XCOM 2

Well, I got to play the game for a bit on Friday and Saturday, only for Steam to suddenly start giving me errors and not let me load it up any more.

Still, it was definitely very fun, though not easy by any means. Lost my first couple of C/I attempts (once through underestimating the tightness of the turn limit and getting my entire team left behind...) but I seem to have gotten going OK on my third. I'm a couple of months in, I've gotten the second teir of weapons, and the armour is researched but I'm broke so haven't actually unlocked it yet. Haven't lost any soldiers, though I don't think I've had a mission without at least one injury. One failed mission due to me blowing up the objective which cost me a point on the doom timer, though I got everyone out.

There were a few graphical glitches, and the overall performance isn't great [especially the load times: it takes the best part of a minute to load and unload levels - the former I can somewhat understand as it has to procedurally generate the map, but the latter confuses me] but nothing that affected the mechanics, up until the game decided not to play at all.
 
There were a few graphical glitches, and the overall performance isn't great [especially the load times: it takes the best part of a minute to load and unload levels

Me too but my computer only has 4 Gb of RAM so I figured it was normal. What computer do you have? Does it still take that long on better computers?
 
Have you ever had a mission start off great and then suddenly go south on you in the middle where you are struggling to even bring 1 soldier home alive? I have. Boy, I've had some really tough missions lately.

One mission, I had to hack an advent computer or something. The first part went perfectly. My ambush was flawless. I take out the enemy patrol in 1 turn without a scratch. My squad then proceeds to enter the building cautiously. All is well. I use the skulljack and some codex thing appears out of the blue. What the heck? It clones itself and teleports itself around. Then a pod of advent soldiers drops on the roof of the building that my squad is. Now, I am facing brutal close quarters combat. I kill the codex and the advent soldiers but lose 2 soldiers and another is badly wounded. Then, another pod drops. This time some advent soldiers and a viper which proceeds to use it tongue snatch ability to grab one of my soldiers at a distance. I managed to kill all the bad guys. Mission accomplished but it was a pyrrhic victory. I lost 3 out of 5 soldiers and the surviving two were gravely wounded!!!!

Another mission was a retaliation mission. Starts off great. I take out the enemies and rescue 2 civilians without a single scratch even. I advance slowly. I take out the mech and the advent soldiers and rescue 2 more civilians. I am thinking this is going great. Unfortunately, I was a bit too slow. I failed to rescue the last civilian. Mission failed. Then, the enemy drops. 2 Mutons, 2 faceless and some advent soldiers rush in. I managed to kill them all but lose 2 soldiers out of 5 and the remaining 3 were gravely wounded.

This game really makes you feel like a resistance movement fighting a desperate up hill battle. I have suffered some heavy losses but with my next supplies drop, I will be able to equip my squad with magnetic weapons and better armor. Hoping the tide of battle will start to turn back in my favor.
 
One of the two campaigns I lost went south pretty impressively in the third mission. Approached the objective in concealment, set up a perfect ambush on the pod I could see, taking out both troopers and a leader before they could act. Only for a sectoid and 4 troopers to suddenly emerge from the building behind me which I'd made the mistake of going over instead of through and thus I had no idea was occupied. Killed them for the loss of two guys, then the reinforcements arrived....
 
One of the two campaigns I lost went south pretty impressively in the third mission. Approached the objective in concealment, set up a perfect ambush on the pod I could see, taking out both troopers and a leader before they could act. Only for a sectoid and 4 troopers to suddenly emerge from the building behind me which I'd made the mistake of going over instead of through and thus I had no idea was occupied. Killed them for the loss of two guys, then the reinforcements arrived....

That is one thing that makes XCOM2 so intense and tough. You never know what can happen in a mission. And it is another reason for using overwatch. I've had several missions that would have been a complete wipe out if I had not set some of my guys to overwatch. It is very satisfying when the enemy ambushes you but runs straight into your overwatch. Plus, it softens them up, making it easier for you to counter attack.
 
That is one thing that makes XCOM2 so intense and tough. You never know what can happen in a mission. And it is another reason for using overwatch. I've had several missions that would have been a complete wipe out if I had not set some of my guys to overwatch. It is very satisfying when the enemy ambushes you but runs straight into your overwatch. Plus, it softens them up, making it easier for you to counter attack.

Yeah, OW is great....until you have a 12 turn mission that'll take you 5 dashes to reach the objective and 3 more to get to the evac...:p
 
Yeah, OW is great....until you have a 12 turn mission that'll take you 5 dashes to reach the objective and 3 more to get to the evac...:p

Oh I know. I am not suggesting that the player should overwatch every turn. But in certain situations, it is very good. For example, if you need to reload several of your soldiers, it can be good to overwatch with the soldiers who don't need to reload. That way, they are providing some cover for the soldiers who are reloading.

But overwatching remains one of my favorite features, not just because of the tactical advantages it brings to the game but also because the slo-mo animation is so satisfying. I never get tired of seeing an alien try to move and get hammered by my soldiers in overwatch.

On another note, I love the ability of grenadiers to get a free reload. That one comes in super handy because you can reload and fire on the same turn.
 
Reload no longer ending your turn is one of the best changes in XCOM2. Reload then shoot is great.

Speaking of overwatch, my stealth ranger got the specialist ability that makes him overwatch for free if he dashes from the AWC. Which is interesting. If not particularly useful, given that most of the time he stays hidden.
 
Speaking of overwatch, my stealth ranger got the specialist ability that makes him overwatch for free if he dashes from the AWC. Which is interesting. If not particularly useful, given that most of the time he stays hidden.

I also like the ability that let's the soldier ignore an enemy overwatch.
 
I also like the ability that let's the soldier ignore an enemy overwatch.

I prefer the old version that meant the enemy's overwatch shots missed (as it meant they wasted their shot), but yeah, that's a good one. Saved my butt a couple of times. The specialist's combat drone zapping people to break OW is cool too.
 
Another good thing about XCOM2 is that the game has enough content that you definitely feel like you got your money's worth. I've played 7 hours so far and I feel like I am barely half way through the campaign.
 
I didn't play that much yet but XCOM 2 is very unforgiving in tactical combat, I like that.
Not sure on the geoscape, I find it a bit difficult to tell if my choices there are the right one.
 
Not sure on the geoscape, I find it a bit difficult to tell if my choices there are the right one.

At the bottom of the screen, there are buttons that show you the current possible missions or actions. You can click on one to take you there directly.

Expanding the number of resistance regions you are in contact with should be your main priority in the geoscape. The more regions, the more monthly supplies you will get which is your currency for basically upgrading your soldiers. When you are on the Avenger, don't neglect building power cores and resistance comms. Power cores determine how many rooms you can have active and resistance comms determine how many resistance regions you can contact. So, building resistance comms, then making contact with as many regions as possible, should be your main goal on the strategic map.
 
some more geoscape hints:
1.) expand towards the regions with alien facilities to bring down the avatar counter early
2.) you don't need to link up radio towers (the satellites of xcom2), just having made contact is enough.
3.) for the early game try to get the continent bonus that boosts the sale prices at the black market this can really help you along through the game
4.) sientists are not that important having 3-4 is enough, engineers however are very important especially in the early game. i would strongly suggest to buy 1 or 2 early on (one for intel at the black market, the other for supplies at the resistance hq).
5.) make use of the black market in the early game to quickly expand
 
2.) you don't need to link up radio towers (the satellites of xcom2), just having made contact is enough.

Yes, but if I am not mistaken, building the radio towers do increase the supplies that the region gives you. So it is not a bad thing to do.
 
Maybe it is because I have taken some heavy losses and needed to use supplies to get more recruits, but I am really hurting for supplies a lot. I am constantly running out.
 
i am not certain but i think every radio tower increases the cost of the next one
 
class balance:

My thoughts in this regard, now that I'm halfway through the upgrade trees for most classes:

here i am a bit disappointed. the most powerful class is the psi operative (i have two fully trained ones) followed by the grenadier.

It's an X-COM game - if psi power isn't all-dominating, something's wrong. As it is I'm dissatisfied with the way it's implemented for aliens, the associated AI, or both. Whenever I see a Sectoid raise a zombie I rejoice, since it means the Sectoid's wasted its turn as the zombie will die when it does next turn, and the zombies aren't the threats the XCOM versions are anyway. The psionic link Sectoids had in the first game was more dangerous. Similarly, mind control used to be something any player should dread, but now it just doesn't do anything - once the controller's dead, the unit doesn't even lose its action points. And as for panicking, while it's good that the medal system has gone so it's actually a meaningful part of the game, now that soldiers act more sensibly in terms of running for cover and hunkering down than they used to, and will never friendly fire, it's not as severe a penalty as it was.

I was thrilled when I learned originally that psi-power would be more ubiquitous in XCOM 2 than in XCOM 1, but ultimately XCOM handled it a lot better from what I've seen so far. Something is seriously wrong when Sectoids are less dangerous than the average ADVENT simply because psi attacks can mostly be ignored and they almost never use their plasma weapons (when they do, they're more dangerous, but time and again I've had a Sectoid flanking a soldier, or facing a wounded one, only to have it run off and animate a zombie).

2. Grenadier:
The best of the regular classes, insane area damage combined with very good single target damage and some control. The low aim can be offset by items and cover destruction with a liberal use of grenades.

From what I've seen so far the Grenadier is indeed the most versatile, and probably the best, class - the ability to equip with smoke shouldn't be underestimated either, since it allows the Grenadier to support at much longer range than the old Tactical class could (so far as I've seen flashbangs are basically worthless, as they seem to have less of an effect on alien accuracy than simply covering your units in smoke. While the additional effects of disorientation are okay, the AI seems less prone to clustering activated units than in XCOM 1 - in fact it seems specifically programmed to keep units at least one space beyond grenade range from one another - so you're going to protect against more attacks with smoke than with flashbangs).

My favourite build:
Shredder, Suppression, Heavy Ordnance, Volatile Mix, Salvo, Rupture

Shredder shreds more armour depending on the weapon tier (3 armour for plasma weapons) and some late game enemies have a lot of armour (e.g. gatekeeper has 5). Salvo is insane because you can use a grenade and shoot (after the grenade has destroyed the cover) or use two grenades in one turn. Rupture is very good for the most dangerous enemies, you will need it. The best grenade is the acid bomb, because it leaves a 4 damage dot on enemies, which means that one acid bomb is usually enough to wipe an Advent squad. I highly recommend blue screen ammo (+5 damage against robotic enemies), an superior scope and expanded magazine for the weapon and a personal combat sim that grants aim (for +30 aim in total, i.e. at max. rank you will have 105 aim).

I haven't unlocked most of these, however don't discount Demolition - I reserve suppression for units that - at that point - have higher accuracy, or weapons with scopes, but being able to demolish cover without expending a grenade (which, in any case, won't always clear heavy cover) is as useful now as it was for mechs in EW.


3. Ranger
The Ranger is good for advanced scouting and incredible burst damage, however i don't think you should have more than 1 ranger on a mission because they lack crowd control, area damage and ranged aim.

My favourite build:
Phantom, Shadow Step, Run and Gun, Implacable, Untouchable, Rapid Fire

Phantom is essential if you want to keep an advanced scout for the mission on all missions, even on missions where the rest of your squad starts revealed, the rest is fairly self explanatory. Make sure to use Talon Rounds and a Superior Laser Sight for 100%+ crit chance in close quarters. I don't use swords because Phantom is that good.

I think Rangers probably have the best-balanced set of options, in that most points on the tree offer competitive choices (though it's a shame that Phantom competes with Blademaster - Blademaster is okay, as long as you're careful and avoiding using the sword attack as a first resort and so suiciding your Ranger, but Phantom is as you say basically essential). I don't particularly favour Shadow Step + Phantom since it's often a bit redundant - I've had missions where I can keep the ranger in cover long enough to evade overwatching enemies, and I'd rather let him Shadow Strike.


4. Specialist
This class is noteable worse then the classes above. I usually bring a Specialist for ranged hacking and that is it. Everything a specialist can do, other classes can do better.

At least to the point I've reached (Lt.), this isn't true at all. The mechs and turrets I've faced aren't that formidable, but it's still valuable to shut them down for free. Combat GREMLINS either outright kill small robotic targets (and presumably do more when upgraded), and against anyone else act like a pistol shot (again, without upgrades) with 100% chance to hit and squadsight, which is solid for finishing off wounded enemies without needing to get within grenade range. The scanner is fine for evading blobs while concealed at the start of the mission, since it seems to point out locations across the map.

The downside I've seen to the Specialist is in the name - you can go down the medic path or the combat path, but there's no real incentive to mix-and-match, and what I've seen of the medic path is noticeably weaker than the combat path. The medikit is pretty much as effective when carried as when mounted on a GREMLIN, and if for whatever reason you don't want Haywire (or already have a combat operative), I can see taking the buff that removes unconsciousness, panic etc. and just taking the combat path for everything else.

Plus hacking is no minor bonus a lot of the time - often it's a way to get free strategic advantages (though most of the 'this soldier...' stuff is irrelevant since the Specialist shouldn't usually be on the front line). The Specialist above all seems to be the one class that can do things no other class can do better, from a 100% chance to effectively one-shot robotic units to getting free long-range damage to hacking. In a 5 or 6 man team, the Specialist and the Grenadier are the only classes I'd consider doubling up on (psi notwithstanding as I haven't unlocked those yet due to bad luck in rolling my first scientist).

5. Sharpshooter
Just a terrible class. The Sniper line is just too inflexible and slow, because a sniper rifle requires 2 action points to shoot. Even when you are in a good position the damage is nothing spectacular. The gun slinger line has a lot of flexibility but the damage falls off dramatically later on (although there are some good combinations, e.g. fan fire + rupture). The main problem is that besides damage he brings nothing to the table. If sniper rifles would only require one action point i would put this class next to the ranger.

I haven't tried going the gunslinger route, and snipers are still annoyingly inflexible without even having the default accuracy buffs they had in XCOM 1. Nevertheless I tend to want one, because squadsight allows me to concentrate fire so much more effectively (and works with phantom Rangers to pick off targets in non-activated blobs). Sniper rifles seem the best weapons to upgrade with the executioner module. I've tried running double snipers and have been unimpressed - this is definitely not XCOM's all-conquering sniper, but as a specialist role soldier I'd rank it about with the Ranger (i.e. below the Grenadier and comparable with or more likely below the Specialist).
 
A bunch of stuff that I don't need to spam the thread by repeating.

I pretty much agree with everything you said. The only place I would offer a contrary opinion is with your description of the ranger as the best balanced class. I consider some of the perks in his left hand tree, like Phantom, to be autopicks, and swords are just plain worse than the shotgun unless you take ALL of the sword perks. Without getting all of the perks, the sword does less damage, has less accuracy at point blank range, can't take weapon mods, and gets your soldier one-shotted if you try to use it against certain enemies who counter melee attacks. You have to specifically specialize only in the sword perks for it to be any good, and considering some of the great perks you have to give up to do that, I just don't see why you would want to. I built two rangers, one specializing in each side of the tree, and the one specced into the left side is a FAR more effective soldier on the ground. Sword spec seems fun on paper but in practice it's hard to use requires a lot more effort and babysitting just to get it to do something that the shotgun can do without the extra effort.
 
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