STEAM GROUP
XCom: Enemy Unknown Xcom:EU
STEAM GROUP
XCom: Enemy Unknown Xcom:EU
38
IN-GAME
492
ONLINE
Founded
4 September, 2012
Ideal Team Build
First thought will be how much emphases will you put on getting that OCS? Once you have your six soldier team what class distribution do you want?

My thoughts on the team build will be 2 Assault Troopers, 1 Sniper, 1 Support, and 2 Heavies. Unless the mission causes need to deviate I want to have a sniper on a good perch with a heavy nearbye for holo targeting to increase that chance to hit and also, to destroy whatever cover the target may have. A heavy up front with 1 or both assaults should be a good spear tip with the support safely behind that front line either solo or with the other assult as back up.

How about you all? What do you want when the rounds go downrange?
< >
Showing 1-15 of 15 comments
Enki 4 Oct, 2012 @ 10:02am 
I think il go with 2 Snipers and 2 heavies and 1 support and 1 assault.

This will maybe be a team build that will suit someone that want to take longer time with the game. maybe setting up a enemy with suppression fire and then snipe em or something im not entierly sure yet. But il be sure the try different things when the game comes out.
strask 4 Oct, 2012 @ 10:45am 
I'm kind of loving on the assault troopers, so thinking 3 assault, 1 sniper / 1 heavy / 1 support. But no plan survives first contact etc.
b_dizel 4 Oct, 2012 @ 8:03pm 
after playing the hacked demo I definately see the usefullness of heavy assault builds. However . . .
Originally posted by strask:
...no plan survives first contact etc.
. . . so rookies will always be in the squad to take point. In that sense this game will be just like the original.

Also, I read about heavies getting a perk on their 3rd level that allows them to shoot twice if they stand still or fire and then retreat. Very useful tweak to the normal movement mechanic. These kinds of tweaks are what I'll be looking for my alpha squad composition.

Bottom line tho . . . squad comp will depend on mission type, mission difficulty and map type.

All that said, here's what i've theoryhammered for initial squad deployment:
1 sniper, 1 heavy, 1 support, 2 assualt, 1 rookie
Last edited by b_dizel; 4 Oct, 2012 @ 8:03pm
Detainee Pyramid 5 Oct, 2012 @ 12:21am 
I like the addition of bullet sponges :D
Ramasit 5 Oct, 2012 @ 3:45pm 
Sniper, Heavy, 2 Assaults, Support and Sav

I would take the Sav mainly to check how good it is, if it will become useless at the later missions I will know by then what other class i would need.

Also would give Rifle and Shotgun to my Assaults. To have both Close combat and Range skills.
Badhabit 6 Oct, 2012 @ 6:27am 
I like to change the team a lot,so:
2/3 assaults, 1/2 support, 1/2 heavy/sav, and ofc 1 sniper.
From all the vids, it look like these minitank(sav) have some actually use(unlike in the original xcom).
Also from all the vid, it seem there is allways be CQB at everymission, so shotgun is a must have(even as I like to take out enemy from long range).
And because team max out at 6. So no more rookie scout. Unlike in the original, few rookie die is "normal" in that.
Last edited by Badhabit; 6 Oct, 2012 @ 6:27am
Alexander 8 Oct, 2012 @ 11:47am 
i think i will chose troops depending on what the mission need me to do is it a terror mission for example i dont think i will use a sniper
ValeS 13 Oct, 2012 @ 3:31am 
Terror missions need snipers too (taking down aliens that threaten to kill civilians next round is very important).

I usually go 2 assault, 2 snipers, 1 heavy and 1 support for almost all my missions.
Detainee Pyramid 13 Oct, 2012 @ 8:38am 
My first playthrough (normal) I was able to rock 2 heavies, 2 assault, 1 sniper, 1 Support to great effect. One of my assault trooper and one heavy had the gift also, so that was nice in the end.
Mr. Pig 13 Oct, 2012 @ 11:30am 
To OP, I used that exact build on my first CI playthough and had no problems beating it. Late game snipers are super powerful so you don't need more than one (my sniper had more than 120 kills by the end of the game) and having two heavies with heat ammo made cyberdisks and sectopods a breaze. I recommend equiping atleast one of the assaults with a rifle for the range and train up a backup support medic because if you don't and your support gets killed in a mission late game you are in a world of hurt.
Jecs 15 Oct, 2012 @ 12:24pm 
I usually go 2 assault, 2 snipers, 1 heavy and 1 support for almost all my missions.
Codemonkey 15 Oct, 2012 @ 11:47pm 
It depends on the mission obviously. Terror sites with chrysalids, I'm bringing 2 heavies and 2 assaults at least and lots of grenades! Mission with ethereals? No rookies allowed and I'll take anyone with psi abilities with high will (and psi inspiration skill). Run of the mill ufo crash/landing site? Extra heavy if there is a beserker, otherwise mostly low ranked guys to improve there levels. And always a sniper.... always. Massive damage from them.
SunshineEffect 4 Jun, 2013 @ 9:24am 
My latest Team i won on classic Ironman was 2 assault 2 supports and one heavy and sniper
The heavy in 2nd row to assist with rockets and holografic assist and 2 assault which can cover eachother if the Run and Gun brought one in trouble. 2 supports with one having smoke specialisation and one on medic. So if either of the 2 is unable to fight, people still can be revived and saved. And Smoke...you can t have enough on higher difficulties! The Sniper savely staying in the back, picking out heavy targets like Sectopods which can be killed in 1 Round if all is doing good. In the whole campaign just 2 guys died (1 in the End).
76561198144936567 25 Jul, 2014 @ 12:03pm 
I prefered a 4 assault (each armed with a arc thrower in the early phases for live capture of aliens, later with nanofiber vests for extra hitpoints), 1 heavy (for the rockets) and a support (for the 3 medipacks) because the assault class allows the run & gun, double shot and the reaction shots in close range and with the right weapon and armor loadouts (scatter lasers/later alloy cannons prooved their worth even in the temple ship, and the titan armors gave them some toughness for some really insane BAAANZAAAII! level attacks so they could take a few hits and still finish the enemy) they are just the best for my taste of 4 men charges. The heavy is a rocketman and used to weaken enemy groups before the assaults move in. the support medic is a must to heal/revive those who got hit in the charge, so he usualy stays back in safer ground behind some covering terrains, or escorts the heavy as rearguard. well - thats my favored team setup; as for armor preferences, I like the titan armor because they give the guys a little "warhammer 40000" space marine look with a helmet;
Last edited by Tiamat; 25 Jul, 2014 @ 12:08pm
Slydog4774 5 Oct, 2014 @ 8:13pm 
I like to run with 2 assault, 1 support, 1 heavy and 2 snipers. I might substitute a shiv for either an assault or a heavy, especially once you get hover shivs. I found the snipers become even more effective when you can get archangel armor. I put them in flight in the back on overwatch to protect the assaults as they go forward. If you don't move them and just let them hover, they don't use any fuel. The heavy is for the rocket launcher; either to take out groups or very tough enemies, or to punch a hole in a building/ship. Finally, the support is the medic of the group. He also acts as an extra overwatch when wearing archangel armor.
< >
Showing 1-15 of 15 comments
Per page: 1530 50