X-Com 2 - Announced

Man this game is frustrating me at the moment. Potential spoilers (although keeping it vague anyway)

On a mission where I can only take 3 soldiers, the mission itself I can complete ok but I'm finding it horrendously difficult without taking some notable damage. The problem with this is the next mission is immediately after leaving me without some of my strongest people.

Should I just try and do this first part with 3 less decent people, or am I going into a series of missions where I'm just going to have to accept I'm going to not be able to use the soldiers I'd like to?
If you take three you don't care about getting injured and keep your best 6 for the next mission you'll be fine. That's probably giving a lot away but not sure how else to answer it. :)
 
There really seems to be a hell of a lot of complaining (from various folks here) about... well... gameplay issues. Basically "it's too hard" hidden behind weak critique. E.g the 2 stage enemy - so, what do you do with beserkers? You realise the second stage is hackable? You realise the second stage is melee only? These are some really poor complaints. If it's too hard, knock it down a level, play some mods that handhold or spoon feed a bit more. Save scum a little if you have to. Jumping on a forum to complain that half the enemies are too strong and wreck you is... nuts.

Well said, sir... To add one more thing to your tactics - flashbang the codexes (codices?) and they won't clone themselves when hit. It's not very useful later on when you are powerful but when you first encounter them can be helpful

The game is definitely not too hard... If anything everything apart from the extreme early-game is too easy (on Commander at least, not tried Legend yet but as I mentioned above I may put on some enhanced difficulty/balance mods as well). Many of the tactics currently available feel borderline broken to the point you almost feel guilty throwing down "another" mimic beacon just because you can...

Rookies only, no experience in combat. All training for them in psi lab, if injured they can't train
Tbh only really need one. And give kills to over people.

Only need one?! Have you seen how ridiculous the fully levelled psi-op soldiers are? Completely immune to fire, poison, most psionic attacks, and with enough huge damage armor-ignoring abilities to always have something insanse to throw out on every turn...

(On that note, my squad of 6 British psi-op soldiers is almost fully trained... the most I've had on a mission was 4 where I prompty mind-controlled 4/9 enemies and the others barely got a shot off as they got cut-to-ribbons by psi-lances and void-rifts... Again - borderline brokenly OP)
 
Well I won't join in complaining about certain enemies being to hard, but I would like to ask how some of you dealt with one of them out of curiosity.

The Avatars caused me some grief on the last mission due to the mind control. If one of my guys got mind controlled by a sectoid it would be a fairly simple case of killing the sectoid. However not only did the Avatar have a lot of health and armour, but after each hit he would teleport, sometimes this wasn't an issue but on occasions it would be be a long way back and leave me with other enemies between my soldiers and him.
 
Well I won't join in complaining about certain enemies being to hard, but I would like to ask how some of you dealt with one of them out of curiosity.

The Avatars caused me some grief on the last mission due to the mind control. If one of my guys got mind controlled by a sectoid it would be a fairly simple case of killing the sectoid. However not only did the Avatar have a lot of health and armour, but after each hit he would teleport, sometimes this wasn't an issue but on occasions it would be be a long way back and leave me with other enemies between my soldiers and him.

I got lucky with this when he showed up he fell into my ambush the luck was when he teleported he was still LOS of other soldiers and was able to Hit him in OW during next turn I took him out with a sniper
 
If you take three you don't care about getting injured and keep your best 6 for the next mission you'll be fine. That's probably giving a lot away but not sure how else to answer it. :)

Assumed that might have been the case. Thanks for the reply, even if I'd have found that out by trial and error anyway!
Game complete :)

That last level turned out quite easy for me, the extra waves at the end came so slowly, helped massively by one of the avatars vanishing for a few rounds until I found him back across the bridge.

Time for a bit of a break from Xcom, before coming back and trying some silly things like entire squads of a single class :p
 
That's the worst thing you can do, you are much better off taking on the aliens 1 group at a time.

For blacksites, there's no timer. Go easy until you can handle multiple packs at once (launchers, reaper ranger and serial sniper help a lot). Scout with a ranger, use the "target on healthbar" icon to plan a concealed path close enough to open with a grenade on a pack (with another unit - don't reveal rangers unless its life or death or you've got a nice reaper killing spree lined up).

Once you can handle big packs just rock the **** up and tear the place apart. Grenadiers with salvo are awesome, use the right bits of cover to get them up close unseen, wait a turn on overwatch then open up with grenades. They still get to shoot... or fire more grenades :D
 
Well I won't join in complaining about certain enemies being to hard, but I would like to ask how some of you dealt with one of them out of curiosity.

The Avatars caused me some grief on the last mission due to the mind control. If one of my guys got mind controlled by a sectoid it would be a fairly simple case of killing the sectoid. However not only did the Avatar have a lot of health and armour, but after each hit he would teleport, sometimes this wasn't an issue but on occasions it would be be a long way back and leave me with other enemies between my soldiers and him.

They can't see concealed rangers.
Get a sniper in a good spot with decent view of the field.
Those that can get a clean shot at it should do so, the rest, overwatch.
I think I had mag weapons by the time I saw it so maybe call the evac and come back better tooled? Quite a lot of the missions you can call the evac any time you want from the top right corner buttons.

He's definitely harder than some enemies but apart from the health pool + armour (AP rounds, shredder grenadier or nades to shred his armour help) just pile as much pain on him as possible.
If you aren't already, be selective about you're shot order and definitely take a couple of folks along with some way of shredding armour. They should shoot/throw first :)
 
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For blacksites, there's no timer. Go easy until you can handle multiple packs at once (launchers, reaper ranger and serial sniper help a lot). Scout with a ranger, use the "target on healthbar" icon to plan a concealed path close enough to open with a grenade on a pack (with another unit - don't reveal rangers unless its life or death or you've got a nice reaper killing spree lined up).

Once you can handle big packs just rock the **** up and tear the place apart. Grenadiers with salvo are awesome, use the right bits of cover to get them up close unseen, wait a turn on overwatch then open up with grenades. They still get to shoot... or fire more grenades :D

You're telling the wrong person, I've completed it on commander/Ironman.

I know they don't have timers, but they tend to have Aliens in the building so if you stealth all the way in, when you get to the objective you will come out of concealment and all the aliens will be bearing down on you at once.

And yes you can deal with large groups when you've got 6 colonels but it's still occasionally risky if you have a few misses or a Psi domination fails.
 
Guys not looking for spoilers here but I think I'm nearing the final mission (at least I believe I have the option to do the last mission on the hologlobe)... but I was led to believe there was a "defense" type mission as well as some "landed UFO" type encounters in the game... I haven't had either yet; did I just hit a game seed which hasn't happened to generate any?
 
There are certainly both of those, and I guess it would be possible to not have them come up in a game.

The downed/landed UFO ones are great for supplies though.

Okay cool well I will see what happens, still got a little bit of preparation to do before hitting the final mission...

Like everything else in the late game I don't really need the supplies anymore - sitting on some ~3,000+ supplies with plenty of the other resources but nothing much I need to buy; every continent contacted and radio-tower'd...

A little scared of the final mission though based on what people have said (although if I'm honest part of me hopes it does end my run as then I will be more determined to beat it again!)
 
You're telling the wrong person, I've completed it on commander/Ironman.

I know they don't have timers, but they tend to have Aliens in the building so if you stealth all the way in, when you get to the objective you will come out of concealment and all the aliens will be bearing down on you at once.

And yes you can deal with large groups when you've got 6 colonels but it's still occasionally risky if you have a few misses or a Psi domination fails.

Was meant to back up your statement. :)
 
Guys not looking for spoilers here but I think I'm nearing the final mission (at least I believe I have the option to do the last mission on the hologlobe)... but I was led to believe there was a "defense" type mission as well as some "landed UFO" type encounters in the game... I haven't had either yet; did I just hit a game seed which hasn't happened to generate any?
The defence mission only happens if a UFO hunts the avenger & evasion fails, the other I'm not sure what triggers it perhaps the defence mission does as I had not had them before I did the defence.
 
The "defence" mission (without spoilers) is from a dark event (the alien research tree). Once you spot the event it should be pretty obvious. You may have thought it sounded serious enough to pick as the 1 of 3 things you countered in a guerrilla mission in which case you (probably) won't get it. I couldn't counter it in time so got the resulting ground mission. It's kind of awesome and intense (I think I killed 42 aliens in that one ground mission as my tactics were VERY defensive).

The downed UFO one is quite similar to the "local resistance have ambushed a convoy/train" type ones so you may have just not seen it. I've seen... 2 I think, maybe 3.
 
The ZeroPunct review is up, and he was fairly scathing... one of his main gripes are the mission timers, which seems to annoy a lot of people. It's probably the main reason why I don't plan on getting this. Hate being rushed.
 
It's not a 'timer', there is no rush

You can spend 24 hours playing one level if you want. It's a limited number of turns designed to get people to try tactics other than moving your squad 5 squares and then going in to overwatch.

Not once did I not have enough turns left to complete a mission, and I've completed it twice - Once on Ironman/Commander difficulty.
 
It's not a 'timer', there is no rush

You can spend 24 hours playing one level if you want. It's a limited number of turns designed to get people to try tactics other than moving your squad 5 squares and then going in to overwatch.

Not once did I not have enough turns left to complete a mission, and I've completed it twice - Once on Ironman/Commander difficulty.

I added a mod to add turns because I hate the feeling being rushed even when most of the time I had turns left.
 
At the penultimate mission, where you get to choose certain perks at the cost of intel, I somehow ended up with a 7th squad member, squad targeting, and individual concealment for the rest of the game, after choosing to abort the mission at the Avenger screen.
I was able to complete a couple of Alien Facility missions and the Avenger defense mission with these perks already activated, BEFORE doing the final two missions.
Is this a known bug??
 
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