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#61 |
![]() Join Date: Jan 2010
Posts: 528
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This lonewolf achievement is incredibly frustrating... I mind control solod a UFO crash site on Classic and no achievement... I also tried 2 other times and was successful but I'm guessing loading saves voided it... so glitchy... I guess I'll try doing the heavy strategy next -.-;;
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#62 |
![]() Join Date: Nov 2009
Posts: 222
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What's the heavy strategy?
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#63 |
![]() Join Date: Jan 2010
Posts: 528
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#64 |
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I'm fairly certain there are six UFO varieties to shoot down for the Hunter/Killer achivement, the guide is missing the Abductor class.
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#65 |
![]() Join Date: Nov 2009
Posts: 222
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Bumping this up.
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#66 |
![]() Join Date: Nov 2009
Posts: 66
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On Flight of the Valkyries, I had all Female squad and won, but did not get the achievement. I suspect it is because I had an empty slot, meaning you have to fill ALL slots with females, and not just only use females.
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#67 | |
![]() Join Date: Aug 2012
Posts: 60
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Quote:
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#68 |
![]() Join Date: Dec 2007
Location: Gloucester
Posts: 415
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Although it doesnt say it in the description but autopsies also benefit from the bonus.
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#69 | |
![]() Join Date: Oct 2011
Posts: 241
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If you have full satillite coverage without going to the alien base prior to having full covearge. You will only get UFO's mainly Small Scouts, some Large Scouts and occasionally Abductor. You might get council panic or terror missions if your countries have 3 bars at this point. You will though get plenty of small UFO's. Aliens at this point in game can include berserkers though so be careful. Now take a Sniper who has Squadsight, Opportunist, Battle Scanner, In the Zone. Use Battle Scanners, and the Squadsight will kill them from miles away, and also use Y button Overwatch. The aliens don't stand a chance at all, you won't even have to load. Last edited by Shabba; 10-31-2012 at 03:44 PM. |
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#70 | |||
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Listening to Taylor Swift
![]() Join Date: Dec 2007
Location: Sydney
Posts: 3,487
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Quote:
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#71 |
![]() Join Date: Oct 2011
Posts: 241
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I have 1k'ed this awhile ago and haven't been playing.
The reason for taking a single sniper on Lonewolf. Because they are simply the best class to take, unless you expect to save load with a Heavy's rockets upon knowing where the enemy is. Sniper with battle scanner is simple. Advance slowly upon hearing where enemy movement is you have an idea where to throw you Scanner. With Squadsight it can be used at that distance and with the Scanner. As you make the kill, this attracts alien movement. With In the Zone you can often kill the entire alien group. Or Reload first with your kill then place on Overwatch. Overwatch prior and you have to move. Squadsight works in your favour here aswell, and with Opportunist it is another kill as they have to advance to your position. Snipers also have full cover. It was so freaking easy with the Sniper and the abilites listed on Impossible. You can easily with the tactic of coverage over your entire geoscape, without going to the alien base. You can have plasma sniper rifles researched. The only aliens that can cause a problem would be a Berserker, because they take a few shots to put down. These are rare in small UFO's but can be at this game stage. You will only get the Overseer shard aliens. Everything is a oneshot kill Last edited by Shabba; 11-02-2012 at 12:07 PM. |
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#72 |
![]() Join Date: Jun 2007
Posts: 671
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It might be worth noting that Bada Boom is accumulative across all playthrough's. I've restarted a few times and got it early this play through after about my 12th kill. Takes some of the pressure off knowing this, as I tend not to use explosives if I can help it. I'm sure some other people are the same.
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![]() http://www.360voice.com/tag/Grumftheld My First Guide!! Way of the Samurai 3 http://www.xbox360achievements.org/g...ai-3-us/guide/ If you have any questions, please pm me on here then send me a message on Live to let me know its here and I'll get to it asap. |
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#73 |
![]() Join Date: Aug 2012
Posts: 60
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I shot down a supply barge with an avalanche-equipped firestorm.
Used one of each boost, but probably didn't need the tracking one.
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#74 | |
![]() Join Date: Apr 2008
Location: OH-IO
Posts: 66
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#75 |
![]() Join Date: Feb 2009
Location: 香Hong Kong港
Posts: 1,664
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Woo yeah! 40 achievements on the first playthrough! Going for Ironman later on will be a bitch though.
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#76 |
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Listening to Taylor Swift
![]() Join Date: Dec 2007
Location: Sydney
Posts: 3,487
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I've updated the first page with a guide and roadmap for the Slingshot DLC. If anyone has anything to add let me know and i'll update it. I will submit the achievement titles to the site shortly so i can update them with the colored versions
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#77 |
![]() Join Date: Jan 2010
Location: Kansas City, MO
Posts: 203
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Question - how does the game track how many playthroughs you have for the beat the game from the 5 locations achievement? I am getting ready to start my 3rd playthrough and i noticed that there isn't a "final save" that is designated. I just want to make sure when i finish my final game that I get that delicious pop
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#78 |
![]() Join Date: Nov 2008
Location: Iowa
Posts: 1,603
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Just got this game for Christmas! Can anyone say if the Difficulty Achievements Stack?
I see the Guide says a minimum of 5 playthroughs. Just want some Clarification.
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![]() ![]() “Burn down your cities and leave our farms, and your cities will spring up again as if by magic; but destroy our farms and the grass will grow in the streets of every city in the country.” - William Jennings Bryan |
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#79 |
![]() Join Date: Oct 2009
Location: Germany
Posts: 213
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Difficulty chievos stack.
But... maybe you should concern not to try Impossible difficulty first when you're new to the game. Anyway - as the guide says, you need 5 playthroughs for another chievo anyway, so I suggest 1 or 2 normal or classic playthroughs to get into the game and mop up some of the achievements before you try Classic ironman and then Impossible Ironman mode and especially Impossible difficulty are very unforgiving and frustrating and when you start with those... well, you may learn to hate the game very fast ![]() (I started on Steam back at release days and with Impossible Ironman and I needed like 35 tries to even finish the first mission with no one killed - so never play Imp/Ironman! )
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1st on x360a.org to 1000/1000:
F1 2011 (10/4/11) Need for Speed: The Run (11/26/11) F1 2012 (09/29/12) World First to 1000/1000: Omerta - City of Gangsters (02/1/13 - 05:40pm GMT) Completed retail: 29 |
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#80 | |
![]() Join Date: Nov 2008
Location: Iowa
Posts: 1,603
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Quote:
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![]() ![]() “Burn down your cities and leave our farms, and your cities will spring up again as if by magic; but destroy our farms and the grass will grow in the streets of every city in the country.” - William Jennings Bryan |
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#81 |
![]() Join Date: Jun 2009
Location: Bracknell, England
Posts: 24
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Anyone who is struggling with 'Wet work' should just do it early. I did it in the 1st month (4th mission). There were quite a few aliens, but they were all sectoids.
All I did was kill the mind merging ones to cut the numbers down quick. Just remember to rank your soldiers up with this achievement in mind (sniper should have snap shot for example) and to keep moving forward before shooting (even if this leaves you flanked, the sectoids at the back usually mind merge with the ones on the front line, so just move forward and kill the back ones. The ones flanking you will end up dead anyway). Also don't be afraid to use your grenades. Done with the basic squad size/weapons/armour with grenades.
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1) If you pay in peanuts, you'll get monkeys. 2) If it ain't broke, don't fix it. ![]() ![]()
Last edited by PhilAvery; 01-04-2013 at 01:29 PM. |
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#82 |
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Guide Team
![]() Join Date: Dec 2008
Location: Twisted and withered away...
Posts: 5,379
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Congratulations!
This Achievement Guide and Roadmap has been reviewed by Guide Team Staff member Yunder and has been published as the Official x360a.org Achievement Guide and Roadmap! The link to the Official Guide is here: Official x360a.org XCOM: Enemy Unknown Achievement Guide and Roadmap Please post any updates within the Update: Guides & Roadmaps thread. Also, please check the Award Tracking: Guides & Roadmaps forum to make sure we are up to date. You may request for those to be edited/updated within that forum as well. We look forward to your future submissions!
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#83 |
![]() Join Date: Feb 2009
Location: 香Hong Kong港
Posts: 1,664
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Just bought the DLC after completing Classic playthrough. Trying to finish Confounding Light on Impossible is practically impossible, let alone trying to do it with more than 3 turns remaining. 3 hours just to try to finish the mission is a bit ridiculous and incredibly frustrating, and most of that time was spent watching enemy actions. I really wish you could turn them off like you could in the original. It wouldn't be so bad if there wasn't a time limit, but as it is, 2nd month in you have crappy weapons, crappy armour, thin men have double health, and I've had 6 mutons throughout the mission right up to the last transponder. Don't know if any more show up after that.
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#84 | |
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Listening to Taylor Swift
![]() Join Date: Dec 2007
Location: Sydney
Posts: 3,487
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#85 | |
![]() Join Date: Feb 2009
Location: 香Hong Kong港
Posts: 1,664
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#86 |
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Super Moderator
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The Flight of the Valkyries can be obtained with just one squaddie. I used a female sniper to get the Lone Wolf achievement and unlocked Flight at the same time.
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#87 |
![]() Join Date: May 2013
Posts: 1
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Hit Percentages
Hi, sorry if this has been covered but I'm a little confused.
The guide states that saving in the previous turn and reloading will re-roll hit chance for your soldiers, I have a couple of questions about this. Firstly, I've rinse/repeated about thirty times on a 60% shot, the save was before my last action of the previous turn, the aliens then moved into my view during alien activity (with the little action cutscene you get when first spotting a group) and then took up positions as they usually do, so it went straight back to me. I assume this constitutes a 'turn' i.e a new full turn begins when you start your soldiers' actions after the alien activity? As opposed to a turn being a 'player' turn like turn 1 is you, turn 2 is alien activity, turn 3 back to you etc. So why is my hit not rerolling? I've noticed a few places on the forums it mentions moving your soldiers' position seems to trigger recalculating a shot, in the instance I'm describing above I didn't relocate at all, so is repositioning the actual factor which causes your shot to be rerolled? Does the turn sequence have any impact at all on shot calculation? For example if a sniper remained stationary without shooting for three turns would he be storing up the same rolled shot? And conversely if you reload a save from within the same turn just prior to a shot, and then reposition your soldier, will this mean a recalulated shot? My second question is about what exactly is being recalculated. You have a given %chance of hitting based on range, cover and so on, so does your soldier get a flat roll which is compared to his %chance when taking the shot, or does the game calculate a flat hit or miss for that soldier for his next shot? For example, does it work by Soldier rolling %45 (either when repositioning or at the start of the turn, whenever it happens) so if he attempted any shot with a chance of hitting of 45% or greater he would hit, but any shot with a chance of hitting of 44% or less he would miss. Or alternatively does the game just determine a hit or miss for his next shot based on accuracy and weapon loadout etc? I have to echo sentiments I've seen elsewhere that the numbers given do not reflect the actual chance of making a shot, it seems a 45% chance of hitting in easy mode is far more likely to score a hit than in Impossible, if anyone could clarify these points and update the guide that'd be much appreciated, I think I may have just wasted three hours unsuccessfuly trying to abuse the save system to get the Finest Hour cheevo! Thanks for the guide generally. J |
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#88 | ||||
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Listening to Taylor Swift
![]() Join Date: Dec 2007
Location: Sydney
Posts: 3,487
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As for the sniper, their hit chance changes on each turn, even if you didn't move them. There have been plenty of times where on my first turn I had a 75% chance, missed, didn't move, then on my next turn had a 75% chance and hit. Quote:
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) and I think the re-rolling on chances is still stacked heavily in the alien's favor. There were several times where I reloaded a save because most of my soldiers missed and were subsequently missing. Only on a few occasions did I land a successful shot, in the end I tried a different approach. If you have any more question feel free to ask, and welcome to the site
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![]() ![]() Last edited by DEG23; 05-19-2013 at 01:13 AM. |
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