#18
by Thommo » Feb 07, 2016 4:11 am
Conversely they (almost?) never fire on you with their first turn, so you can just flank them point blank to break it.
Quite a lot of the aliens have weirdly predictable behaviours. Makes it a bit of a learning curve of course, but I've found that relying on high cover is pretty bad a lot of the time. If you come across an early game sectoid + 2 advent troopers pod, then basically you just need to get the two shooters with usual grenade their cover and shoot them dead tactics, then charge the sectoid on the next turn when he uses mind control or creates a zombie.
Edit: I also encountered something just now that I need to try out - flashbang breaks the MC or something according to the forums. I stumbled on this while trying to find why people were angry about the timers, following your comments. I've mostly been avoiding guides/spoilers/info.