XCOM 2: Difference between revisions

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(Created page with "- Stick through the arduous hump of the Sectoids and Vipers having the run of missions. Past them combat settles down into more straightforward enemies like the Mutons and Adv...")
 
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- Do not build Nanofiber Vests. The basic Advent Troopers disappear very quickly, and you need six corpses to assemble Plated Armor, which is infinitely available for all soldiers rather than a single assembled piece.
- Do not build Nanofiber Vests. The basic Advent Troopers disappear very quickly, and you need six corpses to assemble Plated Armor, which is infinitely available for all soldiers rather than a single assembled piece.
- Resistance Comms are the new Satellites, get yourself some Communication upgrades.
- As you expand further out into the world map, the price for Intel will steadily increase per hop. Plopping down a tower will help reduce the costs and give you bonus Supplies.
- You can destroy the ground from under units, helpful when fighting on rooftops.
- There's now a hell of a lot more time sensitive missions. Be mindful of the turns remaining timer. Some of these missions have endless enemy reinforcements.
- If a mission concludes with your troops on the field, you can find them later as POWs that you can rescue.
- The Will stat helps defend against Psionic attacks. If a soldier is ever Stricken, you can get a bonus to Will if they take no damage and manage to kill an alien during a mission.
- Hacking is a stat that can be buffed through gear or hacking events. The Support Class can send their drone to remote hack.
- Some hacking events can change things outside of the mission itself, such as delaying Dark Events.
- Ranger Melee is very effective early game. Be careful when engaging <div class="spoiler">Mutons (counters)</div> and <div class="spoiler">The Codex (they are harder to hit with melee)</div>.
- Sniper Rifles have a penalty in close combat.


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