让另一名灵能士兵对你使用灵能激励,或者使用带有战斗药物的烟雾弹。在尝试心灵控制前叠加尽可能多的意志力增益,以最大化成功几率。 注意,对以太族造成物理伤害不会像眩晕那样提高成功率,但用心灵冲击对其造成精神伤害则可以。不过,以太族极难被心灵冲击命中,所以尝试其他方法可能更有价值。

孤狼 在经典或不可能难度下,仅用一名士兵清理一个UFO坠毁点。 有两种方法可以达成这个成就。第一种也是最好的方法是在你接到的第一个UFO任务中只派遣你的重装机兵。这样一来,他将独自面对4个 Sectoid( sectoid)和1个 Outsider(outsider),这应该会给你相当大的成功机会。遇到紧急情况时,不要犹豫使用手榴弹或火箭筒。如果可能的话,尽量把火箭筒留到对付Outsider时使用,这样几乎可以保证一击必杀。 如果你在游戏早期没能达成这个成就,在游戏后期仍然可以尝试。派遣一名拥有心灵控制能力的精英士兵(最好是重装机兵),并使用该能力为自己创造盟友。精英 Muton 是心灵控制的最佳目标,因为它们容易被控制,并且能对其同伴造成可怕的伤害。它们会成为你心甘情愿的肉盾,让你可以在远处进行清理。在心灵控制效果消失前,让被控制的外星人用外星手榴弹自杀,然后转移到下一个目标。如此反复操作即可。 最后想说的话 亲爱的读者,感谢你抽出时间阅读本指南。我是《幽浮:未知敌人》的忠实粉丝,这款游戏是我第一次如此投入,以至于想要撰写攻略、帮助他人,并与世界分享我那些辉煌胜利和令人心碎的失败故事。 我非常感谢 Firaxis 团队对这款绝对经典游戏的精彩重制。它们让我得以体验到一个系列游戏的伟大之处,而在初代游戏推出时,我年纪太小还无法欣赏。我从未好好玩过《幽浮:未知敌人》,而且很可能以后也不会,但多亏了《幽浮:未知敌人》,我现在终于明白了那款游戏为何如此特别。 祝你好运,指挥官。Rensje 下线。
2026-02-18 07:00:12 发布在
XCOM: Enemy Unknown
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