X-Com 2 - Announced

Finished the game. Built psi labs very early so by mid way had 6 fully levelled psi soilders p. Was madness :D

I also double and triple checked that mind control (not insanity) does not last on that last mission it's the case. Unlike all other missions you lost the ability after 4-5 turns.

Huh? Are you sure about that - maybe I'm misunderstanding but I took 6 fully levelled psi-ops on the last mission and mind controlled 1 gatekeeper very early on, plus 2 andromedons, another gatekeeper and a codex towards the end and the mind control lasted for ages (definitely more than 4/5 turns)
 
Huh? Are you sure about that - maybe I'm misunderstanding but I took 6 fully levelled psi-ops on the last mission and mind controlled 1 gatekeeper very early on, plus 2 andromedons, another gatekeeper and a codex towards the end and the mind control lasted for ages (definitely more than 4/5 turns)

Okay, checked again to triple check as I had some saves and turns out I was going mad, well partly :p Turns out:

The Avatar seems to only have limited amount of turns (4 it seems) it can use mind control. But it refreshes. Looks like I mind controlled an enemy twice with the Avatar in the same mission and assumed when I lost control of a second enemy troop it was a normal Psi Ops solider losing control without checking if the avatar replenishes. (normal troops seem to be fine up to 10 and counting)
 
The Avatar seems to only have limited amount of turns (4 it seems) it can use mind control. But it refreshes. Looks like I mind controlled an enemy twice with the Avatar in the same mission and assumed when I lost control of a second enemy troop it was a normal Psi Ops solider losing control without checking if the avatar replenishes. (normal troops seem to be fine up to 10 and counting)

Ah okay - that explains it :D

I've been trying to think if psi-ops need some kind of balancing and if they do how exactly that would work... They're just so good. I think when I get around to my playthrough on Legend Ironman I will be making a beeline for that psi-lab and get churning out OP psi-ops as soon as possible... (I could play sub-optimally on purpose to make things more interesting but in a well balanced game it sholdn't have to be that way)
 
Ah okay - that explains it :D

I've been trying to think if psi-ops need some kind of balancing and if they do how exactly that would work... They're just so good. I think when I get around to my playthrough on Legend Ironman I will be making a beeline for that psi-lab and get churning out OP psi-ops as soon as possible... (I could play sub-optimally on purpose to make things more interesting but in a well balanced game it sholdn't have to be that way)

Yep going to try something similar. I do think they are extremely overpowered once you get a few of their key perks and more so once you throw them into war suits and throw on AP ammo in the rare event they actually use guns. Becomes a steamroll.

Only thing I think that could help balance things is to make it abit like XCOM one where only a certain % became PSI ops so in theory you will typically end up with 2-3 by the end.
 
Only thing I think that could help balance things is to make it abit like XCOM one where only a certain % became PSI ops so in theory you will typically end up with 2-3 by the end.

That isn't the case? Wonder why. Ever since UFO only a small number of soldiers could use psi (or were any good at it).

So in this one anybody can?
 
On the flip side swords are useless past very early game, ranger with run and gun is far better, swords never give enough damage and miss/dodge to often. Shotgun at dead blank range often has a higher hit percentage and especially if you add crit chance add on, stupid amounts of damage.

Spec a ranger with bladestorm and untouchable,and equip them with a mech suit or a stasis vest,then run him into a pack of enemys and use the shotgun to kill the first one.On the enemys move you can deal significant amounts of damage to the pack with the sword,untoucable gives you immunity to the 1st attack directed at you,even if the rest of the AI decides to focus on your ranger,the high HP from the load out should keep him alive.

The Swords are awesome when you fully spec into the playstyle :D

Saying that i havent tried that spec on commander/impossible.Waiting for a patch before starting those runs.
 
Spec a ranger with bladestorm and untouchable,and equip them with a mech suit or a stasis vest,then run him into a pack of enemys and use the shotgun to kill the first one.On the enemys move you can deal significant amounts of damage to the pack with the sword,untoucable gives you immunity to the 1st attack directed at you,even if the rest of the AI decides to focus on your ranger,the high HP from the load out should keep him alive.

The Swords are awesome when you fully spec into the playstyle :D

Saying that i havent tried that spec on commander/impossible.Waiting for a patch before starting those runs.

On harder difficulties (I'm playing Legendary at the moment) you can't let yourself get surrounded by enemies as they are liable to get critical flanking shots. Even with power armour and vests your guy can be killed in two hits.

Better to just equip 3 or 4 mimic beacons and that keeps the Aliens focused during their turn.
 
What's everyone best and worse skills
Fir me gun slinger has to be these best. Get sniper to fire pistol a everyone often reduces hit points enough to kill, especially powerful mid game.

On the flip side swords are useless past very early game, ranger with run and gun is far better, swords never give enough damage and miss/dodge to often. Shotgun at dead blank range often has a higher hit percentage and especially if you add crit chance add on, stupid amounts of damage.

The cure is 1) Keep your ranger alive 2) Retrain them at appropriate time.

I agree.
 
Best skills

Ranger: Phantom, Concealment, Implacable and Untouchable are really crucial

Specialist: I tend to go down the Medical protocol tree first before levelling up a second one with the more Hacking/Damage tree

Grenadier:
Heavy Ordanance -> Volatile Mix -> Salvo
+ Biggest Booms & upgraded Incendiary Grenades
EXO Suit as soon as available for Rocket Launcher and Shredder
W.A.R Suit with a Blaster launcher or Shredstorm Cannon in the later game.

Sharpshooter: 'Serial' combined with the Superior Expanded magazine + Superior Scope weapon upgrades is brilliant. I equip mine with bluescreen rounds for a huge bonus against robotic enemies. Guaranteed to take down a Codex in one shot, which stops them cloning around the map.

In fact I was playing it earlier this morning and my top tier Sharpshooter took out 4 codexs, an Elite Lancer and a Archon in one turn.

Incidentally, Archons on Legendary are really annoying as they have a lot of HP and are ridiculously difficult to hit. They make good 'Tanks' for your Psi soldiers to Mind control if there aren't Gatekeepers about though.
 
Best Skills for me, aside from all Psi class soldiers which slams everything is

Ranger: Talon rounds, laser scope, Storm gun, wraith suit, rapid fire and untouchable with the perk from guerilla warfare centre. Outright decimates everything in close range with rapid fire. Base 35% critical chance + 1 damage on critical hits from Talon rounds makes them pretty brutal. Can 1 hit kill pretty much anything if they use rapid fire and are within range.

Grenadier: Use to strip and stop heavy armoured units so Shredder, chain shot if I equip Grenadier with scope to weapon, Hail of bullets which for which I always add autoloaders, and Rupture to use on heavy targets which combined with Halo Targeting I pick means any subsequent follow ups typically on bigger / armoured units mean they are already shredded, extra aim bonus and more damage from rupture.

Specialist is usually medic based with skulljack thrown on to boost hack.

Sharpshooter: Probably like most other peoples, mainly Scope and Superior Mags to make the most of serial. Normally equip them with tracer rounds.
 
Prefer sniper to have face off, lightning hands and venom rounds, deals a huge amount of damage to a lot of people, and any organic enemies left standing our poisoned so get reduced aim and move. And the 15% at instant kill, as that also applies to pistol.

1 with ap, 1 with is it blue rounds? (the emp) and everyone else with venom.
 
Talon rounds with rangers that have double tap is insane. Pretty much destroy in a turn. I had a ranger with the ability that meant they could also shred armour and the results were spectacular.
 
Game now works with all mods, Wahoo. So far silly easy, basically went mag weapons as priority. So much more fun with don't make me wait and other mods, speeds the game play up no end. Another mod makes experimental ammo go in a gun add on slot.
Awc is now staffed by scientists and a fair few other tweaked, supposedly better Ai. And to be fair, they now shoot in there turn if they discover you.

Still one problem, instant research from black market, had never worked for me, even in first play through with no mods.
 
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Anyone got some interesting cross class combos yet? Pretty rare getting them but managed to get hail of bullets twice. Once for a medic and once for a sharpshooter. On the Sharpshooter worked fairly well with auto reloaader which provided free reloads but also helped to ensure I could nail a target if need be. Best one was serial on a ranger. In hindsight wish I changed it to a shotgun build rather then sword.
 
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