X-Com 2 - Announced

Yay, cover icons now working with SLI :D

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One mod I really like is the one which makes it so that once you research an "experimental" item in the proving ground, it gets taken out of the rotation and instead becomes a buy-able item in the proving ground (like the suits)... It's still a lottery which order you discover the new ammo/grenade/armour types but at least once you unlock the one you want you have it unlocked
 
How did everybody get on with the final mission? Attempted it last night for the first time on commander ironman and holy hell is it hard! The game has been a breeze up until this point but i'm actually concerned that I might not be able to complete it! I wish i could redo my squad composition now i know what i'm up against but sadly I can't as its ironman :(
 
How did everybody get on with the final mission? Attempted it last night for the first time on commander ironman and holy hell is it hard! The game has been a breeze up until this point but i'm actually concerned that I might not be able to complete it! I wish i could redo my squad composition now i know what i'm up against but sadly I can't as its ironman :(

try an focus on the avatars once all three are down the rest disappear .. easier said then done though :)
 
I got the engineer mod on this one, and it's a great class.
Pulse rounds +12 against mechanics, he also has rupture, halo targeting and a shotgun.
Can't remember but I think rupture was the awc skill.
Helps a but over powered, but then my sniper is to, as he got rapid fire from awc. And with tracer rounds and +15 scope, had it before when even rapid fire is 100% thinking of changing to is it ap rounds to ignore amour.

Got to the point where I just want to skip to final mission but somehow still miles away from that. Despite having no research left. Run out ellerium cores, just trying to get some more shredder cannons and experimental ammo, then I'm ready. Everyone has war suits and sniper wraith suit. Most have fully upgraded guns and most have pcs as well, would like a couple more agility ones for all my shotgun troops.
 
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How did everybody get on with the final mission? Attempted it last night for the first time on commander ironman and holy hell is it hard! The game has been a breeze up until this point but i'm actually concerned that I might not be able to complete it! I wish i could redo my squad composition now i know what i'm up against but sadly I can't as its ironman :(

Agree with what andrewohare said, focus entirely on the Avatars, ignore everyone else.

If you can, Mind Control one or two tanky types: Gatekeeper, Andromedon are your best bets for this. Optionally, go for the Archons and Codex if there are no others on hand, although Andromedon and Gatekeeper will still be the preference. Use them to scout for the Avatars.

If you have them, use Blaster Launchers and fire them at the Avatars as your first action. This will cause them to teleport, but take a bit of damage first from the blast. Normally, they will teleport into visual range of your squad. Plink away at them with your weapons or Psi abilities until they are dead. Most teleports will teleport within squad range, but if not use your mind controlled mobs to attack them and get them to move again. If you miss, use another Blaster Launcher. Assuming you have the appropriate squad, you should be able to take out one Avatar per round, even on Legendary Ironman. But you do need to take them out on that one round of attack, else they could easily overwhelm you.

Psi Operatives are more desirable than standard squad units because of Codex weapon nullification capability, which will neutralise the normal units attack most of the time and you'll lose the advantage. With Psi Units, you can still perform an attack so long as you have not used up all your movement.

Keep a Mimic Beacon available in case things go south and keep aggro off your main group. And pray the XCOM RNG is good to you. :p :D
 
Archon are great for mind control, due to the amount if time they manage to dodge. Meaning there low health compared to other units, can actually survive longer.
 
The reasons why I would recommend the Archon and Codex as the third and fourth option to Mind Control, especially for any high difficulty Iron Man runs are:
1. Less Armor, not an issue with Dodge as Glaucus said, but it's noticable on Legendary.
2. This is the big one though however, Low accuracy on their weapon to hit. Compare this with sure fire hits like the massive AOE on the Gatekeeper, and the Acid Grenade on the Andromedon which are both 100% hit rates (on Avatars) and you can see why Archons would be third or fourth on the desirability list. As on higher difficulties you want attacks to hit, especially important against Avatars who teleport behind their own lines, so you need a Mind Controlled unit to run in and do the necessary damage to get the Avatar to a potentionally more desirable location to fight at. Something you can't do when you don't have 100% hit rate, and almost no enemy unit ever gets that when under your control.
3. Codex is useful, but only 1 or 2 at most, using their virtually unlimited range teleport to scout and trigger Avatars before teleporting back to the main group and acting as a target for enemies. But their low health despite their dodge skill is a drawback when AOE or grenades are used on them.

Trust me, when Legendary Avatars have something like 30-40 Health and Armor as well. You don't have the luxury of doing anything which has a % chance to fail (ie 98% chance to hit basically means it'll fail 50% of the time). But if you have no other choice, you take what you can get. But always aim for the more desirable ones.

Good Luck Commanders. :)
 
Finally got around to getting this and have to say I like the way it is similar to the original.
Only been playing a few hours and I've noticed a steeper learning curve but it has met my expectations.

Like the Proving Ground addition but not a fan of the timed missions (never have been)

Only downside is that for some reason I can be targeted through walls
Viper grabbed me through one
which seems a bit unfair.
 
Just had a mission where 2 guys got hit by a viper poison cloud. Not only did it never wear off, taking them from full health to dead, but it spread to the remaining team members when they got close.

I had used up my medkits at this stage, so they're all dead :o

Is that a bug or deliberate? Ironman screwed now :(
 
Just had a mission where 2 guys got hit by a viper poison cloud. Not only did it never wear off, taking them from full health to dead, but it spread to the remaining team members when they got close.

I had used up my medkits at this stage, so they're all dead :o

Is that a bug or deliberate? Ironman screwed now :(
The extra tickof poison is random you got unlucky when it happened many times mostly its just a few turns.

The spread of poison is part of the game. It even works with viper rounds. It's just that Aliens rarely cluster and lots are immune.
 
I've been watching some twitch streamers that have said they're getting bored with this game and finding it much less re-playable than the previous game (maybe in part due to the lack of a 'long-war' mod).
From what they've said by the end of the game you're so OP that there aren't many scary situations.

They said the first time through the game you're less aware of it, but by the second time you start to realise how OP your squad now is.

Is anyone else finding that?
I wasn't a huge fan of the original, but they did make this game look quite good fun so I was tempted, until they said this.
 
The spread of poison is part of the game. It even works with viper rounds. It's just that Aliens rarely cluster and lots are immune.

Yeah, poison is highly contagious. I always make sure to avoid anyone who's been poisoned, in case.. you know.. it jumps to me :p
 
I've been watching some twitch streamers that have said they're getting bored with this game and finding it much less re-playable than the previous game (maybe in part due to the lack of a 'long-war' mod).
From what they've said by the end of the game you're so OP that there aren't many scary situations.

They said the first time through the game you're less aware of it, but by the second time you start to realise how OP your squad now is.

Is anyone else finding that?
I wasn't a huge fan of the original, but they did make this game look quite good fun so I was tempted, until they said this.
The game is much easier than XCOM EU/EW. Having said that, it also became much easier as you progressed with the end level being no challenge at all once you knew the gimick. (xcom2 is the same).
EU didn't have much replay value until after multiple patches and extra content was added. Enemy Within, Chilong, Progeny, mechs, the meld, gene mods. All extra content.

Long War itself only became so good after the release of EW which was a paid for expansion to the base game.

Ive played through xcom2 a few times now, and it does get boring. I think having dumbed it down they removed some of its interesting parts.
Research is too easy and over way to quick. With very little in the way of choice. There are clear paths and you have to make them as theres not much else to do. In EU/EW with the addition of shivs, meld, enemy and friendly craft there was much more to research and build.
 
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