Heading into the tactical section of the game, it’s critically important that you have tactical options. That gets better if you build a laboratory, but that requires money, space, and construction time - all of which are improved by engineers! You’ll eventually need scientists - some plot-critical research requires four of them - but engineers are much more important early on.Īcid Grenades are one of the best ways to take out armored aliens in 'XCOM 2' Scientists are good for research, but with diminishing returns on their bonuses - it only takes a couple until your buffs are like 17% speed improvement. But don’t go below four on any of types of enemies.Įngineers > Scientists Early. If you need the cash infusion, you can certainly sell those rotting bodies. See, you need those corpses for research and item-building - for example, Viper corpses are used to research the improved Nanomedikit. This is a bad idea, and if done to extremes, potentially game-ending. With money tight, it’s tempting to go to that Black Market and just unload all of the enemy corpses you’ve accumulated in your bloody return to XCOM glory. Although you can mess it up easily, so also… This will double your squaddies’ hit points - it’s the biggest single leap in the game. It may still be worth it, but there’s a better way: head to the Black Market and spend intel to cut that time in half. It doesn’t take long to get to the Plated Armor research option, but chances are the first time you see it, it’ll be an imposing 20 days long or so. And the plot missions are obviously necessary, but can be held up until you’re confident in your squaddies - unless you need to knock the Avatar Project down right away. Eventually you’ll learn which combat missions you can skip, but in general you can try to do them all. You definitely need to expand when you have the Intel to do so. From least to most useful: Scanning is mildly useful but not worth worrying about. That’s roughly the level of importance as well. There are four things you can do on the strategic map: scan for resources, make connections to other regions, respond to alien missions, or do plot-critical missions. But if you find you’re constantly struggling to win missions, filling your ranks with brand-new rookies, and especially if you’re behind on armor research to the point where your characters are being killed in one hit, you’re probably too far behind to win this campaign. Sometimes the map and enemy combinations just don’t work. You’re not going to win every mission, even with reloading saved games. Keep your options open, know how quickly you can get to a black site, and you’ll be fine. Second, there are multiple ways to knock it down, most notably, completing plot missions in combat (like using the Skulljack) and also raiding enemy black sites.Īs long as those are available to you, it’s possible to play through XCOM 2 doing very well even as the Avatar meter constantly hovers around the top. First, even once the meter fills up, the game isn’t over - you’re given two weeks to knock it back down. That meter fills up quickly, and can make it look like you’re losing in a hurry. Your main goal in XCOM 2 is to stop the mysterious “Avatar Project,” which is represented by a meter at the top of the strategic map. Strategic Tipsĭon’t Panic About the Avatar Project. Let’s avoid those mistakes! First at the strategic layer, then at the tactical. It’s a tough game up-front, and can be even less forgiving than that over time - enough small mistakes and suddenly you’re doomed. With 4.5 million squaddies dead after the first week of release, it’s clear there are many, many ways to die.
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