XCOM 2: Difference between revisions

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* The Guerilla Tactics School should be one of the first things you build on the Avenger. It's how you expand your squad size once soldiers get past certain ranks.
* The Guerilla Tactics School should be one of the first things you build on the Avenger. It's how you expand your squad size once soldiers get past certain ranks.


* Stealth is largely useless, despite the game's insistence on it. If you're hitting a heavy facility, blow cover on the first ambush and just fight your way in. Otherwise when you're spotted you'll just be at the center of getting your ass kicked from all sides.
* Trying to stealth your full group past enemy groups is a good way to get revealed in between multiple enemy groups and murdered from all sides. It's usually better to go loud on the first group you find, using stealth to set up before taking the first shot.
 
* Stealthy Rangers with Phantom are extremely good, though - they don't get revealed when the rest of the squad does, and on higher difficulties and/or Ironman mode, it's damn near essential to have a squad member that can scout out enemy locations so you can take good positions before you activate them and so you don't accidentally stumble into multiple groups at once if you don't have to.  


* The exception to this is the Advent Facility missions. Unlike other major missions, the game actually lets you pop down the extraction point instead of forcing you to use an arbitrary one out the back end of nowhere. It's much more viable to sneak in unseen, plant the charges, then pop the extraction volume somewhere close to just leg it.
* The exception to this is the Advent Facility missions. Unlike other major missions, the game actually lets you pop down the extraction point instead of forcing you to use an arbitrary one out the back end of nowhere. It's much more viable to sneak in unseen, plant the charges, then pop the extraction volume somewhere close to just leg it.
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* Unlike in the first game, there are no adjacency bonuses for facilities. What replaces it is the Workshop, of which you can have only one, which allows you to place an engineer (two with upgrades) in, and get two worker drones out, but only for adjacent facilities in the cardinal directions. So build it in the centre column, ya dingus.
* Unlike in the first game, there are no adjacency bonuses for facilities. What replaces it is the Workshop, of which you can have only one, which allows you to place an engineer (two with upgrades) in, and get two worker drones out, but only for adjacent facilities in the cardinal directions. So build it in the centre column, ya dingus.
* Get a feel for how the Dark Event world timer works. You lower it by hitting facilities via Advent Facility missions, or doing important story missions which are basically the same thing. Both types of mission are in a bit of short supply, but you can get more of the former via enemy drops (and researching on those drops). Don't hem yourself in by letting the timer get super high - unless you a) have a bunch of these missions and b) know you can pull them off successfully.
* Get a feel for how the Dark Event world timer works. You lower it by hitting facilities via Advent Facility missions, or doing important story missions which are basically the same thing. Both types of mission are in a bit of short supply, but you can get more of the former via enemy drops (and researching on those drops). Don't hem yourself in by letting the timer get super high - unless you a) have a bunch of these missions and b) know you can pull them off successfully.
* It's been said Advent Facility missions are one of the few that benefit from stealth. They're possible to 100% no stealth no kill especially if you bring Wraith suits to run through walls to plant charges.
* It's been said Advent Facility missions are one of the few that benefit from stealth. They're possible to 100% no stealth no kill especially if you bring Wraith suits to run through walls to plant charges.
* Pure sniper Sharpshooters aren't as great as in the first game. Both variants are valid, with the pistol-centred one moreso in more situations.
* Pure sniper Sharpshooters aren't as great as in the first game. Both variants are valid, with the pistol-centred one moreso in more situations.
* There's a facility that unlocks a hidden non-class skill for each of your squaddies once you build it. Build it before they rank up too much, because these skills only reveal on rank-ups.
* There's a facility that unlocks a hidden non-class skill for each of your squaddies once you build it. Build it before they rank up too much, because these skills only reveal on rank-ups.
* Continent expansion bonuses are randomized each game, there are more possible bonuses than there are continents, and they aren't revealed until you research Resistance Radio. Don't worry about a good starting territory, just roll with it.
* Flashbangs break mind control and psi-zombies if they tag the enemy that used the power.
* There's no Vahlen to whine about explosive kills, and you still get corpses from them. You only break weapon mods, PCS drops, and Proving Ground project materials with explosion kills.
* (Alien Hunters DLC) The frost bomb from Experimental Weapons is a very good thing to bring along once alien lords start showing up.


[[Category:Games]]
[[Category:Games]]