
这是《幽浮:未知敌人》与《幽浮:内部敌人》的通用指南合集。 通用策略

通用策略 一般建议尽快建造卫星和雷达站以获取覆盖范围。我通常会将基地设在非洲以获得资金奖励,然后在南美洲部署卫星覆盖以获得审讯奖励。此外,每个月末要预留一颗卫星准备发射(包括雷达槽位和实际卫星)。这样,如果某个国家因恐慌或EXALT袭击而变为红色,你可以在最后一刻拯救该国。即使月末没有红色国家,如果你有信心下个月能准备好另一颗卫星(配合相应的雷达站),也可以发射卫星覆盖你最恐慌的国家。 决定你优先发展的方向,是护甲还是武器。就我个人而言,我更倾向于优先发展武器而非护甲。在世界舞台上,当任务奖励为工程师时,我通常会优先选择这些任务,除非其他地区的恐慌等级过高,或者我急需资金。务必在月底议会会议召开前1-2天发射一颗卫星,这将降低恐慌等级并增加收入。 优先级排序可以总结为:恐慌等级>工程师>资金>科学家。 你应该能相对快速地研发出激光武器和甲壳装甲。甲壳装甲能防止被 Chryssalids(抱面虫)秒杀。一旦建成外星收容设施(这部分不要拖延),就开始击晕并解剖外星人(不过,为了获得南美大陆的奖励,等待一段时间再进行审讯可能是值得的)。在需要在火车上放置诱饵的任务中,你会提前遇到穆顿,因此有机会尽早击晕穆顿并提前获得等离子步枪。 尽量将同类设施放置在一起。发电机靠近其他发电机时能提供更多电力,雷达站相邻时可以使用更多卫星,以此类推。 你不必太担心拦截机,但当你获得等离子炮时,一定要升级!并且尽可能建造火风暴战机。融合长矛则是可选的。 除非你确实非常需要出售物品来为其他项目筹集资金,否则尽量保留每种收集到的物品至少2-4个。通常你需要这些回收物品来制造特殊装备,或者它们会用于其他研究。当你只需要少量合金和埃lerium时,通常也可以将它们卖掉。 最后,在《幽浮:未知敌人》中不要让士兵过于扎堆,如果你给AI机会,它会破坏掩护并用手榴弹攻击大群士兵。在很多方面,《幽浮:内部敌人》的AI比《幽浮:未知敌人》的更宽容。- 尽快建造卫星 - 尽快建造卫星上行链路 - 尽可能将建筑建造得靠近以获取加成 - 不过要优先关注卫星和电力 - 尽快研发武器和护甲科技 - 从非洲开始,覆盖南美洲以进行外星人尸检和审讯 - 保留卫星直到月底,以降低恐慌度并留住国家 - 我喜欢在小队中配置突击兵、支援兵和重装机兵,狙击手则在后期使用 - 前期我会使用2名突击兵、2名支援兵、2名重装机兵,直到后期才调整为2名突击兵、2名支援兵、1名重装机兵和1名狙击手

NEWFOUNDLAND MISSION The Newfoundland Chryssalid mission can be really bad if you do not have at least lasers and carapace armor. If you feel you're not ready, you do not get penalized for flying to the site, and then aborting it. If you ignore the mission altogether, you will take a panic hit. ARMOR COLORS You can turn on armor coloration in Enemy Unknown by changing some options in your configuration files. This is not a hack, this ships with the games but there's no menu option for it. You will not get extra armor variations, just the color changes. This makes quickly identifying individual soldiers on the field much easier. In DefaultGame.ini in C: Program Files (x86) Steam SteamApps common XCom-Enemy-Unknown XComGame Config. Change these values: [XComStrategyGame.XGCustomizeUI] bArmorDecoAvailable=true bArmorTintAvailable=true MY PREFERRED ARMOR COLORS Support - Green (3) Heavy - Orange (4) Sniper - White (5) Assault - Red (6) SHIVs SHIVs are mini-tanks that are a leftover from the old game. If you lose a SHIV, it counts against your rating but is not added to the memorial wall. SHIVs do not gain in rank and will not be chosen for the XCOM base defense mission. SHIVs have little downside. Alloy SHIVs can be used as half cover. Hover SHIVs can fly through the air to get hard to reach areas. Detractions * Expensive * Do not earn experience for kills (soldiers will still have to make shots and kills to rank up) * Cannot use cover * Will not show in the base defense mission Benefits * Faster than normal soldiers (they make good scouts) * Can take a lot of punishment * Can be upgraded to laser and plasma weapons * Good when you're on a tough mission and are down high ranked soldiers * Generally have high accuracy * With an upgrade can give reaction fire * With an upgrade can repair themselves * Can be used to deactivate bombs like soldiers * Can be used to rescue civilians like soldiers On missions that have a lot of Chryssalids, they will sometimes work against you in the sense they will often activate more enemy pods, and thus create a lot of zombies, faster than your ability to deal with them--so on terror missions, be conservative with your SHIV movement. Research and Research Rewards This is a combined list for Enemy Unknown and Enemy Within research to quickly get what you want: REWARDS BY AUTOPSIES Sectoid ---> Uplink Targeting (Aim) (keep 10 corpses for AIM aids, otherwise sell) Sectoid Commander ---> Psionic Beacon, Psionic Lab, Neural Feedback Thin Man ---> Improved Medikit, Gas Grenade, Muscle Fiber Density Chryssalid ---> Chitin Plating, Needle Grenade, Bioelectric Skin Cyberdisc ---> UFO Tracking (Boost), Secondary Heart Drone ---> Drone Capture, Sentinel Drone Seeker ---> Ghost Grenade, Respirator Implant, Mimetic Skin Muton ---> Ammo Conservation, Adrenal Neurosympathy Beserker ---> Combat Stims, Neural Damping Muton Elite ---> Plasma Weaponry Mechtoid ---> Shaped Armor, Advanced Servomotors Floater ---> Defense Matrix (Dodge) Heavy Floater ---> Advanced Repair Sectopod ---> Advanced Construction Ethereal ---> Mind Shield REWARDS BY INTERROGATIONS Sectoid ---> Credit: Beam Weapons Sectoid Commander ---> Psionic Labs Thin Man ---> UFO Technology Muton ---> Credit: Plasma Weaponry Berserker ---> Weapons Technology Muton Elite ---> Armor Technology Floater ---> Basic Armor Technology Heavy Floater ---> Flight Ethereal ---> All Technologies LASERS: Weapon Fragments -> Beam Weapons PLASMA: Weapon Fragments + Recover Light Plasma Rifle -> Light Plasma Rifle -> Plasma Rifle ARMOR: Weapon Fragments -> Alien Materials -> Alien Alloys -> Carapace Armor -> Titan Armor ADDTIONAL REWARDS Experimental Warfare -> Unlocks Foundry Alien Nav Computer -> Unlocks Satellite Nexus, New Fighter Craft, Stealth Satellites My Research Path MY PATH This is generally the order I research various items (this doesn't include autopsies or interrogations, I generally wait until I can get full coverage over South America to make them become instant--except for the Outsider interrogation since that advances the story). Xenobiology -> unlocks Alien Containment Weapon Fragments -> unlocks SCOPE (unlocks Beam Weapons) Alien Materials -> unlocks nanofiber vests (unlocks Carapace Armor) Beam Weapons -> allows to build laser rifles Carapace Armor -> allows you to build better armor (YOU WILL NEED this for Chryssalids) Experimental Warfare -> unlocks Foundry Tactical Rigging (Foundry, if available) Arc Thrower -> to capture aliens Alien Nav Computer -> unlocks Satellite Nexus Heavy Lasers -> lasers cannons for Heavies UFO Power Source -> unlocks Elerium Generator Alien Grenades (Foundry, if available) Improved Medikits (Foundry, if available) Laser Pistols -> laser pistols for sidearms Elerium -> unlocks Titan Armor Stealth Satellites -> UFOs that aren't shot down can't find sateliites Plasma Rifles -> allows to build plasma rifles Titan Armor -> allows you to build titan armor Ammo Conservation (Foundry, if available) Improved Arc Thrower (Foundry, if available) New Fighter Craft -> unlocks the Firestorm fighter, the best in game Heavy Weapons Platform (Foundry, if available) SCOPE Upgrade (Foundry, if available) Outsider Shard -> unlocks alien base assault mission * Fusion Lance -> best fighter weapon in the game Sentinel Drone (Foundry, if available) -> SHIVs can repair themselves SHIV Suppression (Foundry, if available) -> SHIVs can do suppressing fire SHIV Laser -> SHIV weapons upgraded to lasers Meld Recombination -> unlocks MECs and Gene Mods for soldiers Skeleton Suit -> armor that I don't use but to count towards research Archangel Armor -> armor that I don't use but to count towards research Heavy Plasma (2 needed) -> build Heavy Plasma for Heavies Advanced Repair -> shorter repair times Advanced Flight (Foundry, if available) -> more flight time Shaped Armor (Foundry, if available) Blaster Launcher (2 needed) FOCUS SHOULD NOW BE ABOUT DESTROYING EXALT'S HEADQUARTERS Alloy Cannon -> unlocks alloy cannons for assaults ASSAULT THE ALIEN BASE DEFEND HEADQUARTERS OVERSEER SHIP MISSION WORK ON BEATING THE GAME Weapon Loadouts By Class EQUIPSUPPORTASSAULTHEAVYSNIPERarmortitantitantitantitanmain weaponplasma rifleplasma rifle or alloy cannonplasma cannonplasma rifleside weaponplasma pistolplasma pistolrocket / blaster launcherplasma pistolitem slotmedical kitarc thrower / grenadeSCOPE / grenadeSCOPEadded item slotgrenade / SCOPEgrenadegrenadechitin plating . Skills By Class RANKSUPPORTASSAULTHEAVYSNIPERMEC TROOPERSQDsmoke screenrun and gunfire rocketheadshotcollatoral damageCPLcovering firetactical senseholo-targetingsnap shotautomated threat assessmentSGTfield mediclightning reflexesshredder rocketdamn good grounddamage controlLTreviverapid fireHEAT ammobattle scannerone for allCPTdense smokeclose combat specialistgrenadieropportunistexpanded storageMAJdeep pocketsextra conditioningwill to survivelow profileoverdriveCOLsaviorresiliencerocketeerin the zoneabsorption field MEC SUITS kinetic strike module restorative mist electro pulse * I do not find squad sight snipers to be of any value unless you have flight armor. * MEC soldiers are fine, but SHIVs are ultimately more cost effective and combat effective. MEC suits cost way too much Meld. It's better used to making your soldiers genetically enhanced. . Gene Mods By Class (Enemy Within) MODSUPPORT & HEAVYASSAULT & SNIPERBrainneural dampeningneural dampeningEyesdepth perceptiondepth perceptionChestsecondary heartadrenal neurosympathySkinbioelectricmimetic skinLegsadaptive marrowadaptive marrow . Special Combat Tips EXALT HEADQUARTERS No special tricks here. I generally like going on, and attack from, the roof. Going room to room though, can be just as effective. ATTACKING THE ALIEN BASE There are two basic base layouts. Both start similarly and end nearly identically. The first area will have mutons just out of sight, so try not to not end your turn out of cover. You will either face a cyberdisc (often several) and at least one sectopod. The end area is an open arena with raised and lowered floor areas in the middle. At the back of the final room you'll find a Sectoid Commander that will attack you with a plasma pistol, mind fray, panic attack, and mind control. Save Arc Throwers for the commander. It's best to try to corner him with pistols, to lower his health to improve your chances of a capture, and to prevent ally units from turning the big weapons on you if they get mind controlled. DEFENDING XCOM HEADQUARTERS Somewhere 10-20 days after the Alien Base mission, XCOM headquarters will be attacked. The highest ranked, non-injured, unoccupied six soldiers will be used throughout the mission. You will not be given a chance to equip them prior to the mission. You must do this in advance in anticipation of the attack. Generally, I try to retreat all personnel to the 2nd floor and along the wall of the entry/exit point of where your reinforcements come in. Many people consider the rookies that show up expendable, but I have found them very useful for getting enemies with grenades or when an enemy has 1-3 HP left. I also keep the rookies pretty close together so Chryssalids don't make zombies out of them. That being said though, I won't revive a fallen rookie if it will in any way expose a soldier. You are going to face 40-50 enemies (depending on difficulty). Losing this mission does not lose the game. It simply restarts the mission. As much as I do not prefer Snipers, a well equipped In The Zone Sniper can easily clean up kills. FIGHTING SECTOPODS Sectopods have high amounts of armor that, in this game, are reflected by it's low hit probability and high amounts of health. Once a sectopod shows up in your first mission, most missions, except for bomb disposal missions, will likely have a sectopod in the mission. Fighting them, higher level Assaults are a godsend. * They do not go on overwatch, but if an enemy walks in front of it, it will try to attack them with an overwatch like attack * By having an Assault with Lightning Reflexes, you can trigger this ability keeping others safe since they can only react this way once per turn * If they are firing off their bombardment attack, they can't react with their normal attack--when the camera focuses on the sectopod, and then another place on the battlefield, the bombardment attack is focusing on the area shown--so get your troops away from that area unless you know for certain you can kill it before the next turn starts * Alloy Cannons are helpful, along with Rapid Fire, for whittling down Sectopods at close-ish range Heavies are also a good idea. * HEAT ammo is good against robotic enemies (Cyberdiscs and Sectopods) * Shredder rockets lower a unit's armor value and make damaging the enemy easier FIGHTING AND CAPTURING ETHEREALS Ethereals are useful dead because you can make Mind Shields from them. Ethereals are useful alive as they give you research credit for all technologies. * Ethereals will use mind fray, mind control, and their psi storm abilities so spread out attackers * If you're short of attacking an Ethereal close range or stunning them, switch to pistols for all nearby attackers, and keep Snipers and Heavies just further out. The idea is, if a unit is mind controlled they will use either grenades or the weapon in their hands, and you don't want the big damage dealing weapons used against you. Using the Snipers and Heavies to whittle down the health of the Ethereal (6 or less), swoop in with another unit with the Arc Thrower to stun * Even if your unit has already moved, you can have them swap their big weapon for the pistol (except for the last unit to move, the game takes control away from you the second the last unit has acted) * This strategy can also be used against Sectoid Commanders but they are far easier to kill THE TEMPLE SHIP Don't fear the Temple Ship. It's a very easy mission. You will have to face 2 sectopods though. Below is my final team (all full colonels, all psionic aware (rank3), and all gene modded (all attributes)):

2026-02-18 13:00:19 发布在
XCOM: Enemy Unknown
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