X-Com 2 - Announced

Question, Avenger defense mission, it is just one event per game or it may randomly repeat at any time? I had one and it really helped to lvl up mu rookie soldiers.

i only had one, but did see the ufo flying about that kicked it off later in the game, so i guess its possible to have another
 
Ok, but in general the standard timed missions don't plonk you close to enemies usually.

And tell a lie, one of the terror type missions (Aliens attacking Resistance outposts) I did activate some
Chrysalids
on the first go, but was able to kill most of them before they could do any damage.

I gave an extreme case point, but i did have many others that had enemies very near to the start point that if i had done a double move would have triggered them, its always best to move on blue check then move again, over lapping the runs can help.

Also had a few missions that had enemies under me, (start point on top of a building) so as soon as i moved it triggered no way to know they where on the second floor.

I did find that on timed missions it was often better to trigger as soon as you can, from a good fire position so you can wipe out the bulk of their force so you can then do more double runs.
 
Question, Avenger defense mission, it is just one event per game or it may randomly repeat at any time? I had one and it really helped to lvl up mu rookie soldiers.

I've had the event twice but on the second one the avenger outran the UFO, don't know whether that's a measure in place so you only play that mission once or a random chance to outrun in.
 
So I noticed the Advent appear to have vehicles in addition to infantry, do we get them eventually as well or is it always just a squad of 6?

Unrelated but pretty sad to see them remove the whole "scramble interceptors to shoot down UFO, send in a mop up crew" and revert to just having scripted missions appear randomly.
 
Think I'm gonna cave in and remove the turn timer.

Was on a mission to extract a VIP and in the end I had to just do a mad dash for the extraction zone, got everyone out but now most of my squad are gravely wounded.
Think I should have started researching magnetic weapons earlier, getting some tougher mobs now and it's just taking too long to kill them on timed missions.
 
I always go weapons over amour, killing aliens is more important that reduced damage. Way I see it, kill them and take no damage. Where if you go amour it might mean you get damaged for two turns. Also with sectoid being so powerful they need to die in that same turn, otherwise you panic, get mind controlled etc.


Yep I lost, now know what to build though.
Just wish I didn't have to do the first ~3 missions again.

What mods are out and where are they?

EVAC all button http://steamcommunity.com/sharedfiles/filedetails/?id=618669868

true concealment - counters don't start until you've been discovered - http://steamcommunity.com/sharedfiles/filedetails/?id=618077830

leader pack - http://steamcommunity.com/sharedfiles/filedetails/?id=577517577&searchtext=

cant find an overwatch all button yet.
or a aim sucks when injured mod.
 
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The EVAC one by one thing is annoying actually, when they are all in the right place.

It's my biggest annoyance with the game so far, and yet that is a very minor complaint. Plus I can see why you might want to leave troops in overwatch in the evac area whilst your further away soldiers run back, if the Aliens have re-enforcements incoming.
 
The EVAC one by one thing is annoying actually, when they are all in the right place.

It's my biggest annoyance with the game so far, and yet that is a very minor complaint. Plus I can see why you might want to leave troops in overwatch in the evac area whilst your further away soldiers run back, if the Aliens have re-enforcements incoming.

yeah but game should give you the option to evac all, evac one by one, or not evac.
same with overwatch, it was such a universally used mod, why not just build it into the game.

hopefully those mods will all work together, I really like the damage reduces aim/movement in long wars, If I couldn't kill all enemies I would at least try to injure everyone. it's also a bit more realistic. Also made the use of med packs more crucial. last game didn't use a single med pack, no point. units still come out wounded.
 
There is a mod that increases the Avatar project timer, which is very useful. It Adds bars to it based on difficulty. Makes the overall game feel less rushed. I think it is just called 'Project Avatar'

Also, I found a trick when you need to evac and the evac zone is on a high floor of a building for example. I had a mission earlier where I had to evacuate all of my soldiers but there 3 heavy mechs and loads of vipers guarding it, so I fired a rocket at them and it blew up the evac zone so it was moved....and it just happened to move right next to all of my soldiers!

I would like a mod that removes a lot of the pointless 'kill all' objectives from missions. IT would make stealth actually really good.
 
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I found a trick when you need to evac and the evac zone is on a high floor of a building for example. I had a mission earlier where I had to evacuate all of my soldiers but there 3 heavy mechs and loads of vipers guarding it, so I fired a rocket at them and it blew up the evac zone so it was moved....and it just happened to move right next to all of my soldiers!

I found this out in the opposite way - as my squad made our way across a rooftop to the evac zone with a bunch of troops behind us at street level it looked like we were going to make it ok... then an enemy pod came out of the building and were standing right on the evac... Fired a grenade at them and it destroyed the evac point - moved it halfway across the map down on the street and lost me the mission (and actually the campaign - Ironman :mad:)

It does have me wondering though - does destroying the flare work on the enemy flares that appear before some enemy troops fly in on a transport? I can't test it easily as it would mean wasting a soldier's turn (and grenade) right before a really tough turn on Ironman... Can anyone else test and confirm?
 
Think I've got a bug - on an Avenger mission and when I tell them to take off it always says not everyone is should when they are. I imagine this is known?

Also, the further in I get the more animation glitches seem to occur. I'm pretty sure Enemy Unknown was the same at launch.
 
It does have me wondering though - does destroying the flare work on the enemy flares that appear before some enemy troops fly in on a transport?

it short no,

I had this in a mission, thought to myself i know, i will take the roof out, if it does not move the point they should take fall damage at least,

They still spawn in & they take no damage,
 
Ffs just n00bed the new game up.
Was like why can't I make contact, perhaps it's to early in the game. I now have gaus weapons and still haven't researched resistance communication. What a spastic I am.
 
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it short no,

I had this in a mission, thought to myself i know, i will take the roof out, if it does not move the point they should take fall damage at least,

They still spawn in & they take no damage,

should have waited till they landed fall damage is great I have taken out 1 officer, 1 advanced trooper and Codex all at once but it was a two story building I've also had them do it to me but I was able to kill them all anyhow before they killed all my gravely wounded soldiers.

Ffs just n00bed the new game up.
Was like why can't I make contact, perhaps it's to early in the game. I know have gays weapons and still haven't researched resistance communication. What a spastic I am.

make sure to plan your buildings get a work shop in the middle area the gremlins are very good at the start one workshop with 1 engineer gives u + two gremlins and later you can upgrade it to the same again so 4 grem's but the other buildings need to be next to the workshop.
 
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