X-Com 2 - Announced

So did I. They aren't very imaginative tbh. Squad size then nothing else is worth the bother really.

Whaaaa? Vulture is good - get a lot more attachments and cores for the proving ground... The upgrade that gives your soldiers a larger movement range in the first few turns is great for the timed missions as well... Wet Work for the improved XP... most of the upgrades are definitely worth it
 
So did I. They aren't very imaginative tbh. Squad size then nothing else is worth the bother really.

Grenade damage, aim on overlook and a fair few others.

In fact here's a list of what I would consider good

Vulture - Increases the amount of loot enemies drop by 1. Costs 75 Supplies.
Squad Size 1 - Increases the size of your squad by 1. Costs 50 Supplies.
◾Integrated Warfare - PCS bonuses are significantly improved. Costs 150 Supplies.
◾Squad Size II - Increases the squad size to a maximum of 6. Costs 75 Supplies. .
◾Specialist: Cool Under Pressure - Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots. Costs 75 Supplies.
◾Grenadier: Biggest Booms - Explosives can inflict critical damage. Costs 75 Supplies.
◾Ranger: Hunter's Instinct - Attacks against flanked enemies deal +3 damage. Costs 75 Supplies.
◾Sharpshooter: Deadshot - Bonus 10% chance to critically hit enemies. Costs 75 Supplies.
 
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Whaaaa? Vulture is good - get a lot more attachments and cores for the proving ground... The upgrade that gives your soldiers a larger movement range in the first few turns is great for the timed missions as well... Wet Work for the improved XP... most of the upgrades are definitely worth it

I forgot about vulture, must get that now actually.
 
OK regardless of the performance issues I am still loving this game, great game so far. And hard enough that I still am losing the odd person I did not want to lose. Need so many upgrades.
 
FYI - There is a new Nvidia driver with SLI profile which makes the FPS really good (99% usage on both cards)

Unfortunately it does the same thing as the Nvidia Inspector adjustments and makes the High cover/Low cover indicators vanish :(
 
I actually think the base game of XCOM: EU is more difficult.

Even my Ironman run on 'Commander hasn't been too bad yet. To be fair the harder aliens (Sectopod, Gatekeeper, Andromedon etc) haven't appeared because I've been holding off the story missions whilst I develop weapons and armour and stuff.

Hacking towers has so far caused me more trouble than they are worth though. Every single time I've failed and it's always nearly completely had me over.

Hmm, I didn't think I'd done much in the way of story missions but have still met all of those. Oh and I agree about hacking towers, I've not actually managed to take over one even though I usually have at least a 50% chance.

I must say I'm struggling with Commander, wish I'd gone for Veteran but am determined to get to the end now. I think when I get around to a 2nd playthrough I'll drop down to Veteran but add Ironman.
 
Finally started playing this properly. Took me 2 tries to do the second tutorial mission of disarming the bomb because I ran out of turns. On the second try I moved more aggressively and activated 2 pods including the Sectoid pod which I had to grenade down to even the odds. And no, Dr. Vahlen to give me a rollocking for blowing up alien tech :(
 
Lesson of the day: Give your ranger a mind shield as soon as possible.

Utter killing machines when under a sectoids control. :rolleyes: That's another Ironman campaign wrecked. :o

Especially when they have Reaper.

However, you do something wrong if you lose solders to sectoids. By the time you have strong troops to worry about mind control, the sectoids have dissapeared and other stronger units are there.
 
Those damn gatekeepers, Sectopod and andromedon. Lots of armour and so many hp to chew through. Had a mission last night where the gatekeeper did it's explosive area of attack reserect mind control all the things attack leaving me with no option but use a whole round of actions destroying it and accepting the fact I'm going to get bombarded by the rest of the aliens... Got away with it with some heavy injuries.
 
on the subject of the gatekeepers, the first mission i encountered then, im certain that the first hit was the only one that did damage, at which point it'd close up and be untouchable, so i had to just focus my best unit on its attack and the others on the re-animated.
Last night i did a mission, and for some reason shot at it twice, and it worked just like any other alien, wouldnt mind but it wasnt until its 2nd attack that i even bothered, and its been fine in missions since then.

Was that a thing in that 1 mission, did it bug out, or was something else happening, cos it was pretty damn weird.

I hadn't played it for a good few day either, but i'd got well into the timed countdown phase, and managed to turn it around and get it back to a single square, although i've gone back to focusing more on resources and better gear and its back to around half way again :D
I feel like fewer of the missions have been timed, maybe its just because at first with them being new to me and a completely new challenge, it felt like the were in 3/4 of the missions, now it feels more like 2/5 or something. Not a fan of them as such, but like the VIP and survivor rescue missions, they add a different challenge and different mindset, and i dont mind that so much, though i feel like they could do with being a turn or 2 more, but dont really want to mod it (havent looked at mods since about 1hr after launch).
 
Yeh I've noticed much less in the way of timed missions, and when they have been timed there are often shortcuts to cover off the time. ie Rush to kill the VIP/objective and then slowly kill things rather than necessarily having to battle through the waves. Wonder if they've released a mild tweak to how it works?

As for the gatekeepers Paul, I haven't noticed that - I'd say it sounds like a bug.
 
I still don't get the harsh criticism the timed missions are receiving from some... They add a much more interesting dynamic to the missions they appear in, requiring a different approach and tactics (which can only be a good thing in a game like this)

I'd quite like to see some missions with a timer which is much harder to accomplish, but where running out of time simply makes the remainder of the mission different (not necessarily harder, just different)... For instance a mission where you're trying to capture a facility which will recover a lot of supplies, but if you don't succeeed before backup arrives the objective changes to just blowing the facility to pieces and getting to the EVAC (and not getting the supplies)
 
Plasma weapons, squad size 2 and exo suits, missions have just become 70% easier.

Totally forgot about the guerrilla facility and the upgrades in it.
Also got the shredder gun for eco, give that a try next mission.

Only generally do 2 missions a day so way behind you lot

I am researching plasma weps but it's taking ages. Getting slaughtered by Archon's while I'm waiting. Only have one exo suit.

Why is everyone’s aim so bad on Archons? Even my best snipers are around 63% chance to hit them. Even when my ranger runs right up beside a massive Archon and fires a shotgun in their face, it usually misses. Archon’s are huge! Why are they so hard to hit for everyone on my team?
 
I am researching plasma weps but it's taking ages. Getting slaughtered by Archon's while I'm waiting. Only have one exo suit.

Why is everyone’s aim so bad on Archons? Even my best snipers are around 63% chance to hit them. Even when my ranger runs right up beside a massive Archon and fires a shotgun in their face, it usually misses. Archon’s are huge! Why are they so hard to hit for everyone on my team?

Because they are flying creatures. Automatically incurs a Aim penalty.

Also I have a feeling they have a high dodge rating as any hit of mine that does seem to hit always seems to be a graze. I also hate these units.
 
I may just have a VERY accurate sniper (I think he's at about 134 aim by now so... yeah) but I generally lob some grenades at it then mop up with my sniper.

Grenades are definitely the answer to gatekeepers most flying enemies though :D

Even if you don't have squad conceal at the start, so long as you've got a ranger along with conceal or the other ability that keeps conceal when the squad drops it lets them scout. Use high cover to get a grenadier in close once you've found a pod with everyone else further back (use the "target" icon thing that says if they have a shot to position them JUST out of visual range, most packs will move forward when triggered) on overwatch (a sniper with "in the zone" works well here). Throw a grenade in and watch them scatter with crossfire often cutting them down :) The ranger can step in and finish off any stragglers if they're too dangerous to leave alive (like gatekeepers). If you've got salvo on a grenadier you can (timer permitting) even wait a turn and get 2 grenades at a pack from the same dude.

As far as a random... tip.

A sniper with:
a superior reload mod (3 free reloads - at least 2 is usually fine though)
high aim (use PCS and/or the tracer ammo - you're after around 110+)
"serial" ability

absolutely dominates. Run in (with other squad members), pop some pods, lob grenades at them to take a chunk off the health (repeat as needed). Pop serial on your sniper and watch him clear the field. I've had the sniper drop 6 units back to back (codex, codex, gatekeeper, codex, shield bearer, androm) in 6 shots on a single turn then nearly flatten stage 2 of the androm. Beautiful to behold.

I play whack-a-mole with blacksites as soon as they appear now. Always go in heavy and quick with grenades, blow a hole in the wall to get in quick to the explosives spot, run the ranger in on turn 3/4, drop explosive and run out to extraction point on turn 4/5. So long as you keep it tight they're quick and easy (don't even need to kill everything).
 
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Hmm, I didn't think I'd done much in the way of story missions but have still met all of those. Oh and I agree about hacking towers, I've not actually managed to take over one even though I usually have at least a 50% chance.

I must say I'm struggling with Commander, wish I'd gone for Veteran but am determined to get to the end now. I think when I get around to a 2nd playthrough I'll drop down to Veteran but add Ironman.

As a random point - if you have time ALWAYS hack the towers. There's generally one option that improves the current mission (e.g mind control a random alien - handy but pops conceal so use carefully) and one that give a more long term bonus (50% reduction in intel costs/blacksite location etc). I got used to ignoring them for a while but they DEFINITELY should be poked. If the chances look poor, hit escape and the turn isn't wasted.
 
I dropped the Tracer ammo from my Sniper, taking a slight hit in accuracy for armour piercing rounds is so worthwhile! I run with the skeleton suit so can get her nice and high quickly and with serial and a plasma lance with 6 shots in the clip she's brutal! She finishes most missions with 4-5 kills :D
 
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