XCOM 2

The game teaches best when you fail. For a tactical mission that may take an hour to see the problem but it can take many more hours for the strategic layer.

Not to give to much away but the failure state is running down the doom clock and the success one is completing your objectives (like the skull hack). Generally your objectives also reduce the doom clock. So does doing facility missions. If you are down to the wire, do an objective or a facility mission.
 
some more hints from my legendary campaign:

0) until you finish the following steps keep 2 elerium cores
1) use the Guerrilla Tactics School to train up grenadiers constantly until you get ~6 grenadiers, bring 3 grenadiers per mission and cycle through them so you have backup in case of injuries. grenadiers are by far the best class in the early to mid game (grenades can't miss and have reliable cover destruction).
2) research Faceless autopsy as soon as you have a corpse. mimic beacons are the most important items in the early to mid game.
3) research Muton autopsy as soon as you get a corpse so you can start the plasma grenades project in the Proving Ground, also buy the advanced launcher upgrade
4) else prioritize weapons and armour research
5) get the skulljack -> skullmining when you are at tier 2 weapons and armor it is a very good item because it can instakill any advent trooper and usually grants a bit of intel as well.
6) if you get the dark event the places faceless on all missions always let it complete. you need 2 faceless corpses per mimic beacon and you should get to 6 mimic beacons asap (one for each soldier).
7) if you fear faceless on your missions bring a specialist along with scanning protocol. scanning protocol does NOT break concealment and will uncover all faceless in a large radius.

item usage:
a) the last soldier to move should always have a mimic beacon. mimic beacons tend to force enemies to target them, i.e. they will target a mimic beacon in cover with aid protocol over soldiers out in the open (if they have line of sight to the beacon). this item will save your life over and over again.

b) on grenades: if you are in concealment or in position where you can grenade a non-triggered pod always use greandes with a dot (incendiary, acid or poison). if enemies are triggered and in cover use plasma grenades. one exception is when enemies are not triggered and standing on roofs, in that case use a plasma grenade to trigger fall damage. always use grenades first on enemies to reduce health and destroy cover. try to kill them with shots so you do not destroy items.

best experimental grenades: acid (high armour shred, high and reliable dot) -> incendiary (highest damage, dot is unreliable) -> rest
you should always skill your grenadiers with salvo, volatile mix and heavy ordnance. i usually equip the experimental grenade in the utility slot and the plasma grenades in the launcher because i tend to use more plasma grenades for cover/building destruction. if you have 3 grenadiers the game changes to demolition man (the movie with wesley snipes).

c) the skulljack with skullmining allows the equipped character to dash and melee attack even if he is not a ranger. if the skulljack does not hit (70% chance to hit with a specialist) you still deal two damage and get a free point blank shot even if you double moved. hacking an advent soldier will kill it (best for dangerous troops like shield bearers or officers) and usually grant you a bit of intel if the hack is successfully (20-30). that is around 100 free intel per month without wasting scanning time with the avenger. i usually spend the intel on the black market for weapon upgrades and pcs (scopes, expanded magazines and aiming pcs are my priority).

d) cars are NOT cover, no matter what the game tries to tell you. never stand near a car. you soldiers can trigger a car explosion during overwatch and the car explodes as soon as your next turn starts.



for me the game switched from nearly impossible in the very first missions to very easy once i got to a point were i had 3+ mimic beacons and always 3+ medium to high levelled grenadiers with plasma grenades. all this can be achieved by the early mid game (as soon as you got two muton corpses).
 
Tesb is right. Mimic beacons rule. The have saved my ass more than once. If you can try and throw them in cover. That way they usually last 3 hits not just two. I would also say that know the weakness of your enemy. Andrommedons make excellent psi candidates. Or if you kill the first shell, you can haywire protocol the remains. Sectopods are vulnerable to emp grenades. As are heavy mechs. Gatekeepers I have found are best dealt with rapid fire and stasis.
 
I think sharpshooters are a bit underrated. They may not be the most powerful class but they can be very useful. An experienced sniper with an upgraded weapon can one shot kill or at least badly damage enemies from beyond their range to attack. I have had great success with them. I took 2 snipers with me on a black site mission, perched them on top of a nearby building, and watched them one shot kill enemies from way beyond their range to attack. It was beautiful to watch! And, it was super helpful to the rest of my squad because it cut down on the number of enemies that they had to deal with, thus making their job easier. One mission, I gave my sniper the experimental poison ammo. One shot reduced the enemy to 1 hp and the poison finished them off so I got a kill when normally the enemy would have survived.
 
best target for psi domination is the gatekeeper imho as the zombies spawned by him stay under your control as well. with full upgrades the chance of dominating him is 70% on commander difficulty. i have not encountered them yet on my legendary playthrough.

also gatekeeper do take damage from bluescreen rounds and emp bombs fyi.


my current legendary team are 3 grenadiers + 1 sniper +1 specialist + 1 ranger. i have to say the sniper is a very good addition in the early and mid game as he can deal reliable damage to pick off targets. however in the late game he just falls off a cliff, he just does not deal enough damage for how inflexible he is. my sniper is max rank with mostly skills in pistols and he got venom rounds and a beam pistol yet he can't really compete with the other soldiers any more.
in my personal opinion he would greatly benefit from a perk choice between double tap (two sniper shots in one round if you did not move, with a 4 turn cooldown) and snap shot (can shoot with the sniper rifle after moving, maybe make it an active ability and give it a cooldown as well).

i also feel the many mid tier perks of the grenadier class in the cannon tree are rather bad. i would replace chain shot with bullet swarm (shooting does not end the turn), so you would have a painful choice between volatile mix and bullet swarm.
 
Tesb is right. Mimic beacons rule. The have saved my ass more than once. If you can try and throw them in cover. That way they usually last 3 hits not just two. I would also say that know the weakness of your enemy. Andrommedons make excellent psi candidates. Or if you kill the first shell, you can haywire protocol the remains. Sectopods are vulnerable to emp grenades. As are heavy mechs. Gatekeepers I have found are best dealt with rapid fire and stasis.

Having 6 seems excessive (though probably not on Legendary), but they are great. Throwing them into cover does a lot to increase their longevity.

I think sharpshooters are a bit underrated. They may not be the most powerful class but they can be very useful.

I had to go into a mission without my Sharpshooter recently and it was a lot harder - the game does want to encourage use of all classes in some role, rather than spamming Grenadiers.
 
i also feel the many mid tier perks of the grenadier class in the cannon tree are rather bad. i would replace chain shot with bullet swarm (shooting does not end the turn), so you would have a painful choice between volatile mix and bullet swarm.

I've used Chain Shot as an experiment on one of my spare Grenadiers. It's actually fairly good against targets like Sectopods and Heavy Mechs, where you already have good chances to hit most of the time and they take a couple of hits to finish off. Just give the weapon a scope or the soldier stims that boost aim. While Volatile Mix is only really useful against Advent blobs and other fairly light targets.
 
I have not tried this yet, but wouldn't blue screen rounds and lots of pistol upgrades make snipers pretty decent at taking down robotic enemies? Unless I'm mistaken, each pistol shot with blue screen makes a mech easier to hack. So hit a sectopod 3 or 4 times with a pistol and you are odds on to hack and control it
 
I have not tried this yet, but wouldn't blue screen rounds and lots of pistol upgrades make snipers pretty decent at taking down robotic enemies?

yes, especially if you add rupture to the target. however robotic targets can be dealt with. imho gate keepers and to a much lesser extend archons and codices are more dangerous due to their innate defence and dodge.

I've used Chain Shot as an experiment on one of my spare Grenadiers. It's actually fairly good against targets like Sectopods and Heavy Mechs, where you already have good chances to hit most of the time and they take a couple of hits to finish off. Just give the weapon a scope or the soldier stims that boost aim. While Volatile Mix is only really useful against Advent blobs and other fairly light targets.
i would say that the advent troopers are more dangerous than sectopods and mecs. this is why i prefer grenade spam. if you can't destroy the sectopod in a turn you can still stun/stasis it. i also think actually controlling mechanical units via hacks can be very dangerous due to the fact that the control is turn limited.
 
i would say that the advent troopers are more dangerous than sectopods and mecs. this is why i prefer grenade spam. if you can't destroy the sectopod in a turn you can still stun/stasis it. i also think actually controlling mechanical units via hacks can be very dangerous due to the fact that the control is turn limited.

Shutdown is my favoured way to deal with mecs - but they still eventually need to be killed. Control is just less reliable, but a controlled unit is still treated as an enemy by other soldiers so there's no reason you can't use it to kill an ADVENT or two then put it down with your own soldiers. Of course the best thing about control is that it often acts like a mimic beacon, as the enemy will focus on killing the mec (as mecs are easy to hit and you aren't going to be trying to keep a captured unit in cover) - and you only need to take off whatever HP the enemy hasn't.

I had one mission where I took control of a standard MEC, and hadn't bargained on just how much damage the other aliens could do - they destroyed it before I could use it.
 
well i though control can also trigger more pods, which can be deadly. but i am not sure about it.
 
Flying faceless:

Spoiler :
67842B7C3D939AA538C79F1D6AC84A22F99D6D4A


It was jumping up and i snapped this action shot. it made me laugh :lol:

EDIT - it was even funnier when my sniper shot him out of the mid air.
 
Flying faceless:

Spoiler :
67842B7C3D939AA538C79F1D6AC84A22F99D6D4A


It was jumping up and i snapped this action shot. it made me laugh :lol:

EDIT - it was even funnier when my sniper shot him out of the mid air.

I'm a little sad I didn't think in time to take a screenshot of the MEC jumping up a level to the roof of a building into the overwatch fire of my Grenadier.
 
well i though control can also trigger more pods, which can be deadly. but i am not sure about it.

Once you take control it counts as your soldier, so any enemy pods that could see it before will trigger. But that normally only happens if you haven't activated the pod when you make the control attempt, and there's no particular reason to use control on a pod before it's activated - the unit doesn't become any harder to control once it's scurried to cover. Since you only get one chance to act before a pod activates, it's much better to activate it with a grenade, psi vortex or bullet swarm than a control attempt.

On another subject, finally finished my campaign after a gruelling final mission that saw my Specialist colonel and twitchy Alice "Hurricane" Scott - my once-captured, recaptured Grenadier, who had subsequently survived the remainder of the game - die to an Avatar dimensional vortex (she went out with a bang, wiping practically an entire pod of mechs single-handed with EMP and follow-up attacks). Wow, this game is long.

I did enjoy the storytelling and cinematics, and the whole told what was basically a parallel universe version of the story from the first game much more satisfactorily, rather than just have an Ethereal describe the aliens' motives in the final mission (though there's some of that as well). With the added bonus of a cliffhanger that recalls the intro sequence of a certain other X-COM game.
 
I think my best moment of the game so far has to be when i was concealed and i spotted a group of 2 archons, some advent troopers, and some vipers all collected together on top of a petrol station roof. I had just finished my first EXO suit complete with rocket launcher. I thought "what a great time to try this out".

I launched my rocket, put everyone else on overwatch apart from my ranger, but neednt have bothered with the overwatch. The explosion was enormous, and a great inferno erupted. The whole roof of the gas station collapsed leaving a whirling fireball in its place. In amongst the flames was an Archon down to 3 health, but he didnt move and didnt trigger overwatch. Then he burnt to death when the alien turn triggered.

Then i laughed hysterically at the screen. Thats when i realised that this game is rather good.
 
What do you guys think about the different facilities? It seems like some are must-haves while others are basically optional. Guerrilla Tactics is a must have because you need the squad perks. Resistance Comm is a must-have in order to expand your contacts. Power cores are must haves because you need power to build more facilities. The Proving Ground is a must have because it is a prerequisite for a game objective (skull jack) plus it lets you build some really good stuff. But I find that labs are usually a waste. I built one super early because I thought it could help me beeline to better tech but it would be behind building the other facilities and I ran out of time to stop the avatar counter as a result. Same for the workshop. It might be nice later, but I find that there are more important things to build first. The Advanced Warfare Center might be more of a late game facility. I have not been in a position to build it once. The Shadow Chamber is part of a game objective so I am guessing it is important to build but I have lost the game before I could build it.

It seems to me that the best initial build is:
1) Guerilla Tactics School
2) Resistance Comm (to open up more contacts ASAP)
3) Proving Ground or Power Core (not sure off the top of my head if you run out of power at this point)
 
Guerilla ops centre should be first pick. Then resistance com, then you should be digging for your power core. Proving ground should be high on the list after that.

Agree labs are not really necessary. Single scientists are just as good. But workshop is a great buy. Staffing one engineer gets you two gremlins which can then staff rooms. So by the end game you can have 4 gremlins with upgraded workshop which is 2 free engineers. This is a good investment in my opinion, as it saves you from recruiting engineers every month from the start, which is when money is more tight. You should always try to have all staff in all facilities in my opinion.

I think the awc is a luxury item. In fact, in my game it actually gave me a perk I don't want. It gave my sniper phantom. He also has kill zone. So that is not so good. If you retrain them can you get rid of a perk?
 
Following something like a 40 hour Normal campaign, here are my mature reflections on XCOM 2 (though some of this may change with difficulty).

Interface

Generally the interface is a slight improvement over - though very similar to - XCOM, though unit placement on tactical maps seems a little too sensitive and misclicks are easy. The big gripe is the two-step process to get back to the Geoscape from any given Avenger screen, as you have to go to the main base screen to get the Geoscape icon back.

Strategy

The big one given its limitations in XCOM. There's a definite nostalgic feel to being able to move from site to site around the map, and the decisions presented are meaningful. There are usually enough varied targets to choose between at any given point (and if there are none available, there are always resistance cells to contact or radios to build) that you rarely get the XCOM feel of sticking the game on fast forward until the next mission shows up. There's some imbalance between options (scientists are less important than in XCOM past the first 2, Engineers moreso; intel is much more valuable than supplies once the black market opens) and consequently some redundant choices you're rarely if ever going to pick (you're never going to switch HQ away from gathering intel, and you're never going to buy scientists unless you fail the first month's VIP mission). Given that these have always been the bread-and-butter of X-COM, it's a shame that the setting doesn't allow for aerial combat or for downing UFOs (and so no UFO maps unless - and I've been told they can - show up as resistance leads), but it makes sense. Alien interrogations are also missing, which is a shame especially as there is now an intel resource that could be derived from them (instead there are data cache drops that can serve the same function, but without the backstory). Another change in the age-old formula is that, with resistance contacts providing fixed income that can only be reduced by failing terror missions, the monthly report is even less meaningful than in XCOM - what's more the Spokesman's choice of praise/disappointment seems to correlate badly with what you actually accomplished.

The Avenger is rather a disappointment, simply because it offers no real challenge - as long as you're always excavating to prepare for the next facility unlock, once you have your core foursome of Guerilla Tactics, Power Relay, Advanced Warfare and Resistance Comms, you only really need to build the newest facility you've researched and even when you complete the research tree there are more rooms than you need facilities, as they can all be upgraded. While a central position for your workshop may be of some use to give greater access for your workshop GREMLINs, you may well have enough engineers on staff by the time you want the workshop and/or excavate to a good spot that it doesn't much matter, and nothing else cares about where you place the facility (save in relation to a workshop). This is the only area in which the game is a step back from the last one.

Research is very basic; almost nothing past the earliest tech stages has a prerequisite tech, only resource requirements, and for the length of the game a little too fast once you have 4+ scientists. Shadow Chamber research should be a trade-off with actual research, rather than something that unlocks only when you have no other research left anyway. It's possible higher difficulties address this to some degree, as research is presumably longer there.

Engineering is much more interesting and the random outcomes of Proving Ground projects are an interesting and thematic touch. With so many buildable options there's inevitably a lot of redundancy, though. Again perhaps related to difficulty, but I found myself swimming in alloys and elerium crystals, so these resources were mostly meaningless as constraints on construction past the early game.

Maps

One of the suggested downsides to procedural maps is that, unlike XCOM's crafted maps, however different the scenery - and XCOM 2 scores well on this front, with welcome nods to the original game in its woodland, farmland, desert and snow maps (not sure I've seen a jungle map, but outside South America - which I didn't reach on my campaign - the only zone that seems likely to produce these is New Indonesia, and I only had a base mission there) - the maps all tend to be very similar in structure, and so lead to similar tactical games whatever the map. XCOM 2 definitely bears this out - most maps are a bit too open, without restricted corridors of attack to allow alien ambushes (I felt this particularly on the story missions, which offered less relative challenge than the corridor-based battleship missions of XCOM) or especially good opportunities to flank.

While the handcrafted approach did lead to a too-small number of repetitive maps, I wonder if some mix of procedural maps and a number of tailored maps that offer different types of challenge would be an improvement. Story missions and what passes for a base defence mission (which in the one case I had was basically shooting at aliens in a field, with the bonus of turrets and reinforcements - pretty sure base defence shouldn't be easier than a typical mission) feel rather anonymous, except for the black site (which does seem to have specific map components coded in) and the final mission, which is corridor-based - even the twist of having fewer soldiers than normal in the penultimate one doesn't make it feel different.

Tactical

Concealment is fun (and vigilance is annoying). I'm not altogether sure of the logic that suggests getting to free-kill the first pod you encounter should make the game more challenging, though. Losing concealment prematurely is dangerous, which is where the fun comes in, and I lost a few playthroughs early on before getting the hang of the system - but once you train yourself to be cautious early it's basically nothing but bonus. I think part of this comes down to those too-open maps - there aren't all that many situations where alien patrols can cut you off completely, forcing a reveal you don't want (though when it happens it's rewarding).

I like the patrol system to some degree, although it comes with narrative problems (Sectoids et al. openly patrolling with ADVENT peacekeepers seems off thematically, even moreso the later, more combat-capable aliens, and it makes no sense at all for Codices). At least on Normal, however, only the heavy MEC ever goes onto overwatch as a reveal reaction, and so as in XCOM without Second Wave you always get a free turn to kill any pods you don't accidentally trigger late in your turn. This was a sufficient (and justified) cause of grumbling in the first game that it's sad they didn't address it even as well as Second Wave did.

Somehow, despite all of this the tactical layer is more challenging than in the first game, and very enjoyably so. The emphasis on activated abilities, most of which have a cooldown, also leads to interesting decision-making in combat, as does the variety of upgrades available from engineering.

The tactical game also introduces some X-COM elements missing from XCOM - fire (which irritatingly seems able to randomly start on your soldiers in some cases, I think as a result of Grenadier weapons overheating), picking up bodies, and loot being the main one. Disappointingly loot is handled with the same disregard for game context as in hack 'n' slash RPGs, bearing no relation to the gear the dead unit was actually carrying and often being thematically implausble (carrying unattached weapon modules around, for instance, that ADVENT and aliens can't actually equip. Modules would be more satisfactory as random proving ground projects resulting from a generic resource like elerium cores).

Mission variety is a little limited - most missions are timed either because there's an actual timer, or because the objective is 'rescue 6 civilians' or 'save a unit with X hp' where the AI is programmed to kill X civilians a turn or deal X damage a turn unless the attacking pod is interrupted. This results in less dynamism in retaliation missions in particular than is welcome, and may also contribute to poor AI performance for Chryssalids, which don't have their XCOM/X-COM habit of massacring civilians and turning them into zombies.

Game progression

Tactical progression generally seems better in the broadest sense than in XCOM (or X-COM), with difficulty actually becoming greater towards the late game after a mid-game lull into complacency. Chryssalids have already been mentioned as a glaring exception - they're conceivably okay on terror missions, but they actually turn up in base missions like the final one where they not only have nothing to eat, they don't have surfaces they can burrow into (a nice and underexploited new alien ability that really should show up much earlier in the campaign). There are other exceptions as well - Berserkers are weak, and it was an odd decision to bring them back while more interesting aliens like Floaters (yes, they evolved into Archons, but those are too late-game and too weak themselves) and Seekers were eschewed. The Archon is, indeed, a Floater, but without the fly high ability that made Floaters dangerous and being too late in the game for its impact - it's good at dodging, but not so good at actually damaging. The Gatekeeper (aka the Cyberball) would be very dangerous if toned down slightly and introduced at the same stage as its Cyberdisc precursor, but mostly all it does is animate psi-zombies en masse, which aren't good individually even in the early game and aren't good en masse this late.

At the same time, early aliens become redundant too soon - Sectoids are nullified by mindshields and killed outright by gauss weapons. Vipers appear perhaps a little too late to be truly dangerous, as they're a threat when they first appear but cease to be one very quickly. Unlike the last game, there are no 'Heavy' versions of non-ADVENT aliens, and there seems little reason for this absence. The gap between the decline and eventual near-disappearance of Sectoids and the first appearance of Gatekeepers (which have only a limited suite of psi-abilities that I've seen) also leads to a very long gap when the aliens don't field psi units at all. And mind control is only threatening on Avatars, since they get to teleport out of sight after doing it and are hard to kill anyway.

Narrative

The narrative generally hangs together, though setting it 20 years later than the first game with nothing much happening in the interim is an unnecessarily and implausibly long gap (apparently in all that time Bradford's group hasn't killed a single ADVENT, since it's only in the tutorial mission that he learns they aren't human). Similarly the aliens seem to have been sitting on their hands all that time, starting the Avatar project only when we come on the scene ... despite the fact that it's revealed to be their ultimate objective in staying on Earth to begin with. It's better-told than in the last game and, while it ends in the same place, it does lead to a sense of intrigue and discovery better befitting 'Enemy Unknown' than the game that bore that tagline ("what are the aliens doing? Why are they here? Let's research something else and hope they tell us in the final mission"). I like the new characters - particularly Shen - and the relationship between Shen and Tygan is better-described than that between Shen's father and Vahlen. Also, there are more story cinematics although the story is less intrusive on the overall gameplay (there are only five story missions and two 'capture the alien' objectives in a longer and more open strategic game). Indeed it probably should be better-integrated into the campaign - the narrative research tree is entirely independent of the stuff you need for gameplay, so where in X-COM you'd more or less incidentally obtain story leads as you played and in XCOM you needed to reach a certain story point to unlock psionics, in XCOM 2 you can if you like ignore the story until the end (the Avatar clock is a bit pointless, since it takes forever to fill and even when it does it's not irreversible) - although obviously the earlier you tackle it the lower-level the aliens will be, and I'd rather face a Blacksite where the toughest enemy is a MEC than one with Sectopods and Andromdons.

Speaking of Andomedons alien names are well-incorporated into the lore except, of course, for the ones you want explained. Andromedons aren't explained and there's no indication they're thought to be from Andromeda, and Gatekeeper is fourth-wall-breaking as the name is applied to the loveable ball before you ever learn they protect the psi-gate.

Overall

Nostalgia aside, XCOM 2 is probably the best XCOM game so far (including the original trilogy) but certainly still has irritations and a few of the original game's elements - such as loot drops reflecting the actual gear aliens carry, and missions in downed or landed UFOs - are missing. Top priority for DLC and patches, I'd suggest, would be adding a variety of set maps for things like alien facility missions, in much the same way the original UFO had procedurally generated maps for most things but fixed maps for the alien bases and UFO designs.
 
Back
Top Bottom