XCOM: Enemy Within - Gene Mods Guide
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- Опубліковано 21 лис 2013
- Here is a straightforward guide (with commentary) on the Gene Mods for XCOM: Enemy Within just for you! If there's any details I left out, be sure to put them in the comments section to help out your fellow commanders!
- Ігри
neural feedback is based on a solider's will. For every ten will the psi feedback does one more damage.
I think this is the first answer that neural feedback question has gotten. Thank you! This comment has been pinned.
What's the base damage, though?
@@fernando47180 10 will is 1 damage
20 will is 2 damage etc...
With soldiers with high will (150+), it allows you to instant-kill sectoid commanders and severly wound ethereals, making it the ideal choice
Secondary heart is ESSENTIAL for an all psi squad. a psionic soldier needs high will for their psionic attacks to be effective, and this gene mod guarantees that they will never lose their will. I would recommend giving this gene mod to ALL gifted soldiers.
Snipers with Gene-Mods break the game. They can stay hidden in any cover with Mimetic Skin, they make best use of the height advantage gained from Muscle Fibre Density and from Depth Perception. A team of 4 Snap Shot Snipers and 2 Squadsight Snipers is almost unstoppable. Snap Shot Snipers with Mimetic Skin, Battle Scanner, Opportunist, Muscle Fibre Density, Double Tap and Squadsight Snipers with Archangel Armour, Depth Perception, Executioner, Disabling Shot, In The Zone.
Nathan Mitchell Snipers break the game to begin with.
Assault with Mimetic Skin, secondary heart, muscle density and Neural Damping. Called the soldier Alcatraz. One internet to whoever gets the reference.
Prophet?
+Fate/Dynasty prophet stole his body, but yeh crysis
+Ark Knight Productions lol gotcha
They call him Prophet remember that
Crysis
The one i like most and do first on every soldier is Secondary Heart. It's basically life insurance for those special elements you'd hate to lose, and that allows you to be bolder in battle, taking greater risks for greater rewards.
Bone Marrow is overrated, imho, as pretty much everything in the late game does more damage than a soldier's entire base health.
What i hate about genetic soldiers is, as others pointed out, their mandatory new armor. It greatly reduces customisation and those exposed arms make every full helmet look silly.
Praxographist www.nexusmods.com/xcom/mods/539/? use this if you don't already, If you want of course.
All of you are going on about how muscle density is useful for just snipers. Have you conisdered the use of a medic who can scale buildings instantly? And then drop down any side of the same building? Or an assualt jumping up to an enemy sniper and killing them easily?
run and gun plus muscle density is super helpful for both rushing and flanking rooftop enemies like thin men, and the only benefit I find to adapative bone marrow is stacking with rapid recovery which basically makes recovery time nonexistant as it becomes 116% recovery speed, 66% from adapative, 50% from rapid. kinda busted honestly.
with the exception of mimetic skin and muscle fiber density for legs, I found the gene mods to be really underwhelming. I mean compared to the destructive force a fully upgraded MEC trooper can be. When i first heard about gene mods in the expansion. I kinda thought of being able to splice things into your soldiers such as natural damage resistance, or perhaps a stamina mod that lets them move extra tiles.. Or jacking them up like a muton berserker and letting them wail on the enemy in melee range more effectively. It was sad to see this put into the MEC as kinetic strike. Anywho, it just felt like the gene mod side of things didn't get as much love as the MEC stuff, more fun toys, and weapons specific to them.
I'll put it this way:
Mec troopers=are for players that play on difficulties like normal and veteran, these players want to have fun and don't want to worry that much about anything
Gene soldiers:are for people who like to take their time and play really strategically, with the gene mods you can do things like flank enemies much better, be able to jump up small building for the extra hit and crit chance
Having a modified soldier is like having The protagonist from resistance on your side
This helped me a lot. I didn't really know much about the gene mods but now I'm an expert. Thanks!
Sniper with the thingie that makes low cover full and mimetic skin + muscle fiber density and depth perception. With damn good ground perk. AKA "JUSTICE RAINS FROM ABOVE!"
But if you get damn good ground, you lose the boost to pistol damage that's imperative early game when you send them out on exalt missions
In Ironman mode, it is really only worth using them for snipers and support, until you get titan armour where soldiers can survive at least a few hits. There is nothing more painful in XCOM ironman than losing a soldier with gen-mods.
I love giving my sniper jumping ability, mimetic skin and the depth perception eyes. They are absolutely lethal, even compared to usual.
Pro Tip #1: Bioelectric skin only reveals enemies if EVERY soldier on the field with bioelectric skin has those same enemies in range. Best to put it on only one soldier per squad/mission.Pro Tip #2: Neural Feedback damages enemies by one point for every 10 Will. e.g. 90 Will = 9 damage. Guaranteed to gouge Sectoid Commanders and Ethereals if they decide to get creative.
"(Neural Feedback) Does 1 damage, plus 1 for every 10 Will" - XCOM Wikia
This technically means that the highest possible damage (according to my calculations) is 15 (143 Will), assuming you have the "Not created equally" Second Wave option active, got "Iron Will" in the Officer Training School, and the soldier got the maximum starting Will when he was "hired", and always got the maximum possible will boost from leveling up, and is at max level.
However, you will generally be doing a maximum of 10 damage (96 Will) with the average Will increase (with Iron Will) and the average starting Will (when you don't have "Not created equally" active)
thanks, by far the best video about how gene mods works
thank you for putting up this video really helped me am gonna go for the gene mods now :) cheers again
Hey no problem, noticed that everyone seemed focused on Lets Plays than just a solid guide. Glad it helped! I recommend the MEC guide too if you haven't seen it.
yeah I seen that to and from what you have said and shown I think the gene labs will work a lot better for me
I honestly prefer the neural feedback gene mod myself for my soldiers. Sure the other one blocks mind control, but feedback is a defense against ALL psi attacks. And I've actually killed a fair share of Ethereals just as they tried to mind control my trooper. Though anther fun combination I've found is the Heavy with Bullet Swarm and the Reactive Pupils. This let's you get a second shot immediately with bonus aim if the first shot missed. Very handy in a tight spot.
Bioelectric skin reveals seekers, this is huge
I love XCOM. Hope they keep going with it. Thanks 4 the vid.
Once I get Gene Mods, I'll probably give one squadsight sniper the electrical skin thing to avoid flanking and strangulation, then get ghost armor for them ASAP.
+Fleet Admiral agigabyte I find squadsight snipers don't need much in the way of mods. Muscle Fiber Density allows for more armor choice - it's often better than a grapple, so you can decide what you want to do with them easier. (Titan doesn't limit your mobility, and you don't have to worry about Archangel fuel as much.) Depth perception makes height advantage even better. Most of the rest are irrelevant - they shouldn't be close enough to be targeted by PSI attacks, they shouldn't be close enough for hormone cloud, etc. Strangulation from Seekers is the only real worry, and that can be protected against with higher level armor or a Respirator Implant. Save your meld for other soldiers where it will be more useful.
A *snapshot* sniper on the other hand is very attractive for mimetic skin, muscle fiber density, adrenal neurosympathy, etc. Once they get 'In The Zone' they'll be able to flank, wait for the next turn, open fire, move to flank *again*, and keep killing - and give the rest of the squad a bonus on those few they can't clean up.
The best two mods (I found) for snipers are the Muscle Fiber Density, and Depth Perception, which works especially well in tandem with damn good ground.
Also mimetic skin and the thing that makes low cover full...
The Russian Well it doesn't really matter since in the late game Supports can heal for 10 hp and 4 medkits with deep pockets and field medic.
Very helpful, thank you
Thanks helped a lot
I am actually surprised they didn't use something like Gene Mods for XCOM 2
Oh, so that's what Neural Feedback did!
I put it on 1 of my assaults & an ethereal mind controlled her so I was like "Screw it, from now on, I'm only using Neural Dampening!" But I fricking LOVE Mimetic Skin on snipers with Low Profile, Double Tab & Snapshot ability. WORTH. EVERY. PENNY!!!!
I didn't like In The Zone all that much, most the time the ones who didn't of covers are Sectopods & Berserkers, rather saved the shots on other aliens. Squadsights are nifty but impractical for me, I'd rather take Snapshot. Put some mod for the eyes & a scope then it's all gold!
But then, I'm bringing 3 mecs with me, they did most of the heavy lifting anyway.
Snapshot is handy for the 'lone wolf' sniper idea.
In tandem with In The Zone, a Snapshot sniper with decent height advantage, Depth Perception and Damn Good Ground can clear entire squads single handedly and get a free move between shots to get the flank.
My highest streak with that is 9 kills in one turn; 3 chryssilids, 5 mutons and a Mechtoid which I used headshot to crit.
Overall, I prefer Squadsight.
Requires some set up but once you see the survival benefits to being completely out of range of the enemy while being able to potentially get a kill each turn, you may fall in love with it as many people have.
Doesn't have the style of Snapshot killstreaks but, Snapshot is flashy and situational, Squadsight is simply reliable - required on higher difficulties.
Don't get me wrong, both have their uses.
For example, a Squadsight sniper is practically useless for Landings/Crashes with the close confines of the UFO's.
There are also some maps it's less effective on regardless of mission, but there is one I get a lot for terror missions, there is this big sign at the back I place this sniper on and it can see the whole map.
With Muscle Density and Mimetic Skin it removes the need for a Skeleton/Ghost suit, allowing the use of Titan armour on snipers; vastly improving their survival.
Main reason I prefer Squadsight is at max rank 2 of these snipers with an assault spotting can carry you.
Those few who have completed on Impossible have had loads of casualties but have been able to carry their team with this strategy.
On classic I used one with the assault and carried 4 rookies with no damage taken.
They can be kill whores though and can seriously slow the XP gain of the rest of your team, especially after getting Plasma Sniper rifles which can 1 shot almost everything bar Sectopods.
So I guess it's because I use mechs a lot & they can't run as fast as assaults so I can't use Squadsight to max advantage. I guess I could try it some time later.
The thing that put me off at first was the lack in mobility and the requirement of a good LOS and spotting from another soldier.
So I felt I wasn't getting as much value from that 'talent' but I realised I was looking at it the wrong way.
Squadsight snipers act as a sniper would in a spec forces team, where they take the highground and pick people off as the team spots them - think of Schoolboy in the most recent Rambo film (if you haven't seen it, go watch..)
I treat it as a safety net that after getting Plasma sniper rifles I have a near 100% chance of at least 1 kill per turn, it makes my team feel safer.
It's very long range precise support fire.
It allows me to Run and Gun with less risk if I miss with the shotgun as the sniper is getting the hit anyway.
I do like Snapshot as well though, especially with Opportunist, being able to move into an overwatch but reducing the aim penalty.
Very handy mid game on Exalt and Extract missions.
In combination with Mec's using Advanced Fire control it makes the Exalt and Thin Men ambushes quite trivial.
so I picked a setting that randomized perks in the perk tree and I kid you now. my first assault became a one man army next to my sniper. he had ever perk that is good for close range combat. he basicly could shoot 3-4 times in a row. it also helped that he had the perk that gave him full cover even when in low cover like the sniper. so I gave him mimetic skin and he became my scout/sectopod killer.
2 hearts? Is that a Timelord?
More like Adeptus Astartes.
Adrenal Neurosympathy for an entire squad = non-stop combat rush after the first kill.
I tend to run my supports with bone marrow, reactive pupils, second heart, bio skin, and feedback. Makes them hard to kill, self healing, and very very useful either as combat supports or medics. When equipped with ghost armor they make powerful scouts due to combining bio-electric skin and their ability to run further added to the cloak and built in movement bonus of the armor.
Assaults i run with leg mods, bio skin, adrenal, reactive, and a mix of the brain ones depending on the soldiers will. Makes them highly mobile when dealing with elevation and able to flank more effectively.
Heavies vary greatly depending on how their stats are. I tend to gear suppression/direct fire heavies (aka High aim) a little more survival, and rocket heavies (aim optional) for mobility, since you need the Line of Site for the rockets (at least before the blaster launcher)
Snipers are of course bone marrow, depth perception, double heart, mimetic skin (if you can afford it), and feedback. I do this because i make great use of the grappling hook equipped skeleton suit and ghost armor for mobility. If you get the ghost armor, the mimetic skin becomes less needed, but it's still a great boon if you can afford it, but i keep my snipers pretty safe and above the fights so i don't use it as much and use that meld for other mods and soldiers.
Just figured i would add my take on how i build soldier because i thought it was relevant to the conversation.
Hehe, longest comment I've gotten. I'm glad you have so much interest in XCOM. Do you have an absolute favorite Gene Mod?
i've played over 185 hours of it on steam, so ya. i've got an interest. If i had to pick, it would be a tie between the bone marrow and the hyper reactive pupils. Both make chars alot more useful. The hyper-reactive pupils is especially great for heavies that don't have great aim. Most ppl would say mimetic skin probably, but i found that one to be cost intensive. For the same cost i can give 4 guys bio-electric skin or a plethora of the lower cost ones. I just don't find it cost effective with anything other than my snipers. I will say it's damned good to use on a gun slinging sniper to use on the sabotage missions. Having a sniper like that with a plasma pistol is very effective.
I love the second heart because it reminds me of doctor who
Depth Perception is INSANELY useful on Snipers.
DP + DDG (Damn good ground) + Natural Height Bonus (+ Scope) = lol120%aim
So is Muscle Fiber Density. And Mimetic Skin.
Generally Snipers are just amazing.
Watching this in 2019. :)
I think I will use the gene mods, will be much more useful for my style of play. Mod out two snipers.
Which did you use?
Gene mods? I think I modded out 4 of them in my standard squad, 2 assault, 1 sniper & 1 support. Most of the footage in the video includes them. Memetic Skin proved incredibly useful once I figured out how it worked. Cool thing is you can swap them out at any time for the MELD/time cost, unlike MECs.
I would use the super jump mod because it makes them get to vantage and sniping points
Basically how the organs of an adeptus Astartes transformers it.
My sniper with mimetic skin, and the enhanced leg mod is amazing for those pesky stealth missions.
my dad has the entire xcom game series
Neural feedback deals 1 damage for every 10 will a soldier has, so 150 will deals 15 damage.
Can someone tell me how to climb in xcom?
cool
Hope they are gone make an update to choose if soldiers stil have armor on their arms
Doubtful, they designed the Gene Soldiers that way to tell them apart from standard ones. There's a whole lot of shoulder plates to choose from in customization options though.
I'd hope for a melee option for all soldiers instead, not just MECs.
i'm sad now i like my soldiers to be astetic as f***k
I give everyone bone marrow and bio electric skin, after that its free reign
If a soldier had all the gene mods they would be unstoppable
lolnope
They'd be more powerful, yes, considerably so, but not "unstoppable".
TigerKirby215 the second heart gene mods makes them nearly unkillable
MrODST57 Yeah but they're still killable. A good commander doesn't need safety nets like Second Heart.
True but a not using second heart doesn't make you better at the game it means you just don't like/want to use it.for some reason
MrODST57 No, it means that you took Adrenal Neurosympathy.
i can use 5 mods per soldier, but can i use both eye mods or both leg mods per soldier?
Nope, It's similar to the perk selection, if it's on the same row you can only pick one.
Caedo Genesis
Really wish I could have Bone Marrow and Muscle Density at the same time.
Not that snipers need the self healing but it would be a nice safety net.
Does make sense, snipers are really the only thing to benefit from Muscle Density where everything else is on the front lines, potentially taking more damage.
You can't have both on one particular part, but you can change gene mods.
can you gene mod psi soldiers?
Yep, and at the right configuration, they're an aliens' worst nightmare.
thanks :) i finished enemy unknown so i got enemy within. its alot different and a bit more difficult than enemy unknown. now i can have a bad-ass mec and a near unkillable gene mod psi solider. i recently had to restart my new playthrough since i lost a council member. now i can be more tactical. thanks again. :>
Although Second Wave option "Mind hates Matter" prevents you from modding psi troopers, and enhanced soldiers from having psionic abilities
Why is this game so good but so difficult? My memorial wall looks like a 30 page essay
good luck commanders 😂😂
i downloaded xcom from the google play stor and every time i start it it says downloading resources how do i fix it
What was that last Bradford cutscene?!
EW Only,don’t wanna spoil it for you ;)
This game is still the most bad ass turn based strategy game. Xcom 2 has nicer graphics for sure but this game has a more believable and more interesting story and much more superior music track.
The game should have a twist that the more generic modifications you get the weaker that soldiers becomes to a particular enemy who may somehow connect to the alien derived genes. Or maybe more susceptible to mind control.
Umm for memetic skin, I think you mean like an Octopus. Not a chameleon
Max-level "in the zone" sniper with:
Adaptive marrow,
depth perception,
Neural damping
Mimetic skin
With good positioning i can wipe out any poor squad of bastards.
as im sure their 50+ kills can attest.
Space Marine mods
Secondary heart is disgusting.... errrkkk!!! I will never choose that...ever...
Better font is better.
Honestly i find genes way better then mecs for me mecs always miss the target, unlike Spark in Xcom 2 mecs are useless.
Kind of a small thing, but was mildly annoying, considering this is labelled as a guide, and I'm new to XCOM, I don't see why it is necessary to show footage of plot/betrayal within the game inside the HQ. Not having reached this stage yet my reaction will now be 'oh there it is' instead of anything else.
Late response but it was in the trailer.