《幽浮:内部敌人》新手入门指南

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XCOM: Enemy Unknown
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相信我:《幽浮:内部敌人》就像是《幽浮:未知敌人》的加强版。 简介 你是刚开始玩这款游戏,想要一些技巧?还是已经玩过,但总是让士兵牺牲,或者收入为负?那你可来对地方了!别被标题搞混了。《幽浮:内部敌人》比《幽浮:未知敌人》更好,所以如果你还没买这个DLC,赶紧入手吧。 注意:初代X-COM游戏真的非常非常难。所以这款游戏也不会简单! 编辑:天啊,我没想到这篇指南会写这么长。但没办法,因为它需要涵盖所有内容。 开始游戏 难度

我推荐新手选择最简单难度。真的,这款游戏对失误的惩罚非常严厉,即使是较低难度也不例外。另外,我建议你【只在首次游玩时】体验教程。教程会限制你的操作选项,实际上会让你更难合理扩建基地和管理恐慌值。不过,MELD教程可以体验,因为它会让首关(或选择教程后的第二关)变得稍微简单一些,而且这关的内容是固定的。钢铁模式

不要开启铁人模式。你不会想这么做的。你肯定会犯错,到时候就不得不重新加载之前的存档。顺便说一下,记得在【天行者号】着陆后立即保存一个存档,任务成功完成后再保存另一个存档。 第二波 这是一个免费的“DLC”,会自动集成到游戏中,无需额外搜索和下载。第二波选项增加了游戏的重玩价值,也能让游戏更具挑战性。 默认提供以下第二波选项:

伤害轮盘 描述:武器造成的伤害范围更广。 不要选这个。它实际上会让游戏变得更难。与其说它有用,不如说它是个缺点。 新经济 描述:随机化议会成员提供的资金。 这个也不要选。如果你运气好的话可能会更好,但大多数时候这只会让你陷入困境。 天生不平等 描述:新兵的初始属性是随机的。 我喜欢选这个,因为你能得到优秀的士兵。新兵的瞄准值最高可达80,而不是标准的65。 隐藏潜力 描述:士兵晋升时,其属性会随机增加。 我也喜欢选这个。瞄准值低的新兵也有机会在升级后比其他人获得更多提升,变得和其他人一样优秀。瞄准角度 描述:单位距离敌人的侧翼越近,获得的瞄准加成越高。 如果你是策略玩家,就选这个。如果不是,就别选。 存档读档大法 描述:加载存档会重置随机数种子,因此执行相同的操作可能会产生不同的结果。 必备选项,因为在某些情况下你必须依赖随机数生成,比如以70%的概率捕捉外星人。只需确保在执行操作前存档即可。 训练随机化 每个士兵的训练树大部分是随机生成的。不适用于机械化士兵。 不推荐。你应该体验正常的训练树,并尝试找出最适合你团队组成的方案。而且有些技能需要组合使用。新手完全不要考虑这个选项。基地位置 可用的基地位置如下: 北美洲(空中与太空) 欧洲(专业知识) 亚洲(未来作战) 南美洲(我们有办法) 非洲(全力以赴) 空中与太空:所有飞行器及飞行器武器的购买、建造和维护成本降低50%。 专业知识:实验室和工坊的建造及维护成本降低50%。 未来作战:铸造厂和军官训练学校的所有项目成本降低50%。 我们有办法:尸检和审讯可立即完成。 全力以赴:XCOM月度预算增加30%。 由于在游戏中仍可获得所有大洲的加成,因此你应选择对早期游戏最有帮助的那个。【空中与太空】还不错,但你也能承受那些额外成本。【专业知识】则稍好一些。“未来战斗”也可能非常有帮助。“我们有办法”这个技能很棒,但由于获得该加成只需要使用2颗卫星,所以我不建议在开局时选择它。“全力以赴”非常不错,因为它能让你获得30%的额外资金,这对你会很有帮助。 另一方面,如果你选择欧洲或亚洲,就不必防守那么多国家,而非洲和南美洲很容易占领,因为它们只需要3颗或2颗卫星。 第一个任务

保持紧凑 确保安全 引用自幽浮维基“Squad Tactics”条目:单小队 此策略的核心是让小队保持集中且紧凑。对于规模较小或装备不足的队伍,这可能是唯一的生存和有效作战方式,因为单个士兵无法对敌人造成足够压制。虽然保持小队集中是该策略的核心,但要避免不必要的扎堆;尽管掩体位置可能需要多名士兵聚集,但士兵之间至少保持两米(格子)的间距,有助于降低手榴弹和其他范围攻击的风险。 这种方式能让小队通过集火实现良好的自我保护。然而,当部队试图寻找掩护时,会开始出现相互阻碍的情况。此外,除非小心安排换弹时机,否则整个小队很容易同时耗尽弹药,导致他们在换弹的一回合内处于脆弱状态。以这种方式清理行动区域(AO)可能会非常耗时。 你将只与 Sectoid 作战。但不要掉以轻心。所有人都还是新兵,而新兵的命中率很低。使用爆炸物时要谨慎,它们会摧毁所有【 artifacts 】(主要是武器碎片,对研究很重要),但不会破坏尸体本身。sectoids拥有特殊的灵能能力:心灵融合。sectoid可以瞄准视野内的友方sectoid(或mectoid,但它们在游戏后期才会出现,所以现在无需了解),为目标sectoid提供25%暴击率加成、25点意志加成和1点TP,效果持续一回合。如果发动心灵融合的单位死亡,被瞄准的sectoid也会死亡! 引用自The XCOM wiki:心灵融合往往弊大于利;这意味着会少一个sectoid向玩家射击,存在通过击杀心灵融合发动者实现双杀的可能性,最糟糕的是,这会在战争迷雾中暴露两个sectoid的位置,使玩家能轻易瞄准它们使用火箭筒等远程爆炸攻击。趣味知识:在禁用教程的情况下,首次任务就能获得全女性小队的概率为6.25%,这是获取“Flight of the Valkyries”成就的简便方法,我在16局游戏中遇到过2次。 需要注意的事项: - 掩护:掩护能为处于掩护状态的单位提供防御加成,且仅在掩护方向有效。 - 防御是决定射击 miss 概率的主要因素。例如,单位A在有效射程内攻击单位B,若单位A的 offense(即瞄准值)为100,单位B的防御为0,那么单位A对单位B的命中率为100%。 - 全掩护以完整盾牌图标表示,提供+40防御;半掩护以半盾牌图标表示,提供+20防御。进入掩体状态会使掩护提供的防御加成翻倍。 - 半掩护:

完全掩护

另一个例子。单位A拥有80点攻击力,单位B处于完全掩护状态,因此拥有40点防御力。单位C处于部分掩护状态,因此拥有20点防御力。单位B和单位C与单位A的距离相同。单位A会攻击单位C,因为单位A对单位B的命中率为40%,对单位C的命中率为60%。 顺便一提,这就是敌方AI的工作方式。如果对任何敌人的命中率都不算太低,它就会攻击命中率最高的目标。 侧袭

侧翼攻击仅忽略环境带来的防御加成。例如烟雾弹或幽灵护甲提供的防御加成仍然有效。如果一个单位处于掩体内,但敌人从掩体未覆盖的方向发起攻击,则该单位会被视为侧翼受袭(以黄色盾牌标记),此时该单位将失去掩体提供的所有防御加成,并且敌人对其的暴击率提升50%。 可破坏环境

Most Terrain in this game is destructable with Explosives, Fire, Collateral Damage, Kinetic Strike Module and gunshots (the weaker the gun the less likely terrain is destroyed). This is convinient because cover is destroyable, too. Explosives: destroys cover and sets vehicles on fire (except Needle Grenade? Sure thing that Flashbangs and Gas Grenades don't count as explosives). Vehicles explode after 2 turns (if the aliens caused a vehicle to burn it will explode in their next turn), dealing damage to everything directly near it (1 tile). Cars deal 6 and tanks deal 15 damage. Although they are no vehicles, UFO Power Source and gas pumps can explode as well. UFO Power Source deal 10 damage and gas pumps deal 6 damage. Fire: can spread and destroy cover. Fire is made from explosions and flamethrowers. Note that a flamethower doesn't destroy cover immedately. Robotic units are unaffected by fire. Fire can block paths to units affected by fire (understandable, since you wouldn't want to run intentionally into a fire as well. Collateral Damage/Kinetic Strike Module: please view the MEC trooper class section for more informations. Gunshots: There's no way to destroy cover intentionally with gunshots. Only missed shots have a chance to destroy cover. PoisonPoison comes only from Thin-Man, Chryssalid and Gas Grenade. Robotic Units, Thin-Man, Chryssalids and those who wear special items are immune to Poison. Poison does 3 - 5 damage, divided into 1 per turn, -3 mobility and -20 aim. Already poisoned Units can't be poisoned again until the poison effect ends. OverwatchThe Unit can shoot on the first enemy that enters it's sight with -20 aim penalty and no critical hit is possible. If the unit shoots a sprinting unit, it will get an additional -20 aim penalty. Going into overwatch will end the unit's turn. Overwatch is very useful, but shouldn't used to shoot enemies that were in partial cover prior to moving, because it would be almost the same as trying to shoot an enemy in partial cover, but without the no crit penalty. Also, the enemies in Singleplayer won't sprint ever. Cyberdiscs, Mectoids and Sectopods will enter overwatch when sighted and the Second Wave option "Itchy Trigger Tentacle" isn't active. Aliens, that are dropped down (only occurs in council missions) will enter overwatch and trigger the overwatch from your troops. EXALT troops, that are drop down, only enter overwatch if they were dropped on higher elevation. Your Squad Increasing SquadsizeAfter you built the Officer Training School (autiomatically available from the start at Easy and Normal) you can buy upgrades for your squad. Two of them are "Squad Size I" and "Squad Size II". Squad Size I Cost: 50§ You can command 5 soldiers in a mission. At least 1 Soldier has to reach the rank Sergeant to be able to buy the upgrade. Squad Size II Cost: 75§ You can command 6 soldiers in a mission. At least 1 Soldier has to reach the rank Captain to be able to buy the upgrade. Stats The standard stats of Rookies are: 65 Aim, 40 Will On average, the Will stat is 70 on Colonel for every Class except Heavy, which is 75. Use the Will Values mentioned to determine if one soldier has good or bad Will. Use the Aim Values in the Tables to determine if one soldier has good or bad Aim if "Not Created Equally" and "Hidden Potential" are enabled. The Heavy Heavies are useful at the early game and to destroy cover and suppress enemies. Due to their poor aim they become kinda useless at the late game. I'm actually using builds now. http://xcom.wikia.com/wiki/Heavy_Class Stats: Rank Aim (without second wave options) Squaddie 67 Coporal 68 Sergeant 69 Lieutenant 70 Captain 71 Major 73 Colonel 75 Aim is increased between 0-2 per rank if "Hidden Potential" is enabled. Builds The Assault Assaults can be build to tank or destroy enemies. You should always have 2 assaults ready, one fully defensive to catch enemy fire if needed and one fully offenisve to run and gun to the enemy and dealing lethal damage to the enemy. http://xcom.wikia.com/wiki/Assault_Class Stats: Rank Aim (without second wave options) Squaddie 70 Coporal 73 Sergeant 76 Lieutenant 79 Captain 82 Major 85 Colonel 89 Aim is increased between 1-5 per rank if "Hidden Potential" is enabled. Builds The Support They can be build to either heal or support by other means like suppressing enemies and giving cover. Here you should have both versions, too. Because both are useful. http://xcom.wikia.com/wiki/Support_Class_(XCOM:_Enemy_Unknown) Stats: Rank Aim (without second wave options) Squaddie 70 Coporal 73 Sergeant 76 Lieutenant 79 Captain 82 Major 85 Colonel 90 Aim is increased between 2-6 per rank if "Hidden Potential" is enabled. Builds The Sniper They can be hard to level up until they get the squadsight ability. After that you just have to position them right. http://xcom.wikia.com/wiki/Sniper_Class Stats: Rank Aim (without second wave options) Squaddie 75 Coporal 78 Sergeant 81 Lieutenant 84 Captain 88 Major 95 Colonel 105 Aim is increased between 3-9 per rank if "Hidden Potential" is enabled. BuildsThis is my favorite class and I have always 2 different snipers. The Covert / the "you and what army?" This build relies on teamwork & positioning and can be very devastating. It also can make the Base Defense MUCH easier, when used right. Snap Shot Gunslinger Battle Scanner Executoner In The Zone The Hunter / the "BGH" This build revolves around killing the BIG things fast or disabling those, or just simply kill things. You have to find a good sniper nest, or equip your sniper an Archangel Armor to make yourself one. Squadsight Damn Good Ground Disabling Shot Opportunist / Executoner Double Tap Tactical notes: If Double Tap is active, but the second shot won't be shot, Double Tap will be active next Turn. To use In the Zone correctly, you should target the signs (on the lower right part of the HUD where all shootable enemies are listed) that are yellow when the enemy is in cover. If an enemy is not in cover, his sign will still be red, so pay attention. The MEC Trooper Useful for tanking and dealing tons of damage. Their primary use is to take damage when it's unavoidable and destroying cover so other squadmembers have a better chance to hit the enemy. Heavies should be argumented at rank Lieuteneant for maximizing Will and Aim increase. Assault and Support are better when un-argumented, so keep them as they already are: You will never get to the enemies near enough to use the assault ability effectively. Since a MEC should be the frontline you can't use the support abillity effectively. Your MEC can't be at the front and in your team at the same time.Snipers are a viable choice for getting argumented, too. But only at rank Colonel, so their aim is maximized. A MEC trooper with good aim is a MEC trooper who rarely misses. For stats just use the Values of the respective Class the MEC trooper had prior to argumentation. Aim is increased between 1-5 per rank if "Hidden Potential" is enabled. http://xcom.wikia.com/wiki/MEC_Trooper Tactical Notes: Collateral Damage and Kinetic Strike module will explode explosive Terrain and vehicles immedately when targeted by them If used One for All, the MEC still can reload or use class 2 and 3 subsystems without leaving the cover stance Sub Classes Note: MEC Troopers can't be member of any Sub-Class. PsionicUsing mental force to Buff or Kill. General Rule of Thumb is: If It's Melee Only it has high Will. If it's a robotic unit it has 0 Will and thererfore unaffected by Psionic Attacks except for the Mechtoid. Everything else has low will. http://xcom.wikia.com/wiki/Psionic_Class Gene ModdedGene mods help improving some aspects of soldiers. http://xcom.wikia.com/wiki/Gene_Mods Covert Operativehttp://xcom.wikia.com/wiki/Covert_Operative S.H.I.V.

我喜欢那些东西。它们在任何难度下都非常有用,无论是侦查、收集MELD、充当肉盾还是金属盾牌等。在游戏后期,你可以组建一支全由它们组成的队伍来执行一些简单任务,比如小型UFO任务和议会任务。 不要被描述所困扰。这些东西的修复时间仍然比同等受伤的士兵要短。而且,它们的“死亡”也更容易让人接受,不过它们很少会被摧毁。 另外,我喜欢用它们来戏耍敌人。完成“哨兵模块”和“S.H.I.V.等离子炮”项目后,我会让一个它们直接冲进敌群。由于敌人被侧翼包抄,他们会试图移动,然后被它们击落。 但要注意:如果S.H.I.V.遭受暴击,哨兵模块将在本场战斗剩余时间内失效。外星类型 所有数值均来自普通难度。 注:机械单位免疫火焰、中毒、恐慌、心灵攻击(机械 Sectoid 受心灵攻击影响)、眩晕(电弧投掷器),并拥有强化加成(暴击几率降低 60%)。 飞行单位更难被命中(-20 命中率)(空中单位)。 被勒住的单位每回合受到伤害,且在勒住效果结束前无法行动。 若勒住效果结束,该单位可重新行动,但在 1 回合内命中率大幅降低(-50%),移动范围大幅减少(-75%)。 Sectoid:简单的外星单位,拥有一种心灵能力。

目标:65 暴击率:0 防御力:0 生命值:3 机动性:12 意志力:10 武器:等离子手枪(2-4伤害,5-7暴击伤害,0%暴击率) 能力:心灵融合,压制 备注:该外星单位的弱点是上述能力 更多相关信息可在【首次任务】章节中查看 赛博格指挥官 目标:85 暴击率:0 防御力:20 生命值:10 机动性:12 意志力:90 武器:等离子手枪(2-4伤害,5-7暴击伤害,0%暴击率),外星手雷 能力:心灵干扰,高级心灵融合,心灵控制,灵能恐慌 备注:它可以造成-25目标值、-25意志力、3回合移动惩罚并造成5点伤害(心灵干扰)。它可以同时与所有同种族的低级外星单位(赛博格、机械赛博格)进行心灵融合,获得相同的增益(+25%暴击率,+1生命值)(高级心灵融合)。它可以控制一个敌人3回合(精神控制)。它能让敌人陷入恐慌(心灵恐慌)。瘦人

Human-like alien with poisoning abillity. Aim: 65 Critical Chance: 0 Defense: 0 Health: 3 Mobility: 15 Will: 15 Weapon: Light Plasma Rifle (4-6, 8-10 Crit, 10% crit chance, +10 aim) Abilities: Leap, Poison Spit, Suppression Notes: It does 2 less damage on Easy and Normal difficuly It can spit a poison cloud (3x3) over a long distance (Poison spit) If no poisonable unit is in range, it will fire instead If it dies it bursts into a 3x3 poison cloud More informations about poison can be found at the section "Stuff to Note" It can jump to higher places with ease (Leap) OutsiderThis alien is only found on alien ships. Capturing one to complete the game is unavoidable. Aim: 70 Critical Chance: 0 Defense: 0 Health: 3 Mobility: 12 Will: 20 Weapon: Light Plasma RIfle (4-6, 8-10 Crit, 10% crit chance, +10 aim) Abilities: Suppression Notes: It has low health, but can be REALLY dangerous at higher difficulties in the early game. FloaterSince it can fly it's harder to hit. Aim: 50 Critical Chance: 0 Defense: 0 Health: 4 Mobility: 12 Will: 10 Weapon: Light Plasma Rifle (4-6, 8-10 Crit, 10% crit chance, +10 aim) Abilities: Airborne, Launch Notes: It can fly (Airborne) It can fly to any point of the map, but will end it's turn. It will use this for flanking. (Launch) Heavy FloaterAim: 70 Critical Chance: 0 Defense: 10 Health: 12 Mobility: 12 Will: 25 Weapon: Plasma RIfle (6-8, 11-13 crit, 10% crit chance), Alien Grenade (5 damage) Abilities & Notes are like the ones from the Floater plus: It can throw an alien grenade, but needs to open to do that (Bombard) SeekerFlying metal tentacle monster. Aim: 65 Critical Chance: 0 Defense: 10 Health: 5 Mobility: 16 Will: 0 Weapon: Plasma Pistol (2-4, 5-7 Crit, 0% Crit Chance) Abilities: Airborne, Strangle, Stealth Notes: It will go stealth if it knows that it's spotted (Stealth) It then proceeds to fly torwards a sqad member that can be strangulated and will try to do so (Strangle) (Seekers need to be stealthed to be able to activate strangle) (The damage per turn is 2/2/4/8/12 [2 in the first turn, 2 in the second, 4 in the third etc]) If no member can be strangulated, it will stay still or reposition to fire it's weapon in the next turn (Seekers can't fire if they're stealthed) Also hide your waifus. It's a robotic unit It can't be in stealth forever If it tries to strangle a unit, that unit loses it's chance to make a reaction shot. http://steamcommunity.com/sharedfiles/filedetails/?id=531209645 CyberdiscA flying disc Aim: 70 Critical Chance: 0 Defense: 10 Health: 16 Mobility: 18 Will: 0 Weapon: Cyberdisc Cannon (7-9, 12-14 crit, 25% crit chance), Alien Grenade (5) Abilities: Airborne, Bombard, Death Blossom Notes: It's a robotic unit It can fly (Airborne) It can't utilize cover It can throw an alien grenade, but needs to open to do that (Bombard) It can shoot with it's high damage cannon, but needs to be open to do that It stays open as long as it closes again or gets hit. Being open causes it to not having the hardened bonus as long as it's still open If it dies it closes and activates Death Blossom. It could activate Death Blossom not only when dying, but rarely does it. Death Blossom deals 4-6 damage in standard grenade range (3 tiles) DroneA little flying piece of metal that can repare and go ALLAHU AKBAR! Aim: 60 Critical Chance: 0 Defense: 10 Health: 3 Mobility: 12 Will: 0 Weapon: Drone Beam (1-3, 3-5 crit, 10% crit damage) Abilities: Airborne, Repair, Overload Notes: It can fly (Airborne) It's a robotic unit It can't utilize cover It can repair other robotic units (Repair) It can explode and deal damage around it (like a standard grenade) and to itself, too (Overload) ChryssalidFast melee alien that can reproduce itself by creating Zombies.

目标:0(它们是近战单位,近战攻击必定命中) 暴击率:0 防御力:10 生命值:8 机动性:20 意志力:120 武器:Chryssalid Claw(6点伤害,9点暴击伤害,20%暴击率) 技能:跳跃、毒爪、植入 备注:在经典和不可能难度下额外造成2点伤害 具有硬化效果(-60%暴击率),对眩晕(电弧投掷器)和中毒免疫 无法利用掩护 若攻击杀死人类目标,会在其体内产卵 该尸体将在下一回合转化为僵尸 可轻松跳至更高处(跳跃技能) 僵尸:由Chryssalid创造目标:0(它们是近战单位,近战攻击必定命中) 暴击率:0 防御力:0 生命值:10 机动性:8 意志:120 武器:僵尸之拳(8) 能力: 备注:在经典难度下造成额外伤害(+2),在不可能难度下造成额外伤害(+4) 具有时限生命周期(3回合),之后会孵化出 Chrysalid 无法被眩晕(电弧投掷器) 若在 Chrysalid 孵化前被消灭,则 Chrysalid 不会再孵化 无法利用掩护 外星类型2 Muton:高生命值、高防御力的外星单位,专为前线战斗设计。

Aim: 70 Critical Chance: 0 Defense: 10 Health: 8 Mobility: 12 Will: 10 Weapon: Light Plasma Rifle (4-6, 8-10 crit, 10% crit chance, +10 aim), Plasma Rifle (6-8, 11- 13 crit, 10% crit chance), Alien Grenade (5) Abilities: Suppression, Blood Call, Intimidate Notes: It can Buff allied Mutons, Muton Elites and Berserkers in range with +10 Will, +10 Aim and +4 Movement for 2 turns (Blood Call) If it gets wounded, the enemy who wounded it has a chance to panic. This can trigger Close Combat Specialist and Sentinel Drone (Intimidate) In the first month it gets deployed it only has the Light Plasma Rifle, then it has the Plasma Rifle and 1 Alien Grenade Muton EliteAim: 80 Critical Chance: 0 Defense: 20 Health: 14 Mobility: 12 Will: 20 Weapon: Heavy Plasma (8-10, 14-16 crit, 0% crit chance), Alien Grenade (5 damage) Abilities: Suppression, Bombard Notes: It has increased health at higher difficulties (+2 Classic, +4 Impossible) It can throw an alien grenade, but needs to open to do that (Bombard) BerserkerVery high health melee alien with strong attacks. Aim: 60 Critical Chance: 0 Defense: 20 Health: 20 Mobility: 17 Will: 80 Weapon: Muton Blade (9, 13 crit, 30% crit chance) Abilities: Intimidate, Bloodlust, Bullrush Notes: It does more damage on Classic (+1) and Impossible (+3) It's hardened (Hardened) If it gets wounded, the enemy who wounded it has a chance to panic. This can trigger Close Combat Specialist and Sentinel Drone (Intimidate) If it takes damage from the enemy in the opponent's turn it will walk torwards the unit that caused the damage (Bloodlust) It can charge in a direction, destroying every destructable cover in it's way, to attack a target (Bullrush) MectoidMechanized Sectoid Aim: 70 Critical Chance: 0 Defense: 10 Health: 20 Mobility: 14 Will: 0 Weapon: Plasma Mini-cannon (6-8, 10-12 crit, 0% crit chance) Abilities: Plasma Barrage, Psi Shield Notes: It does less damage at Easy (-1) and more damage at Classic (+2) and Impossible (+4) It's a robotic unit It drops 5 MELD if not killed with explosives It can shoot twice when it doesn't move at the same turn (Plasma Barrage) If it gets Mind Merged, it recieves a 6 TP shield instead and as long as the shield is up it recieves 50% less damage SectopodThe hardest motherf**king robotic unit you will see. Aim: 80 Critical Chance: 0 Defense: 30 Health: 30 Mobility: 12 Will: 0 Weapon: Chest Cannon (9-11, 15-16 crit, 0% crit chance), Cluster Bomb (3x 4-7) Abilities: Cluster Bomb, Cannon Fire, Reinforced Armor Notes: It's a robotic unit All damage it recieves is halved (Reinforced Armor) It can shoot it's cannon twice a turn to different targets if it doesn't move and goes to overwatch mode right after (Cannon Fire) If it does suspiciously nothing it targets an area that will be bombed in the next turn (Cluster Bomb) EtheralBeware of his Mind Control ability Aim: 100 Critical Chance: 0 Defense: 40 Health: 20 Mobility: 12 Will: 120 Weapon: None Abilities: Mind Fray, Rift, Psi Lance, Mind Control, Psi Drain Notes: Although it has high aim, it uses no physical weapon. It's hardened (Hardened) It can Inflict -25 Aim, -25 Will, a movement penalty for 3 turns and do 5 damage (Mindfray) It can take control over an enemy for 3 turns (Mind Control) It can cast a devastating area of effect attack, that inflicts more damage to enemies with less will and stays for 2 turns. It can also damage robotic units. (Rift) It can attack a unit for 10 damage (and more if a Will test is failed) and has a 25% crit chance. It affects robotic units as well. (Psi Lance) Uber EtheralThe Boss Aim: 120 Critical Chance: 0 Defense: 40 Health: 25 Mobility: 12 Will: 150 Weapon: none Abilities: Mind Fray, Rift, Psi Lance, Mind Control, Psi Drain Notes: Although it has high aim, it uses no physical weapon. It's hardened (Hardened) It can Inflict -25 Aim, -25 Will, a movement penalty for 3 turns and do 5 damage (Mindfray) It can take control over an enemy for 3 turns (Mind Control) It can cast a devastating area of effect attack, that inflicts more damage to enemies with less will and stays for 2 turns. It can also damage robotic units. (Rift) It can attack a unit for 10 damage (and more if a Will test is failed) and has a 25% crit chance. It affects robotic units as well. (Psi Lance) Double Tap sniper and it's eZ Base Maintenance [INCOMPLETE] Start building 1 Satellite after the first abduction mission where you pick the engineers as the reward.

专注于建造卫星上行链路和卫星。每月建造3颗卫星和1个上行链路,直到拥有11颗卫星。然后建造卫星枢纽和5颗卫星。此时你应该已经研究了【外星飞行计算机】。你还需要建造一些工坊来获取卫星上行链路所需的工程师。记得将卫星上行链路、卫星枢纽、工坊、铸造厂和赛博实验室相邻建造,以充分发挥它们的作用。同时尽快建造铸造厂和赛博实验室。不要忘记能源供应。只有当你拥有大量MELD时,才建造基因实验室。 灰市 速查表 尸体及其用途列表。如果用途会消耗尸体,则会有下划线标注。注意“出售?”“部分仅表明在你完成尸检以及所有与这些尸体相关的研究后,是否可以自由出售尸体。如果你不确定是否应该出售任何尸体,且只进行了尸检,那么你应该确保保留4具尸体(穆顿尸体需保留6具)。 名称 用途 是否出售(及注意事项) 狂战士尸体 狂战士尸检 战斗兴奋剂 可能可以出售。如果你不使用战斗兴奋剂,那么可以出售。如果你不确定是否使用战斗兴奋剂,那么制造1-2个后,出售剩余尸体。 抱脸虫尸体 抱脸虫尸检 针状手榴弹 甲壳 plating 否,因为甲壳 plating 非常好,值得制造。”无需建造针式手榴弹。 赛博碟残骸 赛博碟尸检 高级飞行 UFO追踪 否。 无人机残骸 无人机尸检 高级飞行 无人机捕获 改良电弧投掷器 是。 以太族尸体 以太族尸检 心灵护盾 否。 漂浮者尸体 漂浮者尸检 防御矩阵 否。 重型漂浮者尸体 重型漂浮者尸检 高级飞行 高级维修 是。 机甲核心 机甲尸检 是。 穆顿尸体 穆顿尸检 弹药节约 是。穆顿精英尸体 穆顿精英解剖 是。 Sectoid尸体 外星生物学 Sectoid解剖 上行链路瞄准 否。 Sectoid指挥官尸体 Sectoid指挥官解剖 是。 Sectopod残骸 Sectopod解剖 高级建造 是。 搜寻者残骸 搜寻者解剖 幽灵手雷 否。 瘦人 瘦人解剖 改良医疗包 毒气手雷 除非你喜欢使用毒气手雷(我非常怀疑),否则是。 待研究内容 [未完成] 实验室>武器碎片 >MELD重组 >外星生物学 >电弧投掷器 >外星合金 开始捕获外星人并审问他们。审讯外星人可使特定研究的研究时间减半。 UFO动力源可解锁MEC 2级(审讯瘦人可加快研究速度)。 获取装甲项目。 研究光束武器和激光武器,但不要建造它们。在一些EXALT任务后,他们会掉落重型激光枪、激光狙击枪和激光步枪。如果你已研究了相应的科技,你的小队就可以使用它们。 铸造厂优先级: >战术装备 >外星手榴弹 >弹药节约 平衡恐慌值 这是我制作的关于绑架任务的指南。它基本上包含了所有你需要知道的关于恐慌值平衡的内容,除了一些我将在这里提到的事情。如果一个国家的恐慌等级达到5级,它将在当月结束时退出XCOM计划。如果超过8个国家退出,游戏结束。 卫星在部署的国家可降低2级恐慌(对紧急挽救很有用)。 在恐怖任务中解救的平民数量会影响恐慌等级的降低幅度。 我认可的指南 本部分的存在是因为有许多指南没有提供任何帮助,它们仅仅是为了娱乐。我会在这里列出对新手有用的指南。如果您想激活【训练轮盘】