X-Com 2 - Announced

Means buff / debuff at least it did in eu / ew. Can include most of what you wrote above but for red arrow if your at lower ground or green arrow for higher ground. Odd that two red arrows showed when you were hidden at the start of the mission. Unless there was an enemy or turret close by at an elevated position or something.

Found what it was. One of the Avatar project things was a month of Aliens having much greater sight. Realised this evening you can mouse over it in the bottom left of the screen and it says what it is. So glad to have that debuff gone, was really annoying!

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.

Can't say I miss that personally. Was annoying trying to balance out developing the fighter stuff vs everything else, plus the actual gameplay of shooting them down was utterly uninteresting.

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.

So many things like this to plan efficiently! Next time I restart the game I'll be fully aiming to plan everything for max efficiency :)
 
Also, the further in I get the more animation glitches seem to occur. I'm pretty sure Enemy Unknown was the same at launch.

Urgh, I had absolutely loads on one of my missions this evening, I've not had many at all before and it was okay on the next mission, but was very annoying.

Also this evening I was learning about percentages and fractions, apparently 50% means a 1 in 10 chance to hit, good old XCOM. :)
 
Yup, I've had it a few times, although rather than shoot from the rooftop they will immediately jump down to ground level, even if it means they can't hit you

When it happened to me they spawned on the top floor of the building just behind my evac zone. My troops were on the mid floor of the building on an outside section, all the enemy needed to do was hit overwatch and I would have been screwed (also only had one move left on the timer), but they dropped down a floor inside the building and I just moved up to the evac zone on my next turn and off we flew.
 
Finished the game yesterday, found the PSI class to be very powerful and the specialist an absolute must. Dominate from the PSI class can pretty much make the game easy mode when you see an Andromedon with its massive HP and armor you can tank an entire level without your regular soldiers taking damage.

With the specialist there are so many good perks from hacking the towers on concealment missions not to mention Haywire Protocol being a godsend since whenever I see a Sectopod I just Shutdown and kill everything else on the first turn and focus the sectopod down on the 2nd turn. Breaking concealment by hacking and controlling a MEC on overwatch is pretty brutal for the enemy too, although the percentages on taking over the enemies on hacking is rather low for the few turns they stay hacked and then you have to kill them anyway when they go back to being an enemy. Capacitor discharge is also amazing since it ignores armor.

Definitely recommend bringing 2 Grenadiers since their Shredder ability and long range grenades (coupled with Salvo allows them to fire both grenades, if your bringing 2 or a grenade and heavy weapon when using WAR or EXO suit all on one turn assuming they don't move) makes breaking armor and killing crowds (especially on buildings) almost trivial. Near the end of the game couple this with a Sharpshooter with expanded magazine and auto loader with the Serial ability and you can essentially destroy armor/hurt all the enemies then have the sniper kill them all since Serial gives them another shot whenever they kill, with Aim+ PCS and sight on the weapon it was mostly 100% chance to hit too. (I killed 5 Codex's, including some that cloned, 2 Archon's and a Sectopod in one turn with this)

The ranger makes a good frontline with untouchable and implacable allowing you to run in kill someone and move him back into cover and finally guarantee the next turn if shot at the first one will miss. I never tried Reaper though but it just seems like a very weak version of the Sharpshooter's Serial as I preferred Rapid fire simply because of the additional critical from flanking on run and gun and at point blank range even the -15 penalty to hit it is still 95-100%

I found it a little bit too easy perhaps I was lucky with the Avatar mission placement as I was always only 1 or 2 continents away from the next facility. I think the only time I had trouble was:

on a VIP mission i was fighting a MEC an ADVENT and a Codex and skulljacked him for the main plot progress which then revealed the Avatar and when running into range to skulljack him I uncovered 2 ADVENT and an Archon, this was relatively early in the game too, people died on that day!

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?

I had this on that mission, it was because I had a Muton Mind controlled and left him out as fodder to get all my troops back from blowing up the beacon. When I finally got him back to the avenger plate it didn't give me the warning although I assume there would be no penalty for leaving him behind.
 
Heh, just did my first avenger defence mission. Turn one. run and gun ranger out as far as possible into full cover. Fire plasma beam at mission objective. it blows up and take out 2 guys I can't even see. I put everyone else on over watch in extraction area. turn 2 ranger runs back. End mission.

And yes' as above post.
Psi was the last facility I built and only then because I had a glut of supplies. dominate just makes the game a cakewalk. Combine with a grenadier with multiple emp and you can clear a level without being hit.
You can also heal the mind controlled andromedon and use aid protocol on it, giving it super defence and a free over watch with the right skills. In full cover you will smile when 6 advent all shoot and miss then you use its acid made on them.
 
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Going to have to give up on my game, too much crap being thrown at me with just a 4 man squad.

What's everyone's priority for building/research at the start?
 
Plated armour, squad size & skulljack upgrade are my key upgrades.

Weapons are nice, but being able to survive a single flanked shot early on is incredibly important on harder difficulties - I also tend to use nano vests to give that HP buffer for all my troops.

Doing this I was able to make it to the later game when the skills of the high ranked troops help you out. Also predator armour gives you and extra slot (amazing for the previously mentioned nano vests).

I'd strongly recommend taking the blackmarket plated armour research rush, along with supplies & alloys to allow you to get it very early - keeping those first few alive is key to victory.
 
I left Predator Armour so late. I basically had a full squad worth of the grappling and exo armour before I built a single one. That extra slot is definitely nice to have :)
 
Doing much better this time around.
It's a great game, two things annoy me, one is same as most Xcom to many missions, secondly is the amount of glitches in animations.
 
Thanks for the advice.
Another question though, what items are safe to sell the on the black market? i.e somthing you aren't going to desperately need later.
 
So first go was really hard going but 2nd go around I'm no spending all my points on random gear. I haven't lost anyone yet either unlike the first go when 3 out of 4 died.

It's now much more fun to play :)
 
Plated armour, squad size & skulljack upgrade are my key upgrades.

Weapons are nice, but being able to survive a single flanked shot early on is incredibly important on harder difficulties - I also tend to use nano vests to give that HP buffer for all my troops.

I think I agree, as somebody else mentioned if you upgrade your weapons first you can kill them quick so they don't get a chance to kill you, but its not nice when they one shot you because you have rubbish armour.

Having said that, I've just had a frustrating evening, I'm struggling to progress and I think its because I got behind on weapons, just taking too long to kill stuff.

Might have to start again, though not convinced I've done a massive amount wrong.
 
I left Predator Armour so late. I basically had a full squad worth of the grappling and exo armour before I built a single one. That extra slot is definitely nice to have :)

Personally I found the exo-suit just made ambushes waaaaay too easy to pass up having at least 2 folks in my squad with it even after pred armour (I weirdly had it before the first "proper" armour upgrade). Opening up with a... special (no avoiding spoilers)... shot at a pack covered by an "in the zone" sniper with a full clip (generally a free shot at everything there) made mincemeat of the first pack I encountered. Mop up whatever's left with the rest of your guys as needed.

For anyone who's finished: Do we have second wave options? I'd love to see some of the more interesting skill combo's, training roulette was always a staple of my replays pre long-war..
 
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Unfortunately, no Second Wave options. Most of those, other than a non seeded RNG (for example) are already in game in some form or other, so not as big a deal as it was in the first game.
 
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